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JackFarmer

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Everything posted by JackFarmer

  1. If there are no overlapping routes of different AIs, then the whole "knock out guard and hide" routine is no longer a game element, because knocked out guards would not be found anymore. I dare say that would then also be criticized again, as it would probably make the game easier in general. Alternatively, it would be necessary to arrange the routes in such a way that the guards at a distance only see each other at certain points, but sound the alarm if one suddenly doesn't show up anymore. The latter is not possible with the current mod version and I'm not sure if it would be technically feasible.
  2. Downloading now! If I don't like it, I will come after you. With torches. And fire. And more fire.
  3. Rather unlikely. However, I'd be happy to look into the problem if you PM me a download link of your WIP.
  4. Originally the door was meant to be solid and frobable?
  5. From a mapper's perspective, that's probably the worst thing imaginable. I'm crazy sorry. It looked great and I feel for you that you didn't want working on it afterwards.
  6. If you don't want to try the script solution as described in the post above, you can try the following 1. Create a blue room far away from the map and put the fog light in it 2. Place an atdm:teleport entity at the fog light position in your map 3. Let the atdm:teleport target the fog light in the blue room 4. Trigger the atdm:teleport entity with a trigger_once entity or whatever you have in mind.
  7. @kingsal I'm slowly running out of swear words to disparage you with. Amazing, praiseworthy, enviable work.
  8. Great album. @AmadeusAre they known in the US? If not, then it is a stone cold shame.
  9. You mean you created sealing geometry from brushes and then put the rest of your work into it? If so, then I am afraid this is no real solution to your problem as the internal leaks will remain resulting in a very slow map if you do not fix the leaks (and prevent future leaks) in your "inner" sealing geometry.
  10. I agree with the bigh; after compiling (dmap), does the console show a red line with the word "leak"?
  11. The mine must be activated with the "use inventory item" key. As soon as you press that key, the mine will get dropped to the ground ready to create damage.
  12. Yes, this is still the case, especially noticeable when the sound source has the s_global property and the player moves through several defined info location during the sound file in question plays. However, I don't think there is a simple solution to that.
  13. @Xolvix@schabernack@Shadow Thank you for your offer, but I think I will search within VAC and the other available sources. I hope you guys don't mind.
  14. Do not know. You've done that before?
  15. You simply feed the program with sketches and receive results like that?
  16. What did you sacrifice? https://piped.kavin.rocks/watch?v=-3RCme2zZRY
  17. You guys/your friend have decent microphone and software for recording editing and have done voice over before?
  18. Yes, I used clear glass warp as per the example above, and it does not work. Sorry, my mistake; I uses warp instead of clear glass. This works, thank you very much!
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