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Showing content with the highest reputation on 06/23/20 in all areas

  1. Hurray, I somehow managed to do it ! For anybody else in need for help, these are the console commands I used: remove DeskKey01 spawn atdm:prop_key_fancy01 name DeskKey01
    3 points
  2. Disclaimer: This mission is not set in Canada. William Steele 1: In the North (by grayman) is the first part of the long-running William Steele series, which stars the titular character. Steele, unlike most other Dark Mod protagonists, isn’t a thief by profession, but a guard in the service of a nobleman after he left his home after a fight with his father. Realizing that he’s forgotten the reason they fought in the first place, he decides to head back home, but his employer has an issue: He’s earned the ire of another noble named Harcourt, who’s put out a bounty on him. Steele decides that, before he heads back home, he needs to repay his boss by stealing the gold bar serving as the bounty and disarming the threat. I’ll say right now that In the North is an excellent mission with a well-designed mansion with multiple little touches that make the whole mission a solid experience. The mansion feels like an actual mansion, carefully split up yet still allowing you to easily get from one end to the other. Unlike Sir Taffsalot’s Sword (which was made much later), the mission gives you more paths to explore, ranging from parkour to secret passageways. The difficulty is fair. Guards are plentiful, but can usually be avoided with some waiting. The only real chokepoint to me was the courtyard early on, since I had guards coming in and out of it almost constantly. The loot goal isn’t hard to hit either. One of the things that sets this mission (and other grayman missions) apart is the storytelling. This mission was one of the first I think to feature the NPCs doing idle events, like examining pictures or sitting down for a break. There are other little touches, like the visiting noblewoman with the mute bodyguards that give the mission a little bit of flair. There’s also a “shift change” at a certain time that moves the guards around, making some places easier to get to but others harder to access. The story is also stronger than some other missions; beyond the little touches involving moment-to-moment life in the manor, there are also quite a few readables and optional objectives. While you can argue that there are perhaps a few too many readables in your inventory by the end of the mission, they’re all useful, either giving worldbuilding about the history of the manor and it’s attached chapel and catacombs, or giving hints about loot and characters. The optional objectives have results ranging from loot to warm fuzzies to an ending cutscene. It allows you to “choose” how Steele reacts to what’s going on around him in a way that most Dark Mod missions don’t allow, even if it is a little limited. The only real gripe I have is that the voice of an important NPC is a little quiet, although you get an objective to do what he said after his request, so it’s a very minor complaint. The mission can also be considered a little on the easy side: you have plenty of equipment and if you blackjack a bit, you’ll have a pretty easy time. But then you miss out on all those little quirks of the NPCs! I didn’t have any problems personally on my first, blackjack-heavy run, but players interested in immersion might want to restrain themselves. All in all, an excellent, must-play mission. Highly Recommended.
    3 points
  3. It wasn't released in the last few weeks, but Left 4 Dead 2 was criticised as "racist" because a few of the zombies were black (despite the story being that the whole population had been infected, which obviously would include people of all races). The "last few weeks" thing refers to the frenzy of censorship and corporate virtue-signalling that has occurred across various types of media since the start of the BLM protests, including the removal of Magic cards, the renaming of Git branches, and the deletion of decades-old TV series. I don't know if it has yet affected video games, but given that it is affecting all kinds of other media I doubt that video games are somehow going to be immune.
    2 points
  4. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
    1 point
  5. @Ladro @Teekay @Summer - Thanks for playing! Glad you enjoyed it. That hat really is tricky to find, we might update the mission to make it more obvious. @Alberto Salvia Novella - Glad you dug it and thanks for doing the playthrough.
    1 point
  6. First personally i'm not a fan of those situations where games override player commands, but that is me. About the question itself, afaik there's no way in script to simulate a button press, don't know what you are trying to do but couldn't you just push the player forward with a invisible brush? It will not "walk" but glide but at lest would move forward.
    1 point
  7. Okay, so removing that entity didn't work. Anybody know a way to activate it in the console?
    1 point
  8. Sorry for the late reply, i suddenly had to move from my current lodgings so i been busy as all hell these last few months. Internet will be up again today, im writing this using internet from my smart phone which is not exactly the fastest. Latest opencollada will require some tweaking before it will be usable with HPL1 the biggest problem seems to be anglescript atm.
    1 point
  9. I don't think there is a way to delete inherited properties. I fear you would have to go back in the inherited files and start a new "inheritance branch" from the first entry that does not have the spawnargs that you want to get rid of. Instead of creating a whole new branch, you could also just copy/paste all the spawnargs you need from the inherited def files and create a new def file from scratch.
    1 point
  10. I have so many missions to catch up on, I can't decide which to play first. These reviews will help.
    1 point
  11. 'bureau_door_frob_controlD2' is the name. Yes, the frob control makes the items frobable when the door is open and not when closed. The door itself was clipping the frob control brush, causing the door to become unfrobbable when it was closed. So if the key wasn't grabbed while the door was initially open, it can't be retrieved. All oil lamps have been replaced, but not all with lights which can be extinguished. That may change, but some parts of this map will be easier while other parts will be more difficult.
    1 point
  12. Damn! Can this Frob Control Box be toggled by console? Or can you give me its name, so I can try removing it? I imagine this is kind of a protection so you can't frob the items inside through the walls? Also while you are fixing the mission, why not swap your custom oil lamps with the normal ones that can be exstinguished in my Unofficial Patch?
    1 point
  13. Allow me to re-post what I already posted. That part about the door becoming non-frobable applies to all contents of the desk as well. It has been fixed. This fix will be in the next release, which will be relatively soon.
    1 point
  14. Okay, I did some research and found commands to remove the bugged door and get the key out but I still can't frob it! Did you set it to become unfrobbable too? Why that ?
    1 point
  15. If you only want this because the player shouldn't clip into a wall, you could try a force field. Otherwise I believe Geep has figured out how to call keyboard events (putting a weapon away) in Air Pocket.
    1 point
  16. You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.)
    1 point
  17. To put my question to a point: is there some way to delete inherited properties in a .def file? Background: I'm working on the last item in 0005184: Issues with new manbeast/werebeast/zombie assets (SVN 2.08), which is that the new clothed zombie has 4 different copy_joint spawnargs, which results in 2 console warnings per clothed zombie at map start. From what I've seen, these spawnargs are used to "keep the neck attached to the shoulders", and the standard is 2 spawnargs per AI: - regular AIs, whose head is a separate entity, use "copy_joint Head" "headcontrol" and "copy_joint Neck" "neckcontrol" - zombie AIs, whose head are part of the body, use "copy_joint headcontrol" "headcontrol" and "copy_joint neckcontrol" "neckcontrol" The clothed zombie is some kind of hybrid (zombie with a head as a separate entity), as it inherits from zombie AIs but needs the spawnargs used by regular AIs, which brings the total to 4 copy_joint spawnargs. The zombie version of the spawnargs isn't needed, but it isn't enough to just set them to "-" because the console complains about the spawnargs themselves
    1 point
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