Sperry on 31/12/2019 at 01:26
Hello everyone. I've been working on a re-editions of my Shadow of Doubt campaign for years now and am approaching beta-testing for some missions at least. For simplicity, this thread will focus on Broadsword of Sheol, as it is so far the one closest to beta-testing and release.
However, there's still some work to be done, and I'm looking for help, as I cannot possibly do everything alone. Below is my to do list for the "Broadsword of Sheol" re-edition. Thanks in advance to anyone who will take time reading through this, and offering help, suggestions or constructive criticism. Also, spoiler warning.
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Portable ladder problem: In the original release of "Broadsword of Sheol" there's a section where the player must detach a ladder from a wall and bring it elsewhere to climb over an obstacle. I was never completely satisfied with the way I accomplished this at the time. I'm considering different methods to make this more immersive, such as having the ladder as a "junk" item, with the "lugged" property (although I'm finding this to be a challenge to achieve), or perhaps even a weapon which can be used when the player is carrying it. What would be the best way to achieve any of these effects? Put more broadly, how could one go about to improve the mechanism of the portable ladder?
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SOLVED! Emit broadheads perennity: a very simple question, I assume. I have an Emitrap shoot out broadhead arrows onto a wood surface. The arrows automatically despawn after a few minutes and I can't figure out how to have them remain in-game indefinitely. Can someone help with this?
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Custom Keys objects and locks graphics: I'd like to implement custom object models for the keys in this mission. I particularly like the (
http://spirited-tech.com/thief/2015/05/06/ancient-lockbox-by-eshaktaar/) custom keys from Eshaktaar's "Broken Triad", and was wondering if Eshaktaar would accept if I were to use the model in my mission. Furthermore, I need several keys to have different appearances, so as to be easily set apart, and would ask a model maker to design at least 5 new key models inspired by Eshaktaar's custom model. The bow of the keys can remain identical, but the shaft, pin and wards must be sufficiently differentiated for each model. Also, I'd need a lateral image of each key. Finally, I'll have to replace the lock grafics on the chests, lockboxes and containers, so I'd be grateful if someone could provide graphics for the keyholes.
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SOLVED! Custom Lever: I'd like to use a custom lever, a reskinned version of a lever found in Haplo's "Unholy Vivid Innocence" mission. Would Haplo kindly accept this?
Actually, I've learnt that the object in question was made by Schwaa and is available on the (http://spirited-tech.com/thief/2015/05/22/switch-by-schwaa/) Thief object repository.*
Particle effects: In the original release of "Broadsword of Sheol", the player must find a hammer weapon to break some boulders. In my re-edition, I'd like these boulders to be composed of coal, and am trying to replicate and exploding cloud of coal. Could any expert in particle effects help me achieve this effect?
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SOLVED! Conversion of .3ds file to mesh/.bin .cal files: Several years ago, Schwaa sent me a 3ds file of a custom AI. I don't know it has since been released publically, in any case I have no clue how to convert it into the appropriate .bin and .cal files, so if anyone can help here, I'd greatly appreceate. (
https://www.dropbox.com/s/v463emgcf4v8t1n/Female%20Fire%20Mage.7z?dl=0) Here's a link to the file in question.
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Handling object id limitations: I've currently got way to many objects in my mission. I'm currently reading through the threads in the forums related to this topic and will post if any specific questions arise.
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SOLVED! Reducing cell count: I've noticed that the overall cell-count of my mission is way over acceptable limits for T1 old dark. I'm finding (
https://www.ttlg.com/forums/showthread.php?t=148845&p=2390175&viewfull=1#post2390175) this thread particularly useful in dealing with this issue, but the process is still taking time...
If you are interested in betatesting Broadsword of Sheol, please PM me.
I'll do my best to give credit to all who help upon the release of the missions. Thanks again in advance.
Edit: I've started (https://www.ttlg.com/forums/showthread.php?t=150402&p=2441388#post2441388) a thread for another of my missions, "All Astir", please consider checking it out.
Renault on 31/12/2019 at 07:03
Not sure if this helps or not, but Invitation to Castle Morgoth (by Vlad Midnight) had a portable ladder that worked pretty well.
Looking forward to the new version of SoD.
Sperry on 31/12/2019 at 11:58
Quote Posted by Brethren
Not sure if this helps or not, but Invitation to Castle Morgoth (by Vlad Midnight) had a portable ladder that worked pretty well.
Looking forward to the new version of SoD.
I'll chceck it out, thanks!
FireMage on 31/12/2019 at 12:27
Hi Sperry!
So, you are still using old Dark TG, right ?
This might a bit more tricky but as I use to say, almost nothing is impossible.
Well, I must say I know all the answers of your need. For the models and particles, I can help you without a problem, all I'll need is a more detail description of your locks and keys design.
The SFX shall be something similar to the explosion SFX made by LGS : a simple fnord with three one-shot round SFX.
For the arrows, it's something LGS did to prevent arrow flooding since TG. It's linked to one of the script in arrows. However, I don't really know what script is doing this but I bet a trick is possible to remove such effect like corpse/stim. I'm sure there's something simple to do about it if the game is adding some "DeleteTweq" on the arrow as I may suspect.
For the ladder, it will be a piece of cake for the junk mod. The tougher parts will be about the lugged effect and the custom playerarm.
If just changing the ladder into a "fake dead AI corpse" is not enough, we will be obliged to use some custom script using "lgs.osm" and the lua API it contains. I know it well !
R Soul on 31/12/2019 at 12:28
The first FM to have portable ladders was Ranstall Keep. I can't remember if they used the Lugged script or junk item type.
The lifespan of emitted arrows is determined by the CollisionStick script:
(
https://www.thiefmissions.com/telliamed/scripts.html#collisionstick)
Having them remain in game forever would be a bad thing. Consider that some people spend a long time in a mission, and even NewDark has a limit on how many objects can exist.
