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Showing content with the highest reputation on 06/03/22 in all areas

  1. No issues whatsoever, runs great, easy setup. There's nothing like lounging around the couch being able to play my favorite FM's. Image was captured at work.
    3 points
  2. 2 points
  3. I just streamed when completing the mission on Calm settings. The VOD is her for anyone to see, with my disgusting broken english https://www.twitch.tv/videos/1316478737
    2 points
  4. @datiswous It's a dirty hack, to be honest, as it was just a proof of concept. Basically there are two things going on. 1. An infinite loop, that takes care of clearing the inventory if the player is not looking at a door. 2. An alternative version of the frob action script on the door that takes care of finding the correct key in the players inventory and switching to the lockpick, if the correct key is not in the players possesion. As stated in the video this setup works with one lockpick. But due to the minigame in TDM having several picks is nonsense either way and only present as it was like that in the original games. These are the scripts (this stuff is actually still lying around on my harddrive ) : 1. Inventory clearance (switching away from the lockpicks (this is to disguise them in the inventory, as the player doesn't have to use them actively) void test() { while(1) { if ($player1.getImmobilization("")!=2048 && $player1.getCurInvItemEntity().getName()=="lockpick") { $player1.getNextInvItem(); } sys.waitFrame(); } } Immobilizations are set by the game if the player is doing something specific, normally to somewhat restrict his moving capabilities (e.g. making him slower). From player.h // Player control immobilization categories. enum { EIM_ALL = -1, EIM_UPDATE = BIT( 0), // For internal use only. True if immobilization needs to be recalculated. EIM_VIEW_ANGLE = BIT( 1), // Looking around EIM_MOVEMENT = BIT( 2), // Forwards/backwards, strafing and swimming. EIM_CROUCH = BIT( 3), // Crouching. EIM_CROUCH_HOLD = BIT( 4), // Prevent changes to crouching state. (NYI) EIM_JUMP = BIT( 5), // Jumping. EIM_MANTLE = BIT( 6), // Mantling (excluding jumping) EIM_CLIMB = BIT( 7), // Climbing ladders, ropes and mantling. EIM_FROB = BIT( 8), // Frobbing. EIM_FROB_HILIGHT = BIT( 9), // Frobbing AND frob hilighting (not sure if needed or if EIM_FROB can disable hilight also) EIM_FROB_COMPLEX = BIT(10), // Frobbing of "complex" items (not a door, lever, button, etc) EIM_ATTACK = BIT(11), // Using weapons EIM_ATTACK_RANGED = BIT(12), // Using ranged weapons (bows) EIM_WEAPON_SELECT = BIT(13), // Selecting weapons. EIM_ITEM_USE = BIT(14), // Using items EIM_ITEM_SELECT = BIT(15), // Selecting items. EIM_ITEM_DROP = BIT(16), // Dropping inventory items. EIM_LEAN = BIT(17), // Leaning }; Dunno if the numbering has changed or the logic is a bit different, but immobilization 2048 refers to one of the frobs (but it is two to the power of eleven, so I am a bit confused here, one would have to test if it is still valid). The frob_action_script on the door (you have to set that via the respective spawnarg): void advancedDoorFrob(entity door) { if (door.IsLocked()) { $player1.setCurInvCategory("#str_02392"); $player1.setCurInvItem(door.getKey("used_by")); sys.waitFrame(); entity key=$player1.getCurInvItemEntity(); if(key==$null_entity) { $player1.setCurInvCategory("#str_02389"); $player1.setCurInvItem("lockpick"); } else { door.ToggleLock(); } } else { door.ToggleOpen(); } } The code basically switches the inventory item to the key used by the door currently frobbed. If such a key isn't present in the players inventory, no item will be selected (aka null_entity) and we switch to the lockpick. Otherwise the door will be unlocked. This only happens if the door is still locked, though, otherwise it just gets opened/closed. In all honesty, I would prefer a different implementation nowadays, but this gives you an impression of how this can be set up.
    2 points
  5. That was a nice mission! It's been a while since I played a 'tail' mission. Tailing the dude was hard but not impossible - I had to reload a few times. The city area was nicely designed - good geometry/geography. Kind of fun to zoom past areas (while tailing), then check them out in detail on the way back. Someone else mentioned that guards can spot things in total darkness. I noticed this too - they spotted bodies, even dropped weapons; sometime from pretty far away. I don't know if this is a DM issue, or something about the mission in particular (I was on Easy). Good fun! Congratulations, and thanks!
    1 point
  6. Yes, it has, but need a plug in for it. With Krita you can download also all of the needed plug ins.
    1 point
  7. I'm glad some people are enjoying the Youtube videos I've been making - even if my slow progress might be infuriating for others! It's just the way I always tend to approach stealth gameplay in any game. I always forget about the inventory shortcuts - maybe I'll try writing them down in front of me as a reminder for the next video. Should be doing 'Hidden Hands: The Anomaly' next.
    1 point
  8. Thanks! That is indeed what I was looking for. I've updated that section of the Wiki. I've removed the 'alternative' method of using the 'door_controllerN' spawnargs because as described, it doesn't work. If someone thinks it's valuable and knows how to communicate it in a manner that actually works, they can add it back.
    1 point
  9. The Alchemist's House An invitation from a stranger... There's something evil in this house... Will you survive? Windows, 7,8,10 - 4Gb RAM 4Gb HD
    1 point
  10. https://slickdeals.net/f/15821989-warhammer-40-000-chaos-gate-pc-game-mark-of-chaos-concept-art-book-wallpaper-pc-digital-download-free?src=frontpage 100% off Warhammer 40K: Chaos Gate on GOG https://www.gog.com/en/game/warhammer_skulls_2022_digital_goodie_pack Expires on June 8
    1 point
  11. Mr axel has played several missions and made a playlist of this. I watched but still prefer fenphoenix. Because his commentary during the TDM missions, the other stealth games he played and his voice in our game. Mr axel tdm playlist Fenphoenix Plays st lucia. (More videos, see his playlists)
    1 point
  12. Fiddling around with a new tdm-in-webbrowser project: boxedwine 32bit and emscripten.
    1 point
  13. stone_movement_end is defined in tdm_sfx_sliding.sndshd: stone_movement_end { minDistance 1 maxDistance 25 volume 1 unclamped shakes 0.2 sound/sfx/movement/sliding/stone_movement_end.wav } Note the "shakes" variable. One possible way to avoid the shaking is to define your own version of that sound without shaking. Create or edit a .sndshd file in your FM (in the /sound folder) and add something like this: stone_movement_end_no_shake { minDistance 1 maxDistance 25 volume 1 unclamped sound/sfx/movement/sliding/stone_movement_end.wav } Then just reference stone_movement_end_no_shake in your mission
    1 point
  14. These are FANTASTIC! There are probably a few missions with generic looking title screens that might benefit from art like this. Any interest in donating a few ?
    1 point
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