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Zinski

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  1. Gah! I've been trying to get a sliding door to open by throwing a switch but I have had no success in doing so. I've checked http://wiki.thedarkmod.com/index.php?title=Button_Functionality_and_Frob_Triggers and a few other related links, but it's still all Greek to me. Would a kind soul show this poor retard how to do this? Example: All I want is for atdm:mover_lever named 'lever1' to open atdm:mover_door_sliding called 'door1' by sliding it east 50 Doom Units (or whatever the unit of measurement is called). It's frustrating because it's within reach, but its like telling a chimp to operate the lever without using body language: the chimp can do it, but I'm simply not speaking its language. I just need to throw a banana at the lever... or make the lever a banana itself.
  2. Got a weird problem with sounds: all the default in-game sounds work alright (footsteps, arrows, etc) but no ambient sounds or speaker sounds will trigger or otherwise play. AFAIK all the settings are correct, as I've trawled the tutes on how to correctly set them up... but still no sound. Suggestions?
  3. Yes, if I were to include them in any FMs then they would be incredibly scarce and I'd set the mission so they couldn't be purchased. Really, you'd only ever need one if you are a good shot and the arrow is reclaimable. Just pull it out of the skull of the poor sod and keep on truckin'. In a way they'd make fire arrows obsolete as they make less noise and if they were reclaimable, then doubly so. In most stealth-oriented games I actually try to engage the AIs as little as possible as far as combat is concerned. I find it far more rewarding to skulk around, create distractions and slip by when they are occupied with the stone I threw down a dark corridor. The addition of an armour-piercing arrow would just make things easier for the kind of player that likes to leave behind a bloody trail of corpses... Which is something I'm guessing the majority of the community probably wouldn't really want. The original reason why I wanted AP arrows in TDM was to disable metal automatons that couldn't be dealt with in any other obvious way. Then I thought of how plate armour on AIs deflects normal arrows and whether or not one could change broadheads to punch throught them, etc. TBH, the idea isn't really that important to me as the range of existing arrows is comprehensive enough, but I was just wondering out of sheer curiosity if it could be done.
  4. I'm guessing it would be possible to create a specialised armour-piercing arrow - traditionally called a bodkin - by messing around with the properties of the broadhead. Primarily I'd like this arrow to be able to pierce the plate armour and certain helmets that normally deflect projectiles. I'd also like for the bodkin to inflict less damage due to the smaller arrow head and barbless profile. I think this would also balance the arrow, because even though its overall damage output would be less than a standard broadhead, this would be offset by allowing accurate archers to execute head shots on targets that are normally protected against such attacks. So, is such an arrow possible to create?
  5. Oh, and also, I've encountered problems placing the compass and spyglass within the mission. Whether it is on tables, in chests or just plain old hanging in the air it doesn't seem to spawn. Any suggestions? EDIT: Lol, NM, worked out that I need to change inv_map_start to 0. Geez this is starting to turn into a personal twitter log.
  6. I've read elsewhere on the site one way to deal with items being frobbed through chests is to create a thin caulk layer with 'frobable: 1' enabled to block this effect. I've tried this, but to no avail. In fact, the whole chest's interior has been 'painted' with this effect. I also noticed that all worldspawn brushes on the map have this feature enabled now - something not necessarily desirable. Is there something I'm missing here, or is there another way to deal with this problem? I have also set the chest (not the lid) as frobable, but this helps only a little. Items near the edge can still be frobbed through the chest and objects in the middle are impossible to get at because the chest hogs the frob. Tried fiddling with the frob distance but I have yet to nail it properly. EDIT: NM, I've played around with the settings and have the problem worked out.
  7. How would I go about changing the size and shape of this prefab? I'm guessing scripting is involved here.
  8. Sweet, thank you very much!
  9. Been trying to make one of those delightfully enchanting moon beams I have seen in T:DS, but cannot for the life of me work out how. There's even one in the training mission for TDM (above where the book lectern is located in the starting area with the statues), however it doesn't appear to be a 'normal' light source. It's a strange composite of some model with the name tdm_moon_rays_med.prt but I did a quick search of my folders for that file and I don't appear to have it. It is also surrounded by a black, hollow cylinder called shaderparm7 at 0.8 setting. Would someone be so kind as to explain how I could go about creating a directional, sparkly moonbeam such as this? I've checked the forums with the keywords 'moon ray' but nothing of any use has come up so far. Cheers.
  10. Okay, I'll have a look, cheers.
  11. Anyone know what the following means (it has been preventing me from testing my maps despite me deleting almost everything within the map): ERROR: IdRenderSystemLocal ::UnCrop: current RenderCrop <1
  12. Zinski

    Steampunk

    Yeah I liked the humming dynamos, hydraulic machines, electric steet lights and so on, but I kinda agree that T2's vision of steampunk turned it into 'Steamboy'.
  13. Zinski

    Steampunk

    Personally I didn't like the aesthetics of the 'steampunk' elements in T2. The servant 'bots looked like retarded metal infants with their ungainly walk and the repetitive mantras uttered in that silly, munchkin-like Karras voice made me want to charge at them and beat them into scrap with my blackjack. The T1 steampunk elements were just right, IMO, a good marriage of traditional medieval fantasy and early industrial age-inspired machinery. What I really miss though, as far as artificial constructs go, are the animated statues of T3. Those things scared the poo out of me! Scary voices, imposing presence and a generally cool theme made them my faves. Speaking of which, are there any plans to include automaton AIs into the core mod? Furthermore, do you guys intend to add other humanoids that have appeared over the years, such as crabmen, lizardmen, ratmen, etc? Let's say I wanted to make such contributions to the community, what programs would I need to learn to create such models?
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