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Thread: Enemies don't follow pathnodes...
Post: RE: Enemies don't follow pathnodes...
If memory serves me right, ShowEnemyPlayerPosition gives the monster a snapshot of where you are at the time it's called, rather than a permanent view of your location. If you call it right at the sta... |
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Phoroneus |
Development Support
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10 |
8,175 |
09-07-2011, 03:08 AM |
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Thread: Down for the count
Post: Down for the count
Hey folks,
Just a quick note - part excuse, part apology - for my absence (most notably from things like Teamnesia who I promised a map). My PC's power supply apparently did not survive the move last... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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0 |
2,097 |
09-06-2011, 11:42 PM |
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Thread: Crawling Monster?
Post: RE: Crawling Monster?
Maya can handle a few more things (hair, most notably) than Blender. Blender is free because it's open source, created by volunteers who may or may not keep their programs perfectly up to date and syn... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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12 |
10,889 |
09-06-2011, 11:34 PM |
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Thread: Teamnesia: A community-wide effort
Post: RE: Teamnesia: A community-wide effort
The hub is more or less complete (some decoration still to do) but I won't be able to send it to you until probably the weekend, palistov, since my computer is out of commission (no power, moving acro... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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113 |
105,551 |
08-30-2011, 03:00 PM |
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Thread: Harvest (Prologue Part I Released)
Post: RE: Harvest (Prologue Part I Released)
Harvest has been put on hold for the time being, due to hurricane Irene (lost power on Saturday, no word on when it will be restored - this is being posted from a university terminal). I'm also in the... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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23 |
22,274 |
08-30-2011, 02:58 PM |
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Thread: Cubemaps/Skyboxes
Post: RE: Cubemaps/Skyboxes
(08-25-2011, 08:45 PM)DRedshot Wrote: Thank you for doing the sunset for me Phoroneus, I have only one problem with it. It way too overexposed near the sun. I wouldn't mind if it was only a small ar... |
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Phoroneus |
Development Resources
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26 |
55,246 |
08-30-2011, 02:54 PM |
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Thread: Custom model issue
Post: Custom model issue
I'm working on a new enemy for my current project, intending to use the grunt/brute skeleton and animations (since I'm not comfortable animating yet). Unfortunately, his eyes, teeth, tongue, and eyebr... |
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Phoroneus |
Development Support
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5 |
4,436 |
08-28-2011, 09:03 AM |
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Thread: Finished Custom Models for Download
Post: RE: Finished Custom Models for Download
Scraper, you forgot to add the rowboat and oars model to the list. It's here:
http://www.frictionalgames.com/forum/thr...l#pid87559 |
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Phoroneus |
Development Resources
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114 |
153,656 |
08-28-2011, 08:42 AM |
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Thread: MAKING A CUSTOM STORY? READ ME - FROM FRICTIONAL
Post: RE: MAKING A CUSTOM STORY? READ ME - FROM FRICTION...
(08-25-2011, 10:39 PM)Patacorow Wrote: Maybe add the winning stories as downloadable content in steam? Not as official DLC, just make them normally appear in the custom stories.
That will get amnes... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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69 |
65,052 |
08-26-2011, 03:30 AM |
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Thread: Area collide turning on torches problem.
Post: RE: Area collide turning on torches problem.
I'm not positive, to be honest. I usually just set them to "false". You can try "true", it might be the actual fading in of the light (as seen when you manually light an object with a tinderbox).
I'd ... |
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Phoroneus |
Development Support
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10 |
7,190 |
08-25-2011, 07:26 AM |
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Thread: Atlantia
Post: RE: Atlantia
Thanks!
Yes, I figured it'd need to be a full conversion (Harvest is one) but didn't know what needed to be changed. Many thanks!
And if you need any more models, let me know. I'd be happy to help o... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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62 |
52,602 |
08-25-2011, 06:33 AM |
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Thread: Area collide turning on torches problem.
Post: RE: Area collide turning on torches problem.
You need to specify the "effects" part of your SetLampLit state. The syntax isCode:void SetLampLit(string& asName, bool abLit, bool abEffects); so you want your code to look like this:
Code:AddEnt... |
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Phoroneus |
Development Support
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10 |
7,190 |
08-25-2011, 06:28 AM |
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Thread: Cubemaps/Skyboxes
Post: RE: Cubemaps/Skyboxes
zeravia:
Starry sky (with moon and a bit of atmospheric effects)
(temporarily removed)
I don't have any screenshots since I made it in Spacescape and ATI CubeMapGen. I'll see about taking one in-game ... |
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Phoroneus |
Development Resources
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26 |
55,246 |
08-25-2011, 04:32 AM |
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Thread: Cubemaps/Skyboxes
Post: RE: Cubemaps/Skyboxes
(08-24-2011, 09:40 PM)DRedshot Wrote: Edit: i just reread through your post, and it seems you use Gimp, like me... So Ignore my earlier request - I thought you were using photoshop, and was creating... |
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Phoroneus |
Development Resources
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26 |
55,246 |
08-25-2011, 03:06 AM |
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Thread: Cubemaps/Skyboxes
Post: RE: Cubemaps/Skyboxes
You can change it between maps just by putting it in the editor on different maps. There's a script function to change it after an event (within the same map), as well:
Code:void SetSkyBoxTexture(stri... |
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Phoroneus |
Development Resources
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26 |
55,246 |
08-24-2011, 09:07 PM |
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Thread: [HowTo] If player walks into area a text pops up.
Post: RE: [HowTo] If player walks into area a text pops ...
Best to left-justify it so that the indentations line up the way they should in proper code, IMO.
Of course, real coders use Notepad, and code in Wingdings. :3 |
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Phoroneus |
Development Articles
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7 |
7,369 |
08-23-2011, 07:22 PM |
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Thread: Harvest: Prologue Questionnaire (POSSIBLE SPOILERS)
Post: RE: Harvest: Prologue Questionnaire
(08-23-2011, 04:50 PM)Rapture Wrote: (08-23-2011, 04:29 PM)Kyle Wrote:
Spoiler below!
I couldn't find a lot of stuff. If you planned for the custom story to be an interactive one, then ... |
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Phoroneus |
Custom Stories, TCs & Mods
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6 |
6,996 |
08-23-2011, 06:01 PM |
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Thread: Harvest: Prologue Questionnaire (POSSIBLE SPOILERS)
Post: Harvest: Prologue Questionnaire (POSSIBLE SPOILERS...
I'm just wondering what everyone is finding in the first map of Harvest: Prologue. Please indicate whichever of the above you've found, so I know what works and what doesn't (or what is too obscure). |
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Phoroneus |
Custom Stories, TCs & Mods
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6 |
6,996 |
08-23-2011, 02:44 PM |
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Thread: Harvest (Prologue Part I Released)
Post: RE: Harvest (Prologue Part I Released)
(08-23-2011, 01:35 PM)skypeskype Wrote: I love it. Very unique puzzle you have there with the climbing. More people should use that. I hope the next one will be longer :(
Yes, it's more a concept de... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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23 |
22,274 |
08-23-2011, 02:42 PM |
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Thread: Harvest (Prologue Part I Released)
Post: RE: Harvest (Prologue Part I Released)
There are actually three obtainable endings (one of them is more like a non-ending which results if you fail to find either of the other two). One of the endings involves the rusty key and the grunt.
... |
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Phoroneus |
Custom Stories, TCs & Mods - Development
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23 |
22,274 |
08-23-2011, 01:02 PM |