Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/water/' or tags 'forums/water/q=/tags/forums/water/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Hi Guys, when i'm playing big FMs like Crucible of Omens, I have to play with downsize options to avoid crash : seta image_downSizeLimit "512" seta image_downSizeBumpLimit "128" etc... But playing with this config, I have visuals bugs, like flames appears black, or water surface effect working only in a small square at the left bottom of the screen. I've been able to disable those bugs by using toggle commands like : bind "i" "toggle r_skipambient" bind "o" "toggle r_skipnewambient" bind "p" "toggle r_skipPostProcess" But there is only one bug that I can't handle, it's the water effect when you swim INTO the water : it's not easy to describe, it's like the shader effect is zoomed at maximum, the level is tilted and appears twice as large, it's very difficult to navigate into water. (the same bug appears with sky textures or mirror reflection) I almost found a solution : when using noclip, the water effect is totally disable but the speed of the player is way too slooow and I can't navigate like this. So does someone know a way to disable the water effect ?
  2. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  3. Oh it's one entity on left and right of the walkway? This wasn't clear to me at first. I don't know why you would have this water merged. Clearly, these are 2 areas. Well I guess if the water goes around it behind the player.
  4. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  5. Do you have a single water entity behind those two pieces of glass? If so you need to divide them or the engine will consider everything in between as water and therefore douse your torches.
  6. Just getting around to playing this, I know I'm really late. But, right at the start, is the player supposed to get stuck under water? I jumped in the water and swam to the bottom to see what's down there, but I can't swim back up, I'm blocked by the vegetation. And invulnerable horses in the water below the main entrance?
  7. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  8. I wonder if you could place an invisible block of water right above the fireplace. If you shove the head there it would drown? It might disable water arrows though.
  9. Destined

    Water

    Hi all, I tried to add a floating boat to my WIP, but as soon as I tested, how it looked in-game, it immediately sank. After checking the properties, I noticed, that the boat has a density of 0.5, while the water has a density of 0.0015. I checked the def files and found this comment: Frankly, I don't understand this number for the density. If the density is around 1000 kg/m^3, why is it smaller by a factor of 1000000 compared to kg/m^3 and even a factor 1000 compared to 1 kg/L in TDM? The other point I wanted to get at is: It should be stated somewhere which units are used to describe the density for players that want to work with buoyancy. I suppose the creator of the boat thought something like "Water has a density of 1 kg/L, so lets make the boat 0.5, so it floats." and made it far too dense by accident. The Wiki describes how to create water and visibility etc, but does not describe density anywhere... I will check the density values of other entities (and materials) when I come home this evening and will check if there are other entities that should float, but won't, because a too high value. Maybe I can then give a list, where this should be changed (if there actually are more entities that use density).
  10. So got the following std water material def - extures/water_source/water_green_nontransparent { qer_editorimage textures/water_source/water_green discrete nonsolid water twosided noselfshadow noshadows diffusemap textures/water_source/water_green { blend bumpmap map textures/water_source/water_green_local translate 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 0.8)], 0.01 * sintable[time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))] scale 0.5,0.5 } { vertexProgram HeatHazeWithMaskAndDepth.vfp // 0.1 * 0.4 => 0.04 vertexParm 0 time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 0.4), time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2) vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5)) fragmentProgram HeatHazeWithMaskAndDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/water_source/vp_water fragmentMap 3 _currentDepth } }How do I make is less transparent and not lighten textures under the water level -
  11. I believe this would only work when using broadhead arrows, because there certainly are missions where rope arrows are essential, or gas arrows for no kill objectives or water arrows for undead enemies. Doesn't Snatcher's Modpack contain an option to add new powerful broadhead arrow effects? He might be able to add this for more people to test...
  12. I guess it works the other way around as well? You can make the room darker (by using a water arrow). but then you loose a save. Maybe the mod needs to add at least 1 arrow to the player for missions without arrows.
  13. This strikes me as less likely to gain traction, as it incentivizes the very play style that people seeking to avoid by setting anti-save-scumming rules for themselves. This rule set punishes the player for operating slowly and carefully. The longer you go without being detected, the more progress you will lose if or when you finally do mess up. It encourages a playstyle that is deliberately sloppy. That might be interesting to some players in the right context, but it does seem to contradict the core power fantasy that most TDM FMs are built around: being an undetectable ghosts. It might unlock a compelling alternative power fantasy, but I think that would need to be contextualized by a bespoke FM, one where getting noticed is unavoidable at certain points. For general missions though, I think your first idea is better. The appealing part of the equation is adding a resource cost to saving to prevent rampant scumming, but the player still wants to be in control of how they allocate those resources. If I may make a suggestion, how about a mod that makes arrows into the save currency? You could still use the calling card mechanic, but each time one uses it, an arrow is deducted from the inventory, and if none are available you can't put down a save point. I'd suggest an implementation where each time you use the card, an arrow is deducted at random from the quiver, with no regard to type. This means each save would a gamble that you will lose a premium arrow that you wanted to hold onto for later, like a rope, a water, or a gas. But you could also limit it to broadheads or waters if that seems less brutal.
  14. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  15. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  16. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  17. Thanks @Bergante. Glad you like the mission. @RedEmberI played around with this a bit and its a cool idea! A couple things I found: The card: Having the card drop to the floor could create a lot of issues, it could fall through a mesh, be dropped on a platform that moves, dropped in water or to an inaccessible place. For this to work it would likely need to be something that floats in place and is generally unaffected by the world or accounts for those edge cases somehow. Loot: This is a cool idea to earn saves via loot, but be aware loot varies wildly across missions. 60 percent of loot could be in the last few rooms of a mission. Maybe you get a save token at 25, 50, and 75 percent of the loot collected. Save restrictions: One idea I played around with but never prototyped was a kind of a "potion of recall" so to speak that the player drank and acted as your save. You could then find them in the level or start with a limited amount. Having the saves be an item could be interesting and totally optional via the shop. If you buy the potion of recall you basically activate save restrictions as a challenge mechanic. This isn't something easily done via add ons, but just thought Id share the thought. Doing this via the location could work, but location sizes will vary wildly across missions. Hope this helps!
  18. The Bakery Job is a tiny few room FM, where the player steals a recipe book. Made by Sotha. Briefing: The entire building process of this mission was published in a youtube video series. New mappers are warmly welcome here: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ ...and on youtube: BUILD TIME: 381 minutes. CREDITS Thanks goes to TDM team and the whole community. Special thanks to OGDA and gnartsch for betatesting! Link to the mission:https://drive.google.com/file/d/0BwR0ORZU5sraZWpiRnluMXpvOEU/view?usp=sharingIn-game downloader. Cheers and enjoy!
  19. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
  20. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
×
×
  • Create New...