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Obsttorte

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Everything posted by Obsttorte

  1. I was thinking about writing some wiki articles in german for some time now. It seems to me that it may prove useful to have all this stuff also available in other languages. Not just german, but beneath english this is the only language I speak so I could only provide informations in this one. I guess it would be easier for non-english speakers to get into DarkRadiant or map creation in general if the informations needed would be provided in their mother tongue. However, the question is if There really is a need for translating existing wiki articles or writing new ones in different languages if there are other mappers willing to provide such articles in different languages the people hosting the wiki have the capacities and the will to host these articles Let me hear what you think about this.
  2. My opinion is that I may not need the extra time to finish my map but that I could make good use of it to make it a bit nicer to the eye. So I'm neither pro nor con. I would suggest to wait until the end of february or so and than see how progress is going. If an extension is than still needed by several mappers we can than discuss how long they may need.
  3. Done. #3304 Btw.: I'll try to upload some example maps for the other problems as soon as possible. Done, too.
  4. Is it possible to read out the numbers of KOed/killed AI. I mean, they are shown at the end so they must be counted somehow. The script reference does not seem to provide such a function.
  5. It seems to me that these issues are quite player-dependent. My opinions (just for the record ) No kill: I think that a no kill objective is a must on the highest difficulty if it is not a haunted mission or you are dealing with very, very bad guys. Optional goals: I don't like optional objectives. Either I have to accomplish something or not. I can set optional goals myself. Forced Ghosting: This really depends. If the mission is designed for that purpose, then I think it is ok. My FM builderroads for example goes into that direction. Many people have stated "oh no, forced ghosting", but after playing the mission they were fine. Actually I like the idea. We should at least have a discussion about that. I think most mappers only think about how to make their map enjoyable and good-looking, but not how to make it really challenging on the highest difficulty. This may also be some kind of zeitgeist, as nowadays most people seem to see games as a medium for entertainment (what they are), but not as a medium for challenge (what they also should be IMHO). I want to add that I'm a bit tired of the criterion that something is not good if it "forces" the player to play in a certain style. I mean, it is a game, you have set objectives (which you are "forced" to accomplish), the area you are moving in is limited and so are your possibilities to achieve your mission. As a game it provides some rules which the player has to follow. Most of the FM's provide the same set of rules to the player, so they see it as a standard. But stepping away from such a standard does not neccessarily mean that game does not work anymore (or in other words is not enjoyable anymore). Actually it is more difficult to play if you are not allowed to kill someone, if you are not allowed to ko someone or if you even have to ghost. So if the mapper chooses this to increase difficulty, I think it's legit. The pivot is how it comes down to gameplay. If the gameplay still works under that conditions, if the player is still able to achieve his goals, than it's fine. You can always play under lower difficulty levels. (Or you don't play a certain mission at all - last solution ).
  6. Just something I forgot to post. I was playing around with the stim/response editor as I've set up the hitmanstyle map. Well, actually you can set a response for flash on AI. So what I've tried was to add the effect knockout. This is quite funny. If you throw a flashbomb at a guard and blind him he will be knocked out than. Don't know if anyone can make use of that.
  7. I thought more about snapping vertices then snapping the planes.
  8. but then the player start is not inside the trigger
  9. Wow, I just wanted to test if the trigger_once_entityname behaves the same way. Well, the mission crashed (infinite loop). Definetely something not working right. Anyways, if you want something to be triggered from start it may be a better idea to use "call_once_on_entry" in the start location or use the main method/trigger it from worldspawn.
  10. I think Too Late by Nielson was also made in two weeks Very cool mission by the way.
  11. Not all mappers have wiki access. We have a what you are working on thread in the editors guild (it's pinned at the top). You can take a look there to here what people are doing.
  12. The clean button only deletes the savegames as far as I remember. Nothing important should be deleted. Where did you save your mission at? Normally it should be darkmod/maps and therefore not be affected by the clean operations, as the fms and the savegames are in darkmod/fms. EDIT: Actually in 1.07 the missions where copied in the doom3 folder upon installment and clean deleted these copies. But since 1.08 this does not happen anymore. The only thing I can think of is that you accidently saved your map in an fm folder and clean somehow deleted those. So in the sum I guess it deletes everything in the specific FM folder except the pk4 and the darkmod.txt
  13. Well, the rounding method should obviously be deterministic. So if the two vertices really shared the same coordinates at the beginning and the same operation (translation/rotation) is operated on them they should have the same coordinates afterwards and this should be retained after snapping.
  14. Well, I've just replayed this mission, my personal favorite by the way. Missed 440 loot and achieved a stealth score of 56 (was seen by three or four guards and a civilian) But that's not the reason of my post. Actually I think I like the same things at this mission as all the others so I wont repeat it here. The only thing that I "dislike" (this is far exaggerated): The standard prices for the player equipment is in some cases far too low. 5 bucks for a water arrow; I've extinguished every second light and still had some left at the end. The values can be changed via spawnargs IIRC.
  15. Welcome bush Actually you can add to this by downloading DarkRadiant and try to make one yourself. There are plenty of tutorials on the wiki and the community is always attempted to answer any questions. The more the merrier.
  16. Well, actually you can change the movement speed of AI. Don't know if this is also true for attack speed. I think the damage an attack makes is defined in some def files, so this may also be changed easely, but I'm not sure about this as I have never tried it.
  17. Increasing the precision will only delay the problem but not avoid it. On the other hand it may slow down things. Personally I think we should stick to a method of leaving the nodes on grid for a specified grid size, for example 0.125 or something smaller . Everytime you move a brush or a func_static the editor could automatically snapp all vertices to grid.
  18. Thanks a lot ithel. Yep, it does. Actually there around 1500 grass entities in the mission. Would be quite cumbersome to place them all by hand. According the 75 loot you are missing I bet you can find them Actually You get what you choose.
  19. Two possibilities: do not add moveable crates to the mission make them damageable and add a stim to the AI that causes damage if it touches something (don't know if that works) Another possibility would be to just don't do that.
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