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Obsttorte

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Everything posted by Obsttorte

  1. And what is your opinion about this topic now?
  2. I think it is a good idea in generally to downsize files if possible. In reference to sound files I think it really comes down to what exactly we are talking about. The "pain in the ear" effect mentioned by SeriousToni should only be there for ambients and such things (so real music). I guess downsizing collission sounds for example should not have such an extreme effect on quality. Another thing is that it is a big difference if you are hearing the sounds in a media player (like really listening to them), or if you are hearing them in game. One try would be to create several pk4's with different rates so people can actually test it in game and then reply on how it does impact on specific kind of sounds.
  3. Maybe it would be a better idea to discuss this when we are, like demagogue said, a bit closer to the deadline. So maybe in a month or so, as there is only one third of the total time elapsed by now. I mean the whole sense behind a contest is to have some sort of time pressure and maybe some of you will be able to make good progress anytime soon. I just fear that we meet her back in three months again and someone is posting "what about extending the timeline to 9 months?". Another idea would be that, if we really extend the timeline, we only do this by a month or so. Just a few thoughts.
  4. I have a question that goes in the general direction of this topic, so I thought I post it here. I would like to replace the blackjack by a torch. So basically it would be a light source for the player (in replacement for the lantern). It should not really work as a weapon, but it would be nice if the players 'attacks' with it, that it causes a fire stim in front of the player (to relight torches for example). Do you think this is possible without having to change things in the code (scripting would not be a problem though)? The guards are already able to carry a torch, although the don't do this in replacement for their weapon. Thanks in advice.
  5. Here's the fixed version:015.zip.txt Note: On a previous post I've said to add the spawnarg "rel 1,0" "0". I had a space in there - that is wrong. This spawnarg does not work if you use for example "rel 1, 0".
  6. May be easier to just delete it and run the updater again!? EDIT: You cannot change the team of the player. I'll upload a corrected version.
  7. I've observed little changes like these in DR 1.7.2, too. I don't think it has something to do with the changes. But that such corruptions grow with each movement is something I didn't notice before (maybe because I don't move my ws brushes over and over again ). Beneath the .Ase exporting I normally use vertex drag mode -> select all vertices -> snap to grid to handle such things.
  8. Well, I thought I've read that somewhere. Anyways, would'nt it be easier to use notarget for testing? I'm using that, too in the same situation (they're on same team) and it works correct. So I would go for Springheel's advice and recheck if you've set the team spawnarg correct on all AI. This sounds a bit weird as it never occoured to me. Can you please post an example map if you don't get that fixed by yourself?
  9. AI attacking: As far as I remember it is not possible to put any AI on team 0. Put them in another team (1 for example) then target a target_setrelations entity from worldspawn. On the entity set "rel X,0" "0" where X is the team you've put them in. Textures: I think you don't have to zip them to use them. Use the same approach as for readables, models and so one. Just create the textures folder and what else you need in your darkmod folder and put the files in there. You only have to remember not to forget to pack them up in your fm pk4 when shipping the mission. Hope that helps.
  10. Progress is slowly but steady. I think I could be able to finish the map within the the next two months, but I'm not a hundret percent sure about this due to real life stuff. Even if I would finish it before deadline It would be mainly concentrated on gameplay and will most probably lack in reference to eye candy. If most contestants having problems with the timeline I would have no problem to expand it. Progress in detail: mapping: roughly 50%, but especially detailing could take some time game mechanics: except one thing I'd like to implement I've tested everything so far and got it working AI, pathways, readables: nothing so far, but I think this is something I can manage on one weekend IMHO epanding the timeline would only make sense if the contestants would benefit from that. If people don't get things finished within six months either, ... well.
  11. Couldn't know that. May be a good idea to update it.
  12. http://wiki.thedarkmod.com/index.php?title=Animation_List
  13. Instead of ropening a new thread for this I thought I just post it here. I've build a tiny (really tiny) map over the last week and would need one or two betatesters. I may add that this mission is layed out for ghosting. So anyone who feels unpleasent with this may not like it at all. If anyone is interrested you can post here. Thanks a lot.
