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Illusionary Walls Are Go!

Posted: Wed May 09, 2012 2:32 am
by Darklord
Hey Guys,

For anyone interested you can set walls as fake allowing you to walk through them, this means Illusionary Walls for DM/EoB mods is go!

For anyone who's curious as to how, it's via the Dev Console once active open the funky developer map. (press F11) left clicking on the map makes it walk throughable, right click, makes it's solid again.

Funky huh. :P

Daniel.

Re: Illusionary Walls Are Go!

Posted: Wed May 09, 2012 11:45 am
by eharper256
Excellent. Hope this shows up in the editor.

Re: Illusionary Walls Are Go!

Posted: Wed May 09, 2012 3:43 pm
by montagneyaya
Darklord wrote:it's via the Dev Console once active open the funky developer map. (press F11) left clicking on the map makes it walk throughable, right click, makes it's solid again.
How open the funky developer map ?

Re: Illusionary Walls Are Go!

Posted: Wed May 09, 2012 3:50 pm
by Darklord
Well it's not exactly straight forward!

First enable the console, this thread explains how to do it.

viewtopic.php?f=14&t=1982

Then enable the developer commands,

viewtopic.php?f=14&t=1630&p=16085#p15791

From here there's a host of special key commands (in the previous thread) The one I used for this was F11, this brings up the developers map as shown in this thread,

viewtopic.php?f=14&t=2277

Once you have it up, you get a list of every item on the level, plus a little dot to show where each one is, you still have to highlight them to figure out which dot is which though. Whatever you do stay away from the m command... :evil:

Disclaimers, this is somewhat complex, and you can wreck all sorts of things, so try at your own risk!

Daniel.

Re: Illusionary Walls Are Go!

Posted: Wed May 09, 2012 4:28 pm
by montagneyaya
Thanks, it's really funny and very interesting.

h = heal (crystal of life effect)
l = level up
L = down to the next level (and take all items of the level)
m = monster (spider)

if you active the developer mod in the start menu, you have a permanently torch light in game.

F1 = collision off/on
F2 = diffuse mapping off/on
F3 = normal mapping off/on
F4 = ambient occlusion off/on
F6 = wireframe on/off
F7 = AI debug on/off
F8 = draw sound on/off
F11 = minimap with all information

Re: Illusionary Walls Are Go!

Posted: Wed May 09, 2012 4:35 pm
by Darklord
No problem, yeah I enjoyed poking around with it to! :)

Daniel.

Re: Illusionary Walls Are Go!

Posted: Thu May 10, 2012 7:44 am
by Disasterrific
I'm not that excited about this. Unless there is also a "true seeing" spell that would highlight suspicious walls, this just means having to bump into every wall of the game. Is that fun? I would say okay for very limited use and for some specific puzzles, but on the whole fake walls seem a bit cheap.

Re: Illusionary Walls Are Go!

Posted: Thu May 10, 2012 9:26 am
by Thels
Disasterrific wrote:I'm not that excited about this. Unless there is also a "true seeing" spell that would highlight suspicious walls, this just means having to bump into every wall of the game. Is that fun? I would say okay for very limited use and for some specific puzzles, but on the whole fake walls seem a bit cheap.
It can indeed be overdone, and bumping into every wall is not really that fun. However, this can be solved by:

- Use them only at suspicious locations, like dead ends that not contain anything.
- Include notes with hints.
- A "True Seeing" spell.
- Having a character speak up when you pass by an illusionary wall. Perhaps a certain level in a skill is required for this.

Re: Illusionary Walls Are Go!

Posted: Thu May 10, 2012 9:56 am
by Darklord
Oh indeed I know not everyone likes them, but certain dungeons copying older games will need them.

Daniel.

Re: Illusionary Walls Are Go!

Posted: Fri May 11, 2012 11:42 am
by montagneyaya
On the minimap (F11) t = teleport the party where the cursor point.