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Obsttorte

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Everything posted by Obsttorte

  1. Ah. It seems that I've misunderstood you. Nevermind.
  2. I would change this if ( !ent || !ent->IsType( idLight::Type ) ) { continue; } to something like this if ( !ent || !ent->IsType( idLight::Type ) || (ent->GetLightOrigin()-origin).Length() < minDistance) { continue; } where minDistance is the minimum distance needed for the light to be taken into consideration. origin is the origin of the players eye.
  3. Lil' update: I've connected the lower part with the upper one (as seen from the first shot). I basically need to seal this area, than add some sewers, create some indoor areas in the street section, connect the chapel (the third big thing in the screenie) with the rest of the map, add ai, pathways, readables, lights (some add least), .... so almost finished The current size is (map + cm + proc) roughly 40 MB. In the end it willl be around 50-60 I guess. After this one and my contest entry I swear I'll never build maps of such scale again. No matter what you do, you never get ready.
  4. The end was pretty good. Thanks a lot for contributing.
  5. Hm... sorry then, I've tried it on rotating doors and there it doesn't work.
  6. This problem never occoured to me and I'm using Win7 x64, too. Maybe you should try to reinstall DarkRadiant.
  7. It is not possible to have the sound looping like you are intented it. One possibility is to use a separate speaker for the moving sound. The probably more easy way is to use the elevator class instead of a sliding door. Change the classname to atdm:mover_elevator. The complete tutorial on how to use it can be found here: http://wiki.thedarkmod.com/index.php?title=Elevators,_multi-floor
  8. A noble guy who is speaking of himself in the third person. Maybe even in a narrative manner. "Was it a noise he had heard from the shadows." "He was annoyed by the repetitive disturbance, and went finding out where it came from." Maybe a bit too strange.
  9. You have the basic ambient light set in "ambient_light". Then, for every lightsource the ambient light around that specific source is increased by the specific factor. But this does not extend over the ambient_dynamic light_cap. Example: If the falloff is zero as per default (not a good choice with lots of light sources) and you have ten light sources, there will be an extra light of "0.1 0.1 0.1". If your ambient light is "0.05 0.05 0.05", this makes "0.15 0.15 0.15". But this value is than capped by the ambient_dynamic_light_cap. The default value is "0.1 0.1 0.1". So your ambient light in this area would be "0.1 0.1 0.1". No. This means the distance from a specific point to the light source. Yes. Yes and no. If you keep the falloff at zero, this will happen. But not if you set the falloff to 1 for example. Then the ambient will dimish in distance to light sources. Note that I've never tested it, but it seems pretty clear to me from the wiki entry. (So somewhere in between know and guess ).
  10. A trigger would do the job. The four walls or grates you've mentioned could be unfrobable sliding doors. The trigger is in the area where the player should step in to cause the trap. The trigger targets the four wall doors and they'll come down as soon as the player steps into the trigger. If you have problems with that I'll can post an example map.
  11. Not neccessarely: http://wiki.thedarkmod.com/index.php?title=City_Street_Visportal_Tutorial
  12. Some advices: You could use more different textures, as at the current state everything looks a bit alike. You should also try to add more plasticity by letting the top levels stand a bit out on the outside for example. The lighting looks good so far, although there are way too much shadows. More lights and a higher variety of light colors should do the job. (The texture on the side of the wooden stair in the last shot is misaligned)
  13. Thanks. Still at least one month of work needed to get it finished.
  14. I fairly doubt that after several years of development the game is still in a state, where basic gameplay mechanisms can be changed easely. Anyways, I don't have a problem with the new more steampunkish setting. In addition, having new tools instead of the old ones isn't a big problem for me either. Changing things does not neccessarely mean that it is bad. But what I don't want are finishing moves or quick-time events. But I guess the good old days where games tend to be challenging seems long gone. Let's see what awaits us there.
  15. I was more thinking about the werebeast smelling the player at maybe 2-3 meters, so he can't hide in the dark if the beast gets close enough. In this case, no extra equipment would be needed, as the player just hast to, as said before, keep his distance. The ffedback would be that the werebeast starts sniffing before actually going to search mode, similar to the human ai stop and look behaviour when on alert level 2. The only difference would be, that as long as the player stays inside the smell distance, the alert level of the beast increases. I don't see any reason to make this uneccessary complicated.
  16. I mean that the "smell" should propagate similar to a sound, as someone else mentioned a visual approach. The player can't here it, but the werebeast does if it is close enough. The player wouldn't know that it is actually a sound and not a smell that alerts the beast. This approach would also provide that the smell don't go through walls for example.
  17. Some sort of bark emitted by the player like the sound barks used by AI for example. Stay on distance. Maybe some sort of stink bombs, too, that the player can throw like flashbombs and that emit a human smell (so the same bark as the player would do, just stronger) to distract the werebeast if needed. Obviously this kind of mechanic (the smelling thingy) only makes sense if the werebeast can only smell you on close distances. If it could smell you miles away, it would definetely be a fun breaker.
  18. Little status update of my Old Habits sequel. Just some numbers: 7460 Brushes, 3629 Patches, 2994 Entities. For comparision, Old Habits had 4698 Brushes, 2686 Patches and 2840 Entities. Builder Roads had 1938 Brushes, 561 Patches and1328 Entities. Two Pictures:
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