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Showing content with the highest reputation on 10/23/20 in Posts

  1. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
    6 points
  2. You sure will, I'm rebuilding the whole map with my own personal touches and missions. I'm not planning on rebuilding Angel Watch, maybe a rendition of it in the future, not 100% sure just yet.
    2 points
  3. stunning. I hope we get to explore the necromancer's tower
    2 points
  4. 2 points
  5. 2 points
  6. Got it to work! The issue was that I was calling my function "kill" which was already a defined function, renaming it solved the problem and got the NPC's to die accordingly. One more question for the night: Where in the entities is the gramophone located? I was looking for the disc player I noticed a lot of missions have, but couldn't find it anywhere.
    2 points
  7. @Destined I tried again with the grammo, but nothing happens, even with a trigger in between. I guess a model on it's own doesn't have anything in it to define what happens when frobbed, so a frob_action_script should be added. I also tried frob_action_script:frob_door , that is already in the game itself, so doesn't have to be scripted separately, but that doesn't work. But I found a post regarding this: That way it works without having to write your own script : ) Thanks .. I have put the simple/obvious method in to the post/tutorial.
    1 point
  8. Maybe it needs a trigger entity in between. I think there is a difference between targeting and triggering. But it is quite some time since I last worked with speakers... The trigger (or trigger array) could then also target an objective change entity. If you are used to scripts, they are easier, but if you want to avoid them, there are also other ways in many cases. Not for everything, of course, but you can do a lot of stuff even without scripts.
    1 point
  9. That site is great. I always knew how Deus Ex was supposed to be larger and more expansive and the realities of game development cut some stuff out, but I'm surprised just how many assets were not only unused but remained within the game files and COULD still have been used if the scripting was modified to incorporate them (particularly audio files like AI barks.) By far though my favorite "cut content" is one I've known for a while. During the chapter where Paul is hiding in his apartment from UNATCO (which is of course the best place to lay low when people are after you), he asks JC to send a distress signal to Paul's mates so they can avoid being arrested or something. Turns out, there's a hidden conversation that occurs if you progress enough to send the signal but don't actually send it and just go back to Paul: I like this because they bothered to write, record and integrate the conversation into the main game, even though you can't do much with it since you still have to send the signal to continue. But it's clear there was some intent to have you able to remain at UNATCO, perhaps with a branching path kinda like how Witcher 2 provides two different branching paths at a specific point in the game. So it's "cut content" but it's not sorta.
    1 point
  10. You can trigger damage brushes, as an alternative...that would work if you know where the AI is going to be when they die.
    1 point
  11. Deus Ex was supposed to have a mission on the moon, but it was scrapped.
    1 point
  12. Yes we already figured it out man. The legacy code works fine. We got this thanks Here, this is for you. It's a portal_sky rendering on a floating brush, underwater, covered by a fog volume. iDTech4 was pretty cool.
    0 points
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