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Topics - Enter The Void

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Ideas / Additional "Fill" Command aspect
« on: February 12, 2016, 01:33:02 AM »
On fill commands it contains all of the parameters needed,
Status, region, measurement, excluding: etc, percent, seed, and finally block.
The great thing about it is you can choose to fill however much you want with a texture item. Like Multi texture, stain glass,all that fun stuff.

When you fill with it, it's always the default texture however.
Wouldn't it be great to have an extra perameter in fill, or other commands to be able to set the fill or placement texture? (If given block can have a changeable one)

Ideas / Zone-able effects
« on: February 05, 2016, 01:23:59 AM »
Probably not the best title but let's work with it.
I found it a bit awkward and difficult to make one zone have a weather effect, or even better a sound be played. Setting an "entry" or "exit" script are the only two ways it can be done, and even then it doesn't help.

Yes the weather effects themselves can be put to the area, that's easy enough I suppose but I thought it could be really cool to set it directly into a zone with really basic options (rain, fog, hail, snow, default  color, default intensity, high, low, all that)

Maybe even have a portion of the creative menu to set overall map effects like what happens when "weather" option is on. Think it would make things super simple and fun.

Creative Features / Lights and getting rid of them?
« on: January 15, 2016, 04:41:11 PM »
Hey everyone, back to TM after an absence, was working on a script before I left and forgot everything about it when I came back

Say, you have a script where there is a CCTV viewing a hallway, with torches on either side. The CCTV backs up every time to show a new set of torches and the previous being taken away and the area go dark. Horror movie style

I used the replace region script and commit after every one, there's about 3. The light effects stay and there's really mixed up blocky type areas of light and dark...

The type where you'd want to go to options and hit rebuild local light.. But there's no script for that.

 How do I get around this? I want the torches to be deleted and the light with it. Seems a bit much but it should be suuuuper simple. I just can't figure it out.

Asking for a friend... Totally not using this idea in a horror map of mine...

Wasn't sure if I should post in bug reports, cause really I'm not sure what's going on and I can't replicate it.

I have a tunnel, underground which has stairs in the middle going straight, allowing me to place sun boxes under them to light it up without torches, I placed an NPC block right in the middle between these, yet the NPC clips through the ground and half of him is standing up.

It's the same if I put the block above ground, under another block, or anything else.

I tried placing cobblestone under the block too to close off any gaps below the spawner, but to no avail.
Even when I place the block next to it inside the ground with no gaps under it.

This is on rupture HD, and this only occurs when I save and quit, then reload the world. All other NPC's in the world (many) above ground are fine, except for this one area.

Ideas? Questions?

Ideas / New update "post block" idea.
« on: May 27, 2015, 07:43:31 PM »
Posts show be able to use the same mechanic as cylinder blocks so you can place them sideways, I want to get this idea out quick before too much is added to the new update and it's released. Probably already thought of but as I said ^

Ideas / Spawn zones should be built up just a tad...
« on: May 16, 2015, 01:22:44 AM »
I'd love to see spawns be revamped up again, like how zones are already able to be specified as a spawn, and you can have many, and that they're proximity based (to my knowledge) but that makes things a little difficult.

I think it would be a good change to specify a "main spawn" where players spawn in.
And to set the "escape option" to a specific zone or the main spawn specifically, then use priority based options on the other spawns.

It can get kinda convoluted and confusing if you want multiple things in one area, and multiple respawns in different parts. Would probably help if you could somehow prioritize specific ones. (Not 100% sure what would be a good way to go about the priority spawns)

Questions and Answers / A few questions
« on: May 11, 2015, 05:21:37 PM »
First one:

Can I have a map, that is set during night time, with combat on, but no enemies that spawn naturally? Especially in dark areas?
Set the map to "natural mobs: off / passive only" still seems to spawn things. Wonder if there's a sneaky way around it.

Second one:

Is there a way to make notify scripts last longer? Not just up for a few seconds then go away and have to read it fast if it's long?

