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Obsttorte

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Everything posted by Obsttorte

  1. Yes. @Tels: What the hell is a "Lolwoot"?
  2. You may have a point here. But over all it may prove useful to have at least one single thread for such questions. The first post could ask the people to first try to post their request in english. I just remember the polish guy (don't know his name anymore). EDIT: Actually I think that people who can speak english will post in english to take part (orin other words: to avoid the division). It should be really just for people who does not speak english at all.
  3. It's self written code and yes, it's a timing issue. As said in an earlier post the buttons handling the numberwheels become unfrobable for a certain amount of time to make sure the numberwheels can finish their move before moved again. Unfortunately it seems that I've choosen the amount of time a little bit too low.
  4. Refering to point 3: I think the AI should not react that way if they don't saw the inflictor of the dead. How should they know they are not the next one?
  5. In addition to the behaviour of unarmed AI I think it would certainly make sense if some of the AI would "decide" to pick up the weapon the just killed AI has dropped, at least if it was not too far away (and the weapon that was thrown isn't a 100 pound warhammer ). This could be also a nice addition to the AI behaviour when finding a dead body (without seeing the player). They get scared and decide if the run away or pick up the weapon and start searching the area (thus meaning the AI behaviour would change to armed).
  6. If you upload the map somewhere and pm me the link I could take a look if you like me to.
  7. Do you crash to desktop or to the main menue? If it's the latter can you please post the error message displayed in the console? If you crash to desktop try the following. Delete the cm, proc and aas file for your map and than dmap again. Maybe that works.
  8. Why does a problem with EAX support cause an error message about a not found attachment position?
  9. The one does not exclude the other.
  10. As I said I can only provide german translations. But there may be other people around here who could translate them in other languages (italian, czech, russian, whatever). On the second note, on of the purposes of this thread is to find out whether or not this is needed. I learned english since the 3rd grade, too. But when I've started working with DR and therefore reading the wiki articles I often overread or misread some points in the articles. I don't know if this hadn't happen with german articles, too, as it's maybe a matter of the information amount provided in such articles, who know. Another point is, that if that is true ("everybody learns english in school", "english is the language of the western Internet", ...) then why the hack do so much people here spend their time translating FM's? EDIT: Two points to the school-english: I've met lots of people who had french as first foreign language the fact that you learn a language does not mean that you understand it
  11. Well, the number is correct. The automaton is a bit buggy to set up, so I guess this is my fault. Sorry
  12. I always play undr the highest difficulty level and I'm quite sure you can kill alerted guards with one shot to the head there. I'm confused.
  13. A: As said in the other thread even ai that is hostile to the just killed/attacked ai should react like friendly one, as long as the specific ai is not friendly to the player. B: I think an appropiate behaviour would be that the ai warns you to stop it and if you don't become hostile to you.
  14. Regarding the combat difficulty slider: As I said I never noticed it before neither I did with the lockpick difficulty slider before someone has told me (or someone else and I was just reading it, dunno). But in my little world wouldn't it make more sense to bind such things to the difficulty level choosen by the player? So if you choose a higher difficulty lockpicking and fighting becomes more difficult instead of laying it to the player to adjust all those things for himself (using some sliders he may never notice anyways)? Isn't that what difficulty levels in games are for?
  15. Actually even if the person just killed was an enemy, you would most certainly ask yourself where the arrow came from if it wasn't a friend who shot it neither one of the enemies you were fighting against.
  16. The first approach (having the arrow moving a bit but settling down after a while) doesn't make it actually more difficult when it comes down to shooting out torches or so. He just had to wait a sec. I mean the calm down time doesn't have to be extremely long, maybe just a second or so. It wouldn't affect the player if he is going to shoot out a light at long distaces and on short he has not to aim that good. Shooting moss arrows normally also doesn't has the need of high precision. I mean waiting isn't something that should discourage someone playing a stealth game, isn't it.
  17. You got a point here. A different (but maybe also time-intensive) approach for the arrow thingy would be to have some kind of breath-holding when shooting. The "use" key may be used for it. I don't know if it is possible to use inventory items when aiming never tried that), but as it isn't realistic either, I think this key is free in this situation. With this approach we had a unprecise in high-speed combat and a precise in long-range-silent-assassin combat situation. Donno. Actually I think the first approach would be easier to implement and should fit the purposes.
  18. Wohoo. Actually I will need until the deadline to make my contest entry. Well, at least I hope to be ready until then (real life stuff, you know). But I guess once I've finished the contest map and the sequel of Old Habits I will concentrate on making small maps as it's quite more rewarding.
  19. Actually it is possible to disable the "last arrow sticking in dead ai" behaviour via a spawnarg. I didn't do that in my FM's as it was never used elsewhere and would be inconsistent. Anyways, the idea of haing an AI stunned in their tracks when shooting on them (independent from where you've hit) is a good idea IMHO. It provides a good possibility to flee if things gone wrong and the player has ran out of flashbombs. For the screaming thingy. I thinks AI should always scream for assistance when approaching the player, not just when they've been hit. Anything that discourages the player to go into an ambush is good IMHO.
  20. Bulge patch does change all vertices. But if the vertex count on the patches is high enough, readjusting the border vertices may get faster then changing the position of every single one. Another point is that it seems to me that it also smothens rough displacements brought into the patch, what may look more natural then having lots of edges. I guess this is something every mapper has to try out and than choose the approach that seems more comfortable to them.
  21. I like the cry/shriek idea. Personally I think that players should have the possibility to take out enemies one by one as long as they are careful doing so. I'd liked the original thief approach, which made it impossible to kill an alerted ai with one shot. I must say that I dislike the arrow breaks randomly idea. Such things may only distract the players. Ducking: If the reaction time is long enough so it only takes effect on long ranges I guess it would make sense to do so. In addition the AI could hold their weapon (sword or hammer or whatever) in a way when approaching the player, that makes it hard to actually hit the face. What we also could think about is some sort of focusing time. This would go into the direction of the arrow spree as Tels mentioned it. The bow is "swinging" a bit as you aim and this swinging slowly settles down after a while. Thus would provide enough precision to take out unalerted guards over quite a fair distance but would it make harder to go into rambo style.
  22. I am actually. I'm not talking about myself only. There are other people who could contibute translations, too. And I think it may help gathering new mappers. As the responses about the topic of translating the game (readables and briefing mainly) has shown, there are a lot of folks out there who may have their problems with english (in terms of speaking it ). A technical article may be even harder to understand for them then an ingame note telling them where to find some extra loot. Btw.: Translating an existing article wouldn't take me too long.
  23. Regarding organic looking caverns: The "bulge patch" option may prove useful here.
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