To make matters worse, somewhere along the line, this “subfloor” system stopped working! I have no idea why this happened, but it might have had something to do with there being other objects on top of it and the combination “confusing” the game’s engine.įinally, I got fed up and decided to try to find another solution. So, every time I tried to move a prop or worse, arrange a marker, I’d have to be excruciatingly careful, lest I accidentally yank my ‘subfloor’ pieces out of position, and then I’d have to try to line them back up and sink them back below the surface of the rig, which is a difficult process to do accurately. Well, not so fast! When I started actually trying to decorate the map for the mission that I’d had planned for ages and ages, I made an unpleasant discovery: while the pier sections kept my characters from falling through the oil rig, they made the map an absolute pain to work on! You see, in the map editor, you select an object whenever you click on it, even if you can’t see it. nif, and they showed up just fine….but characters would fall right through them to the “floor” of the map! I tried approximately a zillion different fixes, and I finally settled on adding super-sized versions of the pier object from the first game to the map, and hiding them right below the surface of the “rig.” This actually worked, though it created some slight pathing issues. I added a set of these objects directly to the map. I had gotten a hold of an object that would serve as my oil platform, thanks to Daglob (who was always willing to help out), but I couldn’t figure out how to make the object work as terrain in the game. This stage of the project began, as did my troubles, with me returning to my old nemesis…the oil rig map! If you’ve been following this feature, you may remember me talking about this blasted map a few posts ago. In fact, the second one gave me such fits and frustrated me so much that I took a few days off and played Crusader Kings II, so I could be frustrated by a different game! Still, I managed to solve the problems…eventually! I’ll tell y’all all about the process, as well as finally talking a bit about my Green Lantern re-work and possible campaign. ![]() I’ve finished the next two Aquaman missions, both of which gave me more than a little trouble. It has been a productive few weeks, though not as productive as I’d have liked. ![]() In terms of the mod, I’ve got some some cool things to share with y’all today, so let’s chat about some of our absent friends’ favorite subjects: heroes, daring deeds, and Freedom Force, the game that delivers the best of both. I know that’s a heavy note on which to start talking about a video game, but I hope you’ll forgive me being a bit personal and sentimental and will also join me in praying for their families and friends who are missing them today. In any case, please know that this project, and all of my projects from now on, will be dedicated to our fallen friends, Cyber Burn and Daglob, Mike and Bill, two good, generous men who I was privileged to know and call friends. Yet, he would want the show to go on, and I think he’d appreciate being celebrated with the creation of more FF content, as our community was very important to him. ![]() I hope to be able to write him a fitting tribute sometime soon, but I’m not really up to it at the moment. I’m writing at a sad time, as today the Freedom Force community is mourning the loss of one of the very best of us, my good friend Daglob, who recently lost his long battle with cancer. Howdy folks, and welcome to another DCUG Developer’s Diary.
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