Marzec on 6/2/2019 at 23:29
I love that kind of projects!
One question. How do you put these photos into Dromed this way?
LarryG on 7/2/2019 at 06:45
Look in the New Dark docs for set_bg_image and reset_bg_images
gamophyte on 9/2/2019 at 21:50
Thanks Marzec. You can set image here:
Inline Image:
https://i.imgur.com/buS9tLN.pngInline Image:
https://i.imgur.com/N4gPKza.pngI'm not sure if I got the dromed toolkit or not, so this might be only available with it.
BUT NOTE, you may use this dialog box to do the set command for you, but they won't stay each time you open Dromed, nor are they stored in your COW file.
You must note the full command that outputted in your
monolog window, in fact you can copy it into your windows clipboard, and paste it into your startup cmd, see image below.
Inline Image:
https://i.imgur.com/AmJ3uG1.pngNow it will always be there on opening dromed. Note also that this install is only for developing this mission, as recommended anyway, but also, the backgrounds can stay in startup as it's the only for this project anyway.
gamophyte on 17/3/2019 at 04:57
No major update, per se. I just have been working on the window tech still. Finally getting somewhere, but also, I wasn't working on it the whole time. I didn't realize my SSD was running out of space and I thought the slow COW loads was that something might be wrong with my PC. Was afraid of corrupting the COW files as sometimes Dromed status bar would stick on "loading mission" long after it loaded. Phantom mentioned the fact this will happen with SSds and so I cleared out space. Thanks for that!
Now we're cooking again, and want to share a short video of the glass breaking with glass flinders. The gravity of the glass flinder objects is set really low for the sake of fun. Speaking of fun, I also tried setting elasticity to super high and watch them all fly around bouncing more than the T1 basketball.
The shards are sourced from the actual initial window pane object. I sliced it up. Technically if I could get Y and Z calculated perfectly I could have them start falling from their actual correct position, thus a crack would appear first, then shards would slowly fall.
Inline Image:
https://i.imgur.com/fWWT8lY.pngOh and I have small particle disks for dust, but I think it needs more tweaking. They two slightly twist before disappearing, so it's like they caught a wind draft.
Okay now with some media, I will just note that the hitching is lag on my PC, not yours.
Here is a low rez with sound:
[video=youtube_share;d_lHrEshWoI]https://youtu.be/d_lHrEshWoI[/video]
Here is a higher rez without sound, and shorter:
[video=youtube_share;zYGpnwYgDpk]https://youtu.be/zYGpnwYgDpk[/video]
Gif, sadly still hitching:
Inline Image:
https://i.imgur.com/qwluQzP.gifBetter video, finally:
[video=youtube_share;prDk3oUS4uE]https://youtu.be/prDk3oUS4uE[/video]
PinkDot on 18/3/2019 at 21:41
Looks very cool!
You need to turn it into a an objective - something like "Break 90% of windows in the castle". Just so people won't miss it! ;)
gamophyte on 18/3/2019 at 22:43
Quote Posted by PinkDot
Looks very cool!
You need to turn it into a an objective - something like "Break 90% of windows in the castle". Just so people won't miss it! ;)
Thank you for the kind comment. Hrm... hidden bonuses :ebil:
I think I do this for my own satisfaction. There will be moments where and arrow misses the AI you were attacking, or and explosion from a fire arrow (maybe) that will reveal it.
But like I think I've mentioned before, I hate going to try something and it doesn't work like how I know the Author could have done it. Or at least, when we all first played, and we tried something, and was taken back by something working in a way we didn't expect.
Like I loved when I tried throwing a bottle to see if the guards go investigate the noise - and did! Now I can't offer big moments like that for the seasoned player, but I can do lots of small details that I would want to see, and rewarding for explorers.
Edit: Oh and I gotta lower that glass pitch for thicker windows.
gamophyte on 25/3/2019 at 02:25
Okay, I'm a bit crazy for this, but I was starting to really have an itch to do what I mentioned above;
to assign the near exact coords of where the flinders should originate, where they should be in relation to each other.
Since I cut them from a whole window, in the 3d model program, it should look like a real-ish broke window froze in time - if I set the grave to 0.
Yeah here is a video. It was trippy in game. It gives me an idea for some later point in the game :ebil:
[video=youtube_share;tkk5B1DdTao]https://youtu.be/tkk5B1DdTao[/video]
Inline Image:
https://i.imgur.com/qktH5rQ.pngInline Image:
https://i.imgur.com/w0o4cqv.pngPs. Don't worry I actually did a lot of other stuff today lol.
SilenTaffer on 29/3/2019 at 09:17
Oh wow, I stumbled onto this thread and I can understand why you are documenting your progress. Sometimes it helps just to have a little motivation in what you do.
As a player, it provides some interesting insights into developing an actual fm. I appreciate that you have also focused on the story as well which helps to keep players intrigued in accomplishing their objectives. I'll be looking forward to your little progress posts every now and then!
gamophyte on 3/4/2019 at 03:04
Hey, thank you Silen! It keeps me honest and steady.
Update roundup:
Now the hardest hurdles of the window tech are done. I won't bore you with the under-the-hood details (if you come to the editor's forum a lot you may already know), but I can see why I've never seen smashable windows on a door, well not at least to the detail I have it. There are small touches yet to make but I'm tired of seeing it for now.
Here is a Video:
[video=youtube;S3iKxomGb-o]https://www.youtube.com/watch?v=S3iKxomGb-o[/video]
"Early video of my fan missions' window tech. With the help of carefully placed physics bunderies and some scripting."
I became a little obsessed with it, because A) I couldn't accept that it couldn't be done, and B) it would be a chance to force myself to learn more about scripting, which I've treated like the boogeyman.
Yes it slowed me down and I probably annoyed the community with asking for help so often, but yeah, will start back carving up some terrain.
In other news, Phantom has checked back in with the AI models he's been working on, and yeah.. I wish I could just share what's to come, early, but will stay somewhat spoiler free on AI. Let's just say, the new AI for this place is freakin awesome. When this room you've been seeing in my videos lately is done, I will have to at least show off one of them in a early teaser. And if you didn't read before, this room is to be done first before the rest of the chateau as a "let this show you what it can be like finished" room.
There has also been some major changes to story and "these ideas would be cool to feature" list. The story is more smoothed out, finally fixing some problem dead ends. It feels more congealed and reasonable. Also allows for much rewarding spinoffs. And then my list of cool stuffs, has become more possible now wrapping my head around some scripting basics. There was also, other ideas I let go of, seeing as how the better ideas dominate the story.
Soul Tear on 5/4/2019 at 12:41
Cool textures solution! DrK's style. However, with this approach, all the textures on the level should be processed the same way, otherwise it will look bad, disharmonious.