  14. It's a very fast arena style multyplayer FPS (something like UT or doom in network). We've been playing this on LAN parties sometimes, but not longer then for an hour or so, as you can't concentrate on this for much longer. If I take a look on the form of the marble trackball mouse, I'm not surprised this one gave you aches. It even hurts looking at it.
  15. This would be nice if it would get implemented sooner or later. The problem with the here mentioned setup is, that it is not very error prone. If the mapper forget to set some spawnargs on loot for example, or just mistype the name of the target, tha AI would not notice the player taken it. On a large map with lots of loot this is something, that a mapper may not be aware of that easely. But the goal is quite useful imo, not only for hitman like missions. In city styled FM's for example, this behaviour could be used for the inhabitants (armed or not), so they would only get hostile if you entr there area (and get seen by that). This is quite more realistic and also good for performance, as if the player makes some noise on the streets, he dows only alert the guards out there, but not all the nearby inhabitants.
  16. @Grayman: I just took a look on the objectives letting things appear article in the wiki and the last sentence occoured a bit strange to me. The problem is I can't remember what I've written there. But what I've meant was that when several objectives are causing the object appearance together the success script field should be empty, as a trigger is used to call the appropiate function. I will replace this line with something more close to what I've meant and more close to something distinguishable as engish.
  17. Maybe you should upload a let's play of you playing quake III arena. (Just for entertainment ) Are you still using the mouse buttons for movement? This normally happens when you sit in a wrong position. But as you use a laptop it could also be caused by the small keyboards they usually have. Maybe you should consult a doctor
  18. On Linux, after installing doom3 via the installer downloadable from the internat (I just guess you have done it that way), you need to copy a bunch of pk4's from the doom3 cd onto your pc. I think they are located in the base folder. Maybe you just forgot that.
  19. He already has a trackball mouse. (Nothing is better for gaming IMHO)
  20. I've just updated the wiki article: http://wiki.thedarkm..._player_actions I had to made some last small changes, but now everything should work as expected. Example map(updated): hitmanstyle.zip.txt Have fun.
  21. OK. I've implemented the reaction to flash bombs and mines. I also tried to add a reaction for standard mines, but that didn't work. One approach was to use the objective system, but it seems that the specific objective type "AI finds item" is not implemented yet. Another thought was to use stim/response. The problem here is that I don't know how to activate the stim after the player dropped the mine. So this must be left out. "Opening doors you're not suppossed to have the key for" can be implemented the same way the loot thingy. You just need to let the door target the same both entities as the loot does. Here is an example map that shows all the above mentioned features. The AI is friendly to you. The left door from the start is locked and should not be opened (the key for the door is in your inventory). The right door is unlocked, but you're not allowed to enter there. The zip file contains the map and the script file. Put that in your darkmod/maps folder and dmap it for testing. hitmanstyle.zip.txt
  22. Do you mean it gets deleted after trying to launch TDM? That's odd. You may try to launch the game from console. It will crash, too, but then we have some sort of error message that may prove useful.
  23. UPDATE: I noticed that the there are some minor mistakes in the code on the wiki causing the setup not to work as intented. I made the changes and will update the wiki as soon as possible. The actual version implements the following behavior: Guards get hostile when you get seen steeling something you get seen lockpicking a door you get seen carrying a weapon you get seen in an area you're not suppossed to be you get seen grabbing or shouldering an unconscious or dead body I still need to implement the behaviour that AI gets hostile when seeing you opening a door with a key you are not suppossed to possess. What also neeeds implementation is that they get hostile when you for example throw a flashbomb at them or attack them. (If you attack them from behind without killing them and put away your weapon fast enough they won't notice it was you who attacked them). With this setup always every AI on a specific team gets hostile to you. The only way to bypass this behaviour a bit is to use several teams for several areas, all friendly to each other. In this case only a specific team will be alerted. So if the player gets far enough away the AI there is still neutral to him. The other teams could get set hostile after a while like if they were informed about the identity of the intruder. I'm not sure this is neccessary. At least it will cost some effort to implement this on a specific map. When I made the last changes I will update the wiki and post an example map here.
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