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Obsttorte

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Everything posted by Obsttorte

  1. That'S strange. I just looked into Old Habits. There I've just used a patch textured with water_reflective and it does work properly. Maybe you should try another water texture. Also only the upper side should be textured with water, the rest should be nodraw.
  2. Did you apply a water texture on top.? What exactly do you mean with 'splash'? The shaderParms only influences the wave speed and magnitude.
  3. These are mod models. You can find them under mechanical. Machine models can be found under mechanical.
  4. I think this is the standard behaviour. Hmm, I didn't change anything one the guard. The only guess I have that could cause this difference is Who knew.
  5. The problem that you've seen here is a waypointing problem. I guess I should have let more place here, sorry. According the code-enter-machine, or whatever it is called. But yeah, it definetely helps if you put in the combination not too fast.
  6. Ok, I've took a look. The problem is, that the entity named "eating_apple_2", which is attached to one of the ai's, lies to far away from the ai to get attached to it. What you have to do is to simple put it a bit closer to him. It's the left guy.
  7. According the error in the spoiler tags: This never accoured to me, but I guess it's TDM not mission related. Hmm, I've tested it for a while and made changes that should prevent this. It may be a good advice to not push the buttons too fast.
  8. I have the same issue with a couple of other missions I've downloaded via the mission downloader. "Deceptive Shadows" is an example.
  9. Ah, now I get it. Hmm, wouldn't it be nice to give guards the ability to lay down there weapons somewhere when they are going to take a nip. I just imagine the player to steal his weapons and if the guard wakes up Just kidding.
  10. Taking a look at the wiki I've found "sound_loss". But it is written there that this does only apply to AI. Has this been fixed yet? If so, this may be a possibility to overcome this.
  11. Another thing. Obviously I don't know what you're trying to achieve. But if it's something like in the lost city mission of the original Thief games, meaning that the lights in a specific room go on once you enter and go out if you leave, you would use "call_on_entry" "fadein" "call_on_exit" "fadeout" Another thing. It may be better if you call the functions "fadeIn" and "fadeOut" (like in FadeInLight, start every new word with a capital letter). But that's just cosmetics. EDIT: OK, I've tested it. The entity passed is really the info_location object. So the above mentioned code should work. Good luck.
  12. Well, first of all fadeout has no argument. It should be like fadein: void fadeout(entity zone). How do you want to find out the name of the light entity to fade in/out? The #include lines goes to the top of your script file, not into the main routine. For the lights: I'm not a hundret percent sure what entity is passed as zone, but maybe it's the info_location object. If so, you could let it target all the lights you want to fade starting with target0, target1,..., target(N-1), where N is the number of lights to fade. Pass another spawnarg that holds the number of lights on it. You're free to choose an appropiate name. Let's just assume you call it "light_number" The script for fadein would then look as followed: void fadein(entity zone) { float N=zone.getFloatKey("light_number"); //get the number of lights in this zone float i=0; for (i=0;i<N;i++) { zone.getTarget(i).FadeInLight(3); //fade all the lights in } } But again, you'd have to make sure that the info_location is passed as argument. I'll see if I can find that out.
  13. I have two other missions in work, the contest entry and the sequel of Old Habits. In the latter I've already put two months of work, but didn't worked on it for almost the same time. Anyways, I hope two release both (much bigger) missions within the next months. To all of you, thanks for the warm words, they're appreciated.
  14. Just replayed that one on the highest difficulty setting. Took me 45 minutes and a stealth score of 15. Think that's ok I really like the idea behind this mission. It's not the typical grab this item and get some loot on your way. It's a bit hard to tell what has changed as it's been a while since I've played this one, but I think at least is new. I liked it. The optics are on a very high niveau, as we are used to whenever Bikerdude releases something. Maybe I add some things that I personally do not like so much: Obviously these are just some minor things and do really depend on the personal opinion. Overall a great update to a fantastic mission. Thank you.
  15. There is a door prefab you may wanna use. It's already completely functioning.
  16. The Builder Roads A Fan Mission by Obsttorte Betatested by Melan and Grayman I'm quite happy to present my second Fan Mission for The Dark Mod. You're slipping into the role of Trevor deClarc, a trader and smuggler, thief and spy, who currently stays in a tavern at a Builder outpost that was formerly used for mining. It had come to your attention that a valuable tome is hidden somewhere at this place. So come on and get it. I'd like to thank the Dark Mod community for creating this mod and everyone on this forum who helped my with hints, answers and advices. Special thanks goes to my betatesters Melan and Grayman. This is only a small mission I've built in roughly two weeks and it is designed for a ghost-like approach. I hope you're going to enjoy this one. LINK: http://www.mediafire...2dg4tbf4q90wz7f
  17. Not sure if I understood your question correctly, but any function you want to call directly needs to be of the form void functionname (entity zone) What function do you mean exactly by lightFadeIn (I did not find it).
  18. Another question. Is it possible for you to have some sort of scroll down menues. What I mean is, that if someone visits the site he has the five pictures, and the text only gets unrolled when he then clicks on one of the pictures. So if he for example clicks on the picture for T2, the text for T2 unrolls. IMHO it's always desireable to have all the essential informations available when entering a page, without having to scroll down or something like that. So if the above mentioned is not possible, you should think about other options for aligning the elements. Especially, if you plan to extend the informations provided. But ... well ... just my thoughts, your page.
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