Nightmare Mode - Current: NM_Edana

furion001

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I've been to the only version of this mode.. Nightmare_thornlands.. Is anyone still doing this?

I was hoping I could try doing Nightmare mode maps too.
 

Thothie

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Re: Nightmare Mode?

Intended to make a full series of Nightmare maps... Started on Nightmare Sfor, but, at the time, I really didn't feel like putting an effort into something that the whiniest elements of our community wanted the most, thus I never finished it.

Was going to go for a fire and lava type layout, instead of the frozen Thornlands theme. Was going to flood the pit to Calrian's Tomb with lava, turn the lake and waterfall into a lake of fire and, lava fall, and fill the pit towards the Thornlands exit with lava as well. The only tricky scripting bit, was putting Undmael on the map, and giving him the ability to rise up at any of these three locations based on player proximity.

If you are interested in working on it, or some other nightmare map, I can get you the source fo Sfor, and most (though not all) of our other vanilla maps.

These days all my efforts are going into Rickler's sorc_villa, and that's turning out to be an epic scripting effort indeed.
 

furion001

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Re: Nightmare Mode?

I'd be more than happy to give it a shot. :D as well as other maps. :)
 

furion001

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Re: Nightmare Mode?

furion001 said:
I'd be more than happy to give it a shot. :D as well as other maps. :)

Can ya send me them when ya can?
 

Thothie

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Re: Nightmare Mode?

Sent...
 

furion001

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Re: Nightmare Mode?

Ran into a bit of a snag when testing the maps..

nightmare_sfor refuses to compile due to a error MAX_CLIPNODES

And on nightmare edana.. the map compiles great.. but refuses to load in game. (Crashes the game) BSPViewer shows the map is perfectly intact.. it.. just doesn't load (gets stuck on Creating local server, or In HLDS crashes with swds.dll at fault)

I'm going to test the others but those two I'd like to work on the most. (Will edit this post if I encounter any other issues)
 

Thothie

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Re: Nightmare Mode?

Change -cliptype on sfor.

Maybe an offending sprite or model in the case of Edana, as it is a very old source, and maybe attempting to use media no longer in the game. May also be invalid shapes - I noticed a few in the source.
 

furion001

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Re: Nightmare Mode?

Thothie said:
Change -cliptype on sfor.

Maybe an offending sprite or model in the case of Edana, as it is a very old source, and maybe attempting to use media no longer in the game. May also be invalid shapes - I noticed a few in the source.

Which Cliptype should I use for SFor?

Found out the Hawks were causing the error. in Edana.

I had an idea, You know the little cave with the pool just outside of Edana? You think we can make it the transition to nightmare mode and make the nightmare maps hidden?

Me and Oyster were talking to each other on stuff and changes in the nightmare maps.. and I thought about adding a special hidden boss to some of them, which drops fragments of a weapon, which could be used to make a powerful weapon or Spell Giving the spell named "Nightmare" (Cheesy I know but eh hehe)
 

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Re: Nightmare Mode?

furion001 said:
Which Cliptype should I use for SFor?
Anything but legacy, obviously. ;) Try -precise, -simple, and -smallest, in that order. Suspect it's not too far over, so it'll probably work on -precise. (Sadly, old batch file went poof... It may need a -texdata or -lightdata adjustment as well, not sure.)

furion001 said:
Found out the Hawks were causing the error. in Edana.
Ah, forgot about those.

furion001 said:
I had an idea, You know the little cave with the pool just outside of Edana? You think we can make it the transition to nightmare mode and make the nightmare maps hidden?

Me and Oyster were talking to each other on stuff and changes in the nightmare maps.. and I thought about adding a special hidden boss to some of them, which drops fragments of a weapon, which could be used to make a powerful weapon or Spell Giving the spell named "Nightmare" (Cheesy I know but eh hehe)

Original idea was to have a special magic ring that would allow players to see a special client-side portal that could be found at secret locations on various maps. They could then start a vote for the nightmare map from this location. Granted, the maps would have to be vote protected to make that worthwhile.
 

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Re: Nightmare Mode?

I'm back! and I've started mapping again.

Done some work on Nightmare Helena,

So far it's just minor changes to NPCs (needs to find out what enemies to use, I'm thinking lots of undead and bats, the orc Raid replaced with shadahar orcs, and the bandit raid with tougher bandits)
but some major changes to texture and Architecture.

To the scripters:
I need a script to replace the old helena/raid script, I need something to make the raids respawn and reusable if possible, and change the music to spooky_awakening (Default song used in the map), think ya can help me?





Inside one of the houses with Galat (It is a town after all)
 

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Re: Nightmare Mode?