Some of Eshaktaar's objects are already available here:
(
http://www.hulub.ch/customstuff.php)
There's also a contact form but there may be info in his profile here too.
I made a
coal smoke/dust explosion particle effect in All Torc, miss22. The object in question is in the obligatory underground temple, in a secret area
opened up by a switch made from a sword hilt.
Sperry on 31/12/2019 at 16:45
Thanks FireMage and R Soul. I am indeed still using Old Dark. Everything is working well enough, so I don't feel it's time for me to move on to New Dark just yet.
Portable ladder problem: I'll look into "Rainstall Keep" as well. "Invitation to Castle Morgoth" didn't provide any additional information for what I'm trying to achieve. Has anyone here attempted to transfer an obj/ladder.bin file to the mesh/ folder? Could this allow me to create the illusion the player is carrying a ladder? I was cosidering importing the dagger motions from the second CoSaS mission to have the player "poke" enemies with the ladder. I'm currently experimenting with different possibilities in DromEd, and it feels like a chore! :-)
Emit broadheads perennity: Regarding the lifespan of arrows, I understand what you've said about the Collision Stick script. However, in my mission, I'd like to have placed arrows which player must find as ammo. There are no AI archers in the mission, so there is no danger of flooding. Would there be a way around the timer associated with this script?
Custom Keys objects and locks graphics: Yes, R Soul, this is precicely the model that I'm inspired by.
[CENTER]
Inline Image:
http://www.hulub.ch/images/ThiefCustomStuff/AncientLockbox.jpg[/CENTER]
What I'd like to have are a set of 5 differentiated keys of the same style. The player must be able to set them apart by their appearance. I'd like to implement corresponding graphics for the locks. FireMage, is this a sufficiently detailed description? If any of you feel comfortable enough creating such objects, I'd love to see it. I'm absolutely terrible at blender and other 3d object programs.
Particle effects: Yes, so far I've based my sfx on what I found in the OMs. The result is ok, but I'm hoping to achieve something more convincing. I'll look into "All Torc".
FireMage on 31/12/2019 at 17:45
Having the portable ladder as a weapon without using any custom script is not a good idea since first, you'll have to right click in order to attack as dropping a weapon can make the game crashing even in NewDark.
The best option according to my test for oldDark would be the following :
-> Place a human AI (the Merchant for example)
-> Give it your ladder shape
-> Add the posed-corpse property
By this simple thing you'll have the lugged effect and a player arm. If the player wants to defend himself, he'll just have to drop the ladder for a second, beat the badguys and carry on.
For the Arm, just placing an object as mesh is unfortunately not enough because the arm is placed on the player position ie at best it will be not visible because the camera will be "inside" the object model, at worst, it will take 50% of your screen.
I know how to do such arms so I could do it for you, just tell me what model you plan to use !
For the Keys, it's okay, I think I got the idea ! You want them primitve, damaged and accurate pattern ! ;)
For the perennity thing, I'll do my research about it
Sperry on 1/1/2020 at 13:55
Happy new year, all the best for 2020 :-)
Quote Posted by FireMage
I know how to do such arms so I could do it for you, just tell me what model you plan to use !
For the Keys, it's okay, I think I got the idea ! You want them primitve, damaged and accurate pattern ! ;)
For the perennity thing, I'll do my research about it
Thanks for all of this.
As for which model I plan to use, what would you recommend? I'm already using the T2 arm model as this mission includes custom fan-made dagger and hammer weapons.
Also, I just rememberd I have an extra request (converting a .3ds file to thief compatible ai mesh) which I've added to the first post, above. (
https://www.dropbox.com/s/v463emgcf4v8t1n/Female%20Fire%20Mage.7z?dl=0) Here's a link to the file in question.
Finally, I'm currently struggling with T1 limitations, as I'm getting many "Ran out of concrete obj'ID's" errors, on which the compress_br_ids does not appear to help. Does the resize_obj_id_space command works for T1 old dark? Are there other ways around this? I don't find I have that many objects... The info_window command provides the following data: brush counts 3938 Terrain 1951 object 18 light 163 room 35 flow 17 area -MeOnly'd.
skacky on 1/1/2020 at 18:47
For the last one, you can open DARK.CFG and edit the object counts limit. I use this:
Quote:
; object counts
obj_min -18192
obj_max 8184
max_refs 47740
However this is for a NewDark installation, I don't know if you can go this high with OldDark.
FireMage on 1/1/2020 at 22:18
Quote Posted by Sperry
As for which model I plan to use, what would you recommend? I'm already using the T2 arm model as this mission includes custom fan-made dagger and hammer weapons.
I actually wanted to ask "what ladder model do you plan to use?"
Since the Custom Arm Model should be for TG, I will simply use the TG arm with a few tweak to make it looking good but for the ladder it will carry, I'll need to know the model name since there are several models in OBJ with different sizes and textures.
I would be weird to grab a long wooden ladder and see Garrett holding a shot metal ladder.
EDIT : About arrows, with T2 OldDark, there could be a trick but with TG, I fear it could be pretty messy so if the arrows you mention comes from traps, I may suggest you to make your traps reactivatable by adding "ReloadEmitTweq" in the object property. If the arrows are placed manualy so the player can find and take them, do not use emit stuff, just place your arrow, go into its properties (the object only not the archetype) and remove all the physical properties generated automaticaly, it will works perfectly !
It would be a lie if I tell you I didn't found a trick to make the arrows sticking on a wall and never despawning but it requires accurate Act/React stuff on the texture properties and the arrows... and you should know OldDark is picky about it... An Highway to random crashes...
If you
really want it, use custom scripts, even if I give an extra help on it.