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Showing content with the highest reputation on 08/03/20 in all areas

  1. No. If you don't need it, don't use it.
    2 points
  2. The existence of the "DON'T CHANGE" line means "don't change". It doesn't mean "ask for permission before you change this". (What it truly means is "if you customize this GUI, then be prepared to update your mission to include future changes the devs make to the original file".) I have no idea if dev changes made over the years made their way into the customized files.
    2 points
  3. Isn't it rather contradictory to try to "creep" and "run" at the same time?
    2 points
  4. I want full access to all the main menu and in game GUIs art and sound. As well as how it’s placed on the page. I like fiddling with that stuff and in fact want to make it easier for authors to customize them in the feature. It’s not irresponsible behavior- it’s modding. We are going to need to find a way around it and possibly go in and fix existing missions.
    2 points
  5. Almost done. I have a few things to decide upon; a new route for the player to take...maybe. Maybe not. I did just get rid of the 3-floor elevator as well. There were too many issues and I was spending too much time working on it. It looks much better with stairs now. Stairs also open many more possible AI paths. I need to go over the readables too. This is a pain because the readables editor lets me create new readables (apending the siegeshop.xd file), but it does not allow me to save changes to those readables unless I change the readable definition name. DR seems to think the readable has been loaded from an pk4. Anyway, I have a workaround which does the trick, but it's still a pain in the ass. Right now, things are looking pretty good, but I mostly want to tweak the readables and the AI paths. Some animations I chose are not working well for some AI. A little more work (or a lot) is still to be done on the cave near the start. I'll probably re-do the rock wall surrounding the balloon area. I'll add some bushes here and there and some hiding places.
    2 points
  6. Hello everyone, I've updated this mission to 2.08. Old saves will not work. Please delete the old .pk4 and re-download this mission. Available in-game or HERE Thanks!
    2 points
  7. Which doesn't make a difference anyways, except maybe that a knocked out ai doesn't leave a blood pool like on killed via the sword (which only matters if you take them out in a well lit place). Besides that it is purely cosmetic. Those tris on your screen aren't alive, therefore you cannot kill them.
    1 point
  8. Fourthed I am actually in favor that mappers are allowed to modify as much as possible, because it is called The Dark MOD for a reason. (and it is called dark due to the arosing consequences people like you have to deal with afterwards )
    1 point
  9. I fairly doubt that someone becomes unconscious after a few seconds not beeing able to breathe, I would rather guess that it takes several minutes that it is "much more safe" to squezze someones trachea. I am no expert to this, though, so I may be wrong. It doesn't matter much anyways imho, because
    1 point
  10. IMO that's more of a personal nitpick than anything else. You can toggle between run and creep if you like, as weird as it looks and feels. Also bear in mind that TDM isn't here to ape everything Thief 1/2 did, it also takes inspiration from other games and tries to do its own thing as well.
    1 point
  11. Next up is this cabinet. Not much to write home about, this was my first furniture model for TDM. The drawers are not usable, so all the handles were baked on flat surface. Note that the back has lower pixel density to save on texture space. In most situations it should be facing the wall, not the player.
    1 point
  12. I'll PM you with my needs. Since posting them here would expose the storyline, I prefer my needs stay private, so as not to "give away" what's going on.
    1 point
  13. void lamps_toggle() { light lamp; // using light instead of entity allows access to light specific script functions, although not needed in this specific case do // using do makes more sense, as you can have as much lamps as you want without having to adjust the script { lamp = sys.getNextEntity("lightType","AIUSE_LIGHTTYPE_ELECTRIC",lamp); // all electric lights are of the same lightType (I guess ;) ) if (lamp != $null_entity) sys.trigger(lamp); // brackets not needed if there is only one command to execute } while (lamp != $null_entity); // don't forget the semicolon at the end :) } This versions turns lights off that are on and lights on that are off. This should work in your case if all lights start in the same state and there is no other way to change their state (like a button or so). Note that this affects all electric lights, including outdoor street lamps for example.
    1 point
  14. 1 point
  15. Could call a script like this from the switch: entity previous_entity = $null_entity; //assign a starting value to this variable void lamps_toggle() { float i; for (i=0;i<30;i++) //repeat this up to 30 times { //look for all lamps with a specific classname entity lamp = sys.getNextEntity("classname", "atdm:lamp_type_a", previous_entity); previous_entity = lamp; //store the search result so the next search doesnt start from scratch //if the search has found a valid lamp, trigger it if(lamp != $null_entity) { sys.trigger(lamp); } //otherwise terminate the search else { return; } } } (Haven't confirmed that this is formatted correctly, might be that I use previous_entity incorrectly. There's probably a way to automatically determine how many times the script needs to repeat.)
    1 point
  16. I've updated this mission to 2.08. Note: old saves will not work with this version. Please delete the old .pk4 file and re-download this mission Available with in-game downloader or HERE Thanks!
    1 point
  17. I wonder if it is worth creating a special thread about it in Mappers subforum. Although I have already created one in dev subforum, and there is a sorta related thread in DarkRadiant subforum too
    1 point
  18. The new HotReload feature by stgatilov in this latest build is a big one for any mappers. Now you no longer need to reload the whole map in TDM if you changed an entity's properties in DR (origin, model, light colour/radius, skin etc.), simply save in DR and enter reloadMap into TDM's console and the changes take effect ingame. This should save a lot of time in things like getting the lighting right, well worth getting if you're a mapper. Even easier is to bind this to a hotkey by typing the following into the console (in this case binding to j): bind "j" "reloadMap"
    1 point
  19. I think I had problems with players being able to traverse the ducts with the brush versions, which is why I switched to patches. I'm also not certain I even have the brush versions anymore. Light shining through them definitely is an issue, and one I hadn't noticed before, whoops! I think double-sided patches would require new versions of the metal textures (I believe there's a keyword you can add to the material file that does this?). Using this would be much nicer than using very thin brushes, as everything could align exactly to grid. I'm not certain this would solve the light problem though, I'd have to do some testing. One possible solution might be to create "shell" modules that would fit over the existing interior modules, though I'd have to figure out the sizing and how they'd all connect. I did a brief test with one of the straight sections, though, and it seems to work like a charm, including blocking interior lights. I might work on creating sleeves for the rest of the modular pieces (which would also be a nice excuse for me to get back into mapping, heh).
    1 point
  20. These are the ruins of Gräfenstein Castle in Germany.
    1 point
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