Awesome. It'll be great to have more nightmare maps to grind on some day. Although, I think this map needs more variation - it's too close to the original and is less interesting. I suggest you stick with the snow theme because of the plot element where the lost cause everything to freeze over.

So far it's just minor changes to NPCs (needs to find out what enemies to use, I'm thinking lots of undead and bats, the orc Raid replaced with shadahar orcs, and the bandit raid with tougher bandits)
I think it would probably be better to use marogar orcs, since they have pledged loyalty to maldora or something, and runeghar clearly opposes him actively.
 

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Re: Nightmare Mode?

Helena has been a target of the Blackhand since, well, Old_Helena. ;) Since it's a nightmare map, and we assume Lor Malgoriand, or some such, is back, they can be insanely powerful Blackhand, with lots of Ogre/Troll/Djinn escort, and even undead, in their ranks (add race_demon to their addparams).

Doesn't necessarily have to be snow, but yes, a global retexturing theme of some sort would be nice.

The above is null and void, if you are going with my original idea of, rather than a nightmare map, Helena in ruins - which it will default to, should the players fail in Old_helena. In which case it'll be replacing with a village of Blackhand orc huts, and the like, maybe some different mines to explore. Tor'whodoc will still be down there somewhere though, so the players can take another crack at it.
 

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Re: Nightmare Mode?

Thothie said:
Tor'whodoc

Damnit, I just read his name and realize the reference. I always wondered why the phone booth was there, never looked at the NPC though. /facepalm
 

furion001

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Re: Nightmare Mode?

Thothie said:
Helena has been a target of the Blackhand since, well, Old_Helena. ;) Since it's a nightmare map, and we assume Lor Malgoriand, or some such, is back, they can be insanely powerful Blackhand, with lots of Ogre/Troll/Djinn escort, and even undead, in their ranks (add race_demon to their addparams).

Doesn't necessarily have to be snow, but yes, a global retexturing theme of some sort would be nice.

The above is null and void, if you are going with my original idea of, rather than a nightmare map, Helena in ruins - which it will default to, should the players fail in Old_helena. In which case it'll be replacing with a village of Blackhand orc huts, and the like, maybe some different mines to explore. Tor'whodoc will still be down there somewhere though, so the players can take another crack at it.


Alright Ruins of Old Helena it is :)
Then I'll keep up the Structuring, and start demolishing stuff :p

I'm doing more of a volcanic fallout (ashy stone) for Helena, and so far it's turning out quite nicely.

Nightmare Daragoth Plains is gonna be close to the same theme, but more densely populated with Blackhand orcs.

*Gets back to mapping*
 

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Re: Nightmare Mode?

Ok so u have 29 fps on this map, why would u even want a map like this?
 

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Re: Nightmare Mode?

rE- said:
Ok so u have 29 fps on this map, why would u even want a map like this?

I had 29 FPS because I was at the top of the map.. Where EVERYTHING was being rendered, I get 40-60FPS everywhere else.
FPS fluctuates rapidly based on what vis is doing, what entities are thinking (doing something), and what dynamic lighting is being rendered, in this case, I was looking at the house which had about 7 fire sprites in it , 5 flickering lights and several entites including a NPC.

I am making a map like this because I want to, I want to continue the nightmare series, hence why I am doing this.
 

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Re: Nightmare Mode - Current: NM_Helena

rE- being a prick aside... I would strongly suggest abandoning the original map structure. It makes it impossible to create very optimal FPS. Maybe the mountain partially collapsed and the Orcs built some fort bits that provide better vis bockers, and the like.
 

furion001

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Re: Nightmare Mode - Current: NM_Helena

Thothie said:
rE- being a prick aside... I would strongly suggest abandoning the original map structure. It makes it impossible to create very optimal FPS. Maybe the mountain partially collapsed and the Orcs built some fort bits that provide better vis bockers, and the like.

Oho, definatly sounds good, I guess I can do that. :p
 

furion001

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Putting nm_helena on hold for now, Focusing more on nm_edana and it's craziness.

Created a slightly complex entity work to make thunder flash the environment at random intervals (every 10sec - 45% chance to make the thunder flash), However it involved me using two light_environments.... Which I think conflict with each other...

I'll have to fiddle around with it more.
 

Thothie

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That could more easily be done with a weather effect script.

Come to think of it, that's probably another casual base and examples I should add for the test script system.
 

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Thothie said:
That could more easily be done with a weather effect script.

Come to think of it, that's probably another casual base and examples I should add for the test script system.

I dunno much about environment scripts, well enough (if at all) to do that XD so I just had to do with, what I know how to do.
the results were excellent. :p
 

Thothie

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(Wow, deja vu of my earliest scripting conversations with Kuroneko.)

I was thinking, actually, we could make the weather script for you.

