Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/07/21 in all areas

  1. Bikerdude intends to join! He is planning a story addition to "The Elixir".
    2 points
  2. Here is our limits wiki: https://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc 2.10 is going to allow an extremely large number of entities so the entity limit listed there is not applicable for future TDM versions. Dev build thread where you may test it out:
    1 point
  3. Yep, the wiki entry there has a few links from before our FM database migration. The official download links are here: https://www.thedarkmod.com/missiondetails/?internalName=phrase_book
    1 point
  4. You are probably thinking of "Thomas Porter 6: The Phrase Book".
    1 point
  5. It seems like I'm at the finishing stages of my first WIP. I have to add an overriding caveat that in the end I might not think the mission should be released at all. It's a large mission - probably too large to be a first mission, regardless of how "done" it might appear on the surface. The reason: I discovered how, as missions grow in size, so also they grow in not only technical complexity, which at least can be handled by perseverance and a bit of luck haywiring parts together, but also in the need for developing depth, as in characterization, cohesion, etc., so that it becomes more interesting rather than less as the mission is played through. And that's where I'm hitting a wall. All the architecture, objectives, pathing, lighting etc. is done. I'm still working on ambient sound. There are no conversations. I'm unable to supply them. In lieu of conversations I've been using different light/sound effects etc. to enhance the moments of ai/player interaction where conversations are usually found. This works to a significant degree. The problem is that the AI, on whatever path it's at, is indifferent. I would like at least as much control of AI as required to get it to -->STFU<-- while the events are happening, then to resume its idle banter. I've tried using S/R to change spawnarg def_vocal_set from e.g. atdm:ai_vocal_set_jack_civilian_01 to atdm:ai_vocal_set_mute, then back again, but I can't get it to work. I don't know how to write a script that'll do such a thing - and can find no info on that particular. Changing def_vocal_set works on an AI if I set the spawnarg permanently at game start. But I can't figure out how to swap the spawnarg in game. I've tried calling a fake conversation with a atdm:conversation_info and the actors all told to WaitSeconds NN, hoping that would shut them up. That didn't work. So OK, enough complaining- I need help. Just pointers to any detailed info on how to do this. How to even begin to do this. Hopefully with none of the critical steps left out because "everyone should already know...". Because I confess: I'm too fucking stupid to know any such thing.
    1 point
  6. Oooh, can't wait! Luv your missions, and hold dear my memories from a great time while beta-testing your CoS3: Sacricide - fingers crossed for your creativity during the contest!
    1 point
×
×
  • Create New...