Questions and Answers / Sound script not working as intended?
« on: May 08, 2015, 07:49:49 PM »
I'm not sure what I'm doing wrong, but it seems like a simple script and I'm almost 90% sure I've done it right. My sound script starts, everywhere in the zone (entire map) plays a couple of seconds, first it doesn't loop the thunder and that stops, then it stops the rain.

> "Sound [Rain or waterfall] [map] [65] [loop]"
> "Sound [Thunder] [map] [loop, delay=5000]"

The [map] bracket is the zone I have across the entire map, [65] is the volume it plays, [loop] and [delay] are supposed to make the script loop continuously if it's just written in, and delay is supposed to delay the loop 5 seconds, but always loop again after it if the [count=x] is not there

I did it exactly as the command documentation said, word for word, everything.

I even tried putting this same script as an entry an exit script on the zone itself. Same problem.

Yet it does not loop and always stops.

Would adding a [count=100000] work or is that jus unnecessary?

Your world / Into The Dark: A Truly Dark TM Experience
« on: May 01, 2015, 07:53:17 PM »
Step with me, into a memorable adventure.

You are David, not even in your 30's yet, with a good life, job, group of friends, and loving wife.
Sadly, tragedy has recently struck.
Feeling that you are slowly spiraling downward into a dark place in your life, your friend comes up with an idea he thinks that might help you.
His summer home outside of town, a place for you to get away for a little while.

Is this going to be the peace you've been searching for...?

...Or the thing you dread more than anything?

Background Info on The Map

Into The Dark is a psychological horror quest map with an immersive storyline.
It heavily relies on story, the build, and scripts in it.
It is set in a modern day timeline.
This is my second world I'll have hosted to the public. From the way the map works, I'm not entirely sure how many people I'll open it to, but I think it will probably be for less than 5 people at a time.

It is still a work in progress, and I do not have a release date set.
But I assure you, the wait will be worth it in the end.

I take a lot of inspiration for this map from various horror movies, creepypasta stories, and video games alike.

How it will be played:
To fully get immersed and enjoy the map to it's fullest, upon joining I recommend that everyone go to options and do the following:

-Music: Off
-Sound Effects: Any
-Nameplates: Off
-HUD: Off

Some tips: Read all the books, Talk to every NPC, Read all the signs, don't exit CCTV's & Explore as much as you like.


Pictures: (Taken by Ugh Thats Nazty)
Spoiler for Hidden Content:

The Spawn

Upstairs Flat


Outside of Flat

Road to the Cabin

The Cabin

A Cozy Nights Rest...

A Nice Hospital

You are forever lost in the dark...

Is that the reflection..?





Are you ready to descend Into The Dark...?

- IEnter The Void: (Meee!)
- Ugh Thats Nazty: Pictures of the world

Update & Request to anyone interested!! (3 / 8 / 16)
Basically, I'm at a point in the map to where there's enough to show off to people, but no ending.Yet there is still quite a bit I could add to it.
I would like to show it to some people before it's "release" to see how the community and my friends like it. So far I'm told it's fantastic.

My offer to anyone #1: So! This means I've come up with an idea for you guys here on the forums! If anyone would like to see it, ask me on the post or private message, or just message my gamertag.

My offer to anyone #2: if anyone who is really good at story and enjoys horror, or better yet is good at horror stories and how to make them, I'll let you come see the map so you can tell me what you think and offer ideas for more things to be added!
Anything is fine. so long as it fits the continuity of the story and the map, I'll decide if it should be added or not! This is not a competition, simply something I would like to offer to anyone interested in helping make a mind blowing horror map.
Full credit will be given to you (On this post & In the spawn detailing which part was yours)


Map Progress so far: 85%

Map Created on: 4 / 27 / 15

Map Updated on: 3 / 8 / 16

Post updated on: 3 / 8 / 16

My map involves a house, which in quest like form, you go in, go upstairs, and there's two script blocks placed strategically so you have to walk over them, but you also have to go back outside which activates then all again and is super convoluted.