I actually remember making that effect with lighting entities way back when, and yeah, it does look pretty nifty, but if it starts being too much trouble to make work right, again, we can setup the same thing for you through another method.
 

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Thothie said:
(Wow, deja vu of my earliest scripting conversations with Kuroneko.)

I was thinking, actually, we could make the weather script for you.

I actually remember making that effect with lighting entities way back when, and yeah, it does look pretty nifty, but if it starts being too much trouble to make work right, again, we can setup the same thing for you through another method.

Sure could be useful,

Right now I have The entity system like this

Code:
                         _ Relay (45% Fireing chance) - -> Lightning_MM
Trigger_once -> Loop_MM-/                                        v
                        \_ Relay (Reactivates Loop_MM)  Sound and lights

Using a script will help lower the amount of entities used slightly.

PS - Tried using a multithreaded MM for the loop it didn't work.. but using a relay with multithread off seems to do the trick.
 

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Ok so I made a monster script, a Ghostly rat, I altered the model fixed a few animations, but when I test them, they only run in place when aggro'd they don't move, they move fine when walking but running seems to be broken to them.

Code:
//Ghostly Rat
//Rat reskin by Furion001
// V1.0
// 10x original rat script stats
// Dynamic enemy system will be worked on later

{

	const NO_EXP_MULTI 1

	setvard HUNT_AGRO 0

   setvard ANIM_DEATH die
   setvar ANIM_RUN run
   setvar ANIM_WALK walk
   setvard ANIM_ATTACK attack
   setvar ATTACK_DAMAGE 4.0
   setvard ATTACK_RANGE 68
   setvar ATTACK_HITCHANCE 60%
   setvar SOUND_STRUCK1 weapons/cbar_hitbod1.wav
   setvar SOUND_STRUCK2 weapons/cbar_hitbod2.wav
   setvar SOUND_STRUCK3 weapons/cbar_hitbod3.wav
   setvar SOUND_PAIN nightmare/monsters/ghostrat/squeak1.wav
   setvar SOUND_ATTACK1 nightmare/monsters/ghostrat/squeak2.wav
   setvar SOUND_ATTACK2 monsters/orc/attack2.wav
   setvar SOUND_ATTACK3 monsters/orc/attack3.wav
   setvar SOUND_IDLE1 nightmare/monsters/ghostrat/squeak2.wav
   setvar SOUND_DEATH nightmare/monsters/ghostrat/squeak3.wav
   setvard CAN_FLEE 1		//Used by base_npc_attack
   setvar FLEE_HEALTH 2		//Used by base_npc_attack
   setvar FLEE_CHANCE 30%	//Used by base_npc_attack
   setvard DROP_ITEM1 skin_ratpelt //Used by base_monster
   setvard DROP_ITEM1_CHANCE 50%	  //Used by base_monster
}

#include monsters/base_monster

{
   eventname npc_spawn

   hp 40
   //ov 150
   width 40
   height 64
   name a|Ghostly Rat
   roam 1
   hearingsensitivity 0
   setvard NPC_GIVE_EXP 30
   race undead

   setmodel nightmare/monsters/ghost_rat.mdl
   setmodelbody 1 0
   setidleanim idle
   setmoveanim ANIM_WALK
}

{
  repeatdelay 10

  if !IS_HUNTING 
  if $rand(0,1) 

  playanim once idle2
}

{
   // Deal damage
   eventname bite1

   playrandomsound 2 SOUND_ATTACK1 none
   dodamage ent_lastseen ATTACK_RANGE ATTACK_DAMAGE ATTACK_HITCHANCE
}

   //Hit by someone
{
   eventname npc_struck
   
   volume 5
   playrandomsound 2 SOUND_PAIN SOUND_STRUCK2 SOUND_STRUCK1 SOUND_STRUCK3 SOUND_PAIN
}

I have no clue why they aren't move when running it's like they are stuck to the ground..

EDIT:
Nevermind I think it was my hitbox on the fixed run anim in the model..

REEDIT: No.. that wasn't it.. they still get stuck when trying to run..
 

Thothie

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furion001 said:
I altered the model fixed a few animations
Run/walk animations must actually move forward and loop, to be indicated by LX or LY (depending on orientation). Might have boffed that up in the edit.

You can add #include monsters/base_propelled - if you can't figure how to fix that - might have the additional advantage of offering some ghost-like sliding movement, in this case.

If you want to take the regular rat, and just make him glow, add to npc_spawn:
setprop ent_me rendermode 5
setprop ent_me renderamt 255

Beware that additive render critters (be it model, or renderprop) have a habit of vanishing when they get a glow shell DOT... Thus there is also an addparam called "make_ghost", which applies the renderprops above, and periodically compensates for glow shell invisibility.
 
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