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Obsttorte

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Everything posted by Obsttorte

  1. Of course you can correct the articles. I guess that when I do it I will just replace one mistake with an other. For the "spawning" thing. I know the difference. The problem is that I'm not sure if "showing an entity once a certain amount of objectives is completed" is understandable for everyone, as in this setup the object does not appear before that. But maybe one of you knows a better word.
  2. Added another article. Player actions dependent AI-player relations (Hitman-style gameplay): http://wiki.thedarkmod.com/index.php?title=AI_behaviour_depending_on_player_actions#Summary Again, criticism is appreciated. If anyone that is not familiar with scripting and the use of triggers and targets could try to set up an example map that uses this approach and could post some feedback here, that would be of great help. (A single rom with one piece of loot and one AI is enough. The whole setup should only take ten until fifteen minutes).
  3. OK, I have another wiki article online. Spawning an entity once a certain amount of objectives is completed: http://wiki.thedarkmod.com/index.php?title=Objectives,_triggering Any criticism or correction is appreciated.
  4. In Bikers post there are nine. EDIT: Just checked thedarkmod.com. Nine is correct.
  5. I'm a bit curious about the fact that many people are bothering that there are so few TDM missions. But looking at these stats we had more missions last year then T1 and TDS together. And even T2 had not much more than "only" double as much as TDM. I'm not really into the Thief mapping community, but as far as I get it they have a much higher number of mappers so I would say that nine missions is pretty much. Especially if one takes into consideration that the core team (and therefore the most experienced people) is mainly involved in replacing D3 assets for standalone and working on The Crucible of Omens campaign. (And Bikerdude polishing up his maps and increasing performance on several other maps, including mine)
  6. Then it would maybe be a good idea to add the fact if it is a KOable head or not to the heads name. For the reality thingy: I'm not sure if it is as easy to knockout a person that easely (or to make sure he always survives this attempt).
  7. 1a) Go to edit -> keyboard shortcuts and search for texture browser or something like that 1b) It's the second-right button on the top showing a black and a red box
  8. I just took a quick look. Beneath some dds files as mentioned by ffidcal, it also seems like a model is part of the skybox (models/darkmod/misc/system). At least its name implies this. EDIT: Just looked in DR. The model is definitely part of the skybox. So you have to use it as well. (There are also some skyboxes in the prefab menu if you don't want to use that model. Or you can just delete the model out of the skybox, so you would have a plain sky without the skyline.)
  9. Happy new year! :)

    1. Show previous comments  3 more
    2. ungoliant

      ungoliant

      happy cliff diving. see you at the bottom

    3. Jesps

      Jesps

      2012 we hardly knew ye.

    4. MoroseTroll

      MoroseTroll

      Happy New Year, guys :)!

  10. I thought I could collect some links to some posts I've made. I'll try to setup some wiki articles in the future. Making a map where the AI is friendly to you unless you do something forbidden or go to an forbidden area: http://forums.thedarkmod.com/topic/12833-sir-taffsalots-mapping-thread/page__view__findpost__p__300595 Spawning an entity once a certain amount of objectives have been completed (same thread later post): http://forums.thedarkmod.com/topic/12833-sir-taffsalots-mapping-thread/page__view__findpost__p__302296
  11. I didn't even recognize that knockoutability has something to do with the grill. This is quite strange IMO and I would also agree to to the 'helmet covers neck' approach you mentioned second. As far as I remember this is also the way it was handled in Thief 2, although the difference was indeed more visible. As far as I recognized it you can't knock out guards from the front anyways so the difference should definitely lie in the back.
  12. Rating from zero til five points seems fine to me so far. Maybe add a little summary of what you've found good and what not.
  13. I read the articles about the T1 Fan missions and I think they are pretty good written so far. Maybe you also want to review some TDM FM's You may could differentiate your evaluation a bit, meaning to give some sort of subratings, too (like visuals, story ...). What is the difference between ghost and perfect ghost?
  14. I'm not sure how to understand your problem. You said that the snow is only rendered when it is in players view. Isn't that as it supposed to be? Why do you want something to be rendered that can not be seen?
  15. this shouldn't be a problem. You have to place the scroll or whatever on the AI and set the appropiate spawnargs (something like "bind" or so). I will take a closer look on that and post it tomorrow if someone else didn't already.
  16. I just took another look at the wiki article and realized that there were two different ways described on how to set up an elevator. I mixed them up and thought that in addition to what is described in the first part the bunch of scripts in the second part is needed. My mistake Comparing the first method described there with what I've done I would say that both methods are quiet similar. There are some more spawnargs that needed to be set there, therefore a little script is needed for my approach. I didn't tested the AI functionality jet, so in this perspective the 'old' approach may be the better one. I guess the entities used there somehow have to tell the AI what they are there for. So if you want to implement an elevator that is not used by AI or make something similar that is not an elevator, it is possible that my approach save some resources at least. In the end this little excurse may have inspired some taffers to get more in touch with some scripting. At least this would be worth it.
  17. Or have a (elite) guard walk to the area where an AI was KO'ed, so if the player didn't hide the body he will run into trouble. IMO the only thing that made this FM a bit easy was the fact that most areas are a bit dark. At least thats what I remembered. On the other hand a FM hasn't always to be outragous difficult. I can't say you've done anything wrong in this one. So keep it this way, especially as almost everybody in this forum seems to love what you've created.
  18. http://www.chip.de/downloads/SUPER-2012_17370353.html
  19. There is already an article about RIT's on the wiki. Basically it's a connection of waypoints. If one waypoint points to several others, the path of the AI will be chosen randomly. If one place some nice animations on the several ways, like starring on a picture or sitting down somewhere eating an apple, such networks can add some atmosphere to a FM.
  20. +1 RIT's add much atmosphere to a mission. I also think that a no KO objective or just leaving away the blackjack on higher difficulties is a suitable way of increasing the difficulty. Players who don't like it can play on lower difficulties. It's a stealth game, and everybody who plays TDM shopuld know (and probably like) that.
  21. If you are under windows, you may wanna try SUPER. It's free and works (mostly). IMO also vlc should be able to convert audio files, but I never tried it out.
  22. Never underestimate the players skills Now, it's just that loading times are faster that way and I have a very limited connection speed.
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