Is this possible to stop them from activating twice? I can imagine it might work with a hashistory or scripts like that, but I'm not very good at any of the "has" scripts.

I've checked script history log, and player history log and it's not anywhere, and that's my problem with the hashistory. It's just not there in the log to see.

Like once someone has stepped on it and the notify activates it's DONE. A one time thing?

Ideas / Sounds while in CCTV
« on: April 28, 2015, 07:04:16 PM »
More of a fix than an addition, I'm surprised it wasn't already in here! say you go into CCTV mode in a map, you hear the sounds around your player at the time, not where the CCTV block was scripted.

Would be a cool addition to put a sound block right below where you're viewing and be able to make the player hear whatever you want them to at that time.

As the title says, since there's going to be an update for scripts to add changing sky color, can we have one in the menu so I could easily mess with it in creative options rather than messing with how scripting works with rain, and fog and color and such?

I've posted a similar idea before but in example:
Day: (with a lock option)
Mid day
Or (any of those)
(Sky color:options)
Instead of the huge range we could have with coding it in we just get a basic list.
Creative names like:
Gloomy, sunny, dark, summer evening,

even including options for night time sky! Like light blue, starry sky, black. Or aurora borealis (which would be freaking tight if possible!)

Or just simple stupid options: blue, gray, orange, yellow, bright. Dark. Whatever.
Weather: Rain (percentages?) (on)(off)
Fog (on/off) (percentages?)
Hail (on/off) (percentages)
So on so fourth.

I'm sure if it's done it will be done fine, these are more just a bunch of random ideas I've had involving names. Just think the idea in general would make it much more simpler than solely scripts.

Seems like it would be moderately simple enough to add. We have scripts for everything, including some things there's options for too. I'd personally just love to see more "creative" options in Creative in general.

General Discussion / This is mildly irritating.
« on: July 05, 2014, 05:31:54 AM »
(I have absolutely no idea where to post this.)
No this is not a bug oriented with in game itself so it technically shouldn't go there in the bugs section.

There is a couple bugs I have in mind with indie games in general. And it only happens with them and no one seems to know how to fix it.
If anyone knows, link it, tell me, lock this if I'm not looking hard enough, move this somewhere else, do whatever

1: when I load up pins, I have around 10 games/things in there, and I'll click on total miner or another indie game (specifically always TM) it'll take me to the game details itself and not immediately launch the game

2: when it takes me there it always says "download game again" as if I deleted it. Or "buy for__" I'll click on whatever, and brings up the screen to play, download again, or cancel

3: I click play and sometimes, maybe about half the time the game will load in an the other half I'll immediately get signed out of XBL. And have to sign back in

This is a daily process I have to go through. I've deleted the game, cleared my cache, removed the pin, done all three at the same time, everything.

Thoughts? Questions? This is becoming quite a mild inconvenience.

Ideas / Weather option
« on: June 23, 2014, 09:08:50 PM »
Undoubtedly this was thought of but I thought this should be suggested anyway.

A couple ideas I had thought of,

With weather since there is now going to be liquid physics and rain,
I think it might be a cool thing if possible and doesn't take a long time to make, when it rains, it could turn the sky gloomy.
Might be more difficult. But that's not my full idea

My idea is have the ability to set the weather / time option and lock it in place. Like say it worked with day/ night cycle and stayed when you locked that.
Or have a different option all together for it.

"Set rain = on"
"Rain 10-100%=
"Set time: day [dawn, mid day, dusk.]
"Set time: night [black out, moonlit]

And so on.

Questions and Answers / Simple question about design ideas
« on: May 29, 2014, 02:21:57 AM »
I have a map in Rupture HD and in it there's a few things I use with these types of locks and style, but specifically I have a large cathedral, made solely out of Cobblestone, and concrete brick.
Besides the floor and roof of course, the problem is it looks like it collides and blends in too well so it takes away from the design and the uniquity. I'll include pictures of what I mean.

But my question is what other block would go well with this in Rupture? I thought about using wood veneer or some type of darker lock but I can't find it. Any suggestions?

Spoiler for Hidden Content:

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