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Springheel

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Everything posted by Springheel

  1. TDM was released in 2009, so 2010 was the year of the most buzz around the project. IIRC we had two different mapping contests that year as well. The 2013/2014 bump came when we went standalone, won PC Gamer's Mod of the Year award, and T4 was released. Good times.
  2. Steambots aren't supposed to be immune to swords. It's one of the few ways players have of disabling them, and it comes with the penalty of being rather loud. I didn't realize that, without damage zones, the ko_zone spawnarg wouldn't work. Now that that issue is fixed, they're working as intended.
  3. I wouldn't think a bag of lead would do more damage than a sword, even against metal. It should be noticeably quieter than a sword though.
  4. I don't think it was ever part of the plan that bots could be knocked out with the blackjack. I think the bj does a small amount of damage though, so you could beat one to death with enough time.
  5. It was said, but it wasn't especially accurate even at that time. It's definitely not the case now.
  6. This is a new wrapped corpse model, kindly created for the campaign mission by epifire. There are multiple versions, including a sitting version, and a couple piles of bodies. The City is now ready for the plague!
  7. I've created a walking flame-bearer skeleton as a security device for crypts or mage towers. The held brazier is part of the md5mesh, and the mapper binds a flame to it. The skeleton is a functioning AI, but he can't attack or let go of the brazier, so if alerted, he will search for and track the player, but won't be able to do damage. He works best when combined with other AI for that reason. You can set them to a neutral team to the player if you don't want them to react, and I've included a static model as well if you don't want any AI functions. The only thing about the current implementation I don't like is that the flame stays burning if you kill them...it would be nice to have it go out like a dropped torch. Probably just requires a script, so if anyone feels inclined to add that, feel free.
  8. It has been over a year since I did any work on the map for the final campaign mission, and I think the chances of me ever building back up the energy and commitment to finish such a massive project by myself are slim to none. I'll probably be putting the map (actually 3 separate maps at this point) up for adoption at some point, but in the meantime there are dozens of custom assets I was holding back for that mission, including new AI and some necromancer assets, that have been sitting on my HD unused. I want to release them so that other mappers can benefit from them. I'll post them here gradually, a few at a time as I get them uploaded to SVN. All these should be available to mappers when TDM 2.08 is released. First of all, a new standing sphere light (modified from the existing wall one) and a new magnifying glass & stand. There are 4 new "anatomy" skins for book and paper models, suitable for the desks of doctors or necromancers. A few new "clutter" models, including 2 collections of scattered rocks and 2 batches of scattered papers, to easily add some visual interest to scenes. And a new tile texture with a few colour variations. Each colour has a set with red squares as well so you can create various geometric patterns. (While I'm at it, Kingsal gave his permission to use his amazing beastmen AI in the core mod, so I've finished converting and uploading them--they'll be in 2.08 as well).
  9. Some of the files still have the hum: mantle_pull01F, for example. Were these meant just to be sound tests, or is that the actual intended delivery?
  10. I wouldn't recommend using thee/thous for pagans...they shouldn't sound too much like Builders.
  11. When I was writing the scripts I would usually have a series of "default" lines for each bark, and then one or two "specialty" ones that can be added for specific character types. For example, there are default "Commander" vocals, but there are also "City Watch Commander" vocals, which are about 80% the same lines, but with a few extra thrown in relating to citywatch related things. You could do the same with pagans, and have both urban and non-urban, that share 80% of the lines.
  12. I did modify them. Certainly since 2.07 the chest prefabs should only have frobbable lids. If not something has gone wrong somewhere.
  13. The easiest way is just to only make the lid frobbable. That's the way the container prefabs have been for the past two years.
  14. Not to mention that if AI were to get suspicious by doors opening by default, players would never know whether it was safe to open a door or not, since they can't tell whether an AI can see it. You'd be penalizing the player for something they have no control over, which is poor game design. AI do, in fact, turn to look at doors that open in their POV, even if it's not a suspicious door, so they don't completely ignore them. I've always decided in my head that these old doors blow open or closed from time to time...same drafts that keep putting out the lights.
  15. Most people tend to assume their ideas are easier to implement (by a lot) than they actually are.
  16. Not only that, the player shadow doesn't even work properly, due to the lack of animations. So that would be another issue that would have to be dealt with. It is an immense project that would require work in half a dozen different areas of the game, all for a result that might make the game less fun for 95% of players.
  17. Setting aside any questions about how difficult this would be to do (or whether the end result would even be desirable), how is it you think this system of additional traces, scans, and collision checks won't decrease performance?
  18. The cleaned up version Goldwell posted was fine, so obviously there are ways to deal with the hum if the actor can't get rid of it herself. As for the delivery, I didn't find it very convincing either--it sounds like the actor is just mimicking what she heard, without knowing what the sound is for. Those mantling sounds are for a character pulling themselves up from a hanging position--there should be a sense of exertion, of the entire chest compressing. These sound more like someone clearing their throat. I don't think being an experienced team member is a requirement to make either of those observations. Nor is it a requirement to edit the files. I'm the one who did the editing and processing of virtually all of our vocals, and I just used Audacity and trial and error.
  19. There is currently no release date for 2.08.
  20. That fixed it. I loaded up the Training Mission, noclipped around for a bit; I didn't notice any missing textures. Didn't see any unusual console errors either.
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