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Obsttorte

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Everything posted by Obsttorte

  1. just counting ... five possible contestants I barely remember lots of people discussing and voting in the other threads belonging to this theme but somehow it seems they all fell to sleep I somehow overread this , that's why I asked gladly I got an answer , because Now four people voted in a poll that shows something weird is going on here
  2. hy biker, you used the wrong entity class you used target_setentityrelation, that sets the relation between two ENTITIES you need to use target_setrelations
  3. I just thought the same when reading this thread IMO this isn't really a rounding error problem, cause numbers like 92 mentioned by grayman can be described exactly by floating point numbers as far as I can conclude from what was written here there seem to be two major problem sources: - the conversion floating-point number -> text -> floating-point number on save/load definitely causes errors, I had this in a couple of C++ programmes I had written in the past (but that's a conversion, not an rounding problem); this could get avoided by saving the specified informations in a number format (binary) - this is a very, very terrible idea; as Sotha mentioned this whole problem mainly occurs on "non-blocky" geometries, so geos where the planes normal may not all be orthogonal to each other or to the coordinate system; especially if the way those points are evaluated is not fixed but can change if you e.g. delete a brush or so this may also cause lot's of trouble here; the intersecting points / lines should be saved seperately, but this will of course enlargen the map file (and maybe the proc, don't know what kind of information goes in there) I'm not a very good programmer and don't have the time to look at the code anyway I convert complex geometries into func-statics, independent if they'll stay this in the end, if I can see shifting problems, I just convert them to worldspawn, choose an appropiate grid-size and snap it to grid, then I convert it back to FS (and if that doesn't work I plug my fingers into my ears and start humming)
  4. the wiki is your friend: anim_rate_X, where X is the animation to play x=walk for walking speed, X=run for running speed http://wiki.thedarkmod.com/index.php?title=Speed,_AI I didn't tested it so far
  5. Has anybody ever made an attempt to map anything that has been shown on some of the pictures? That would be really fascinating to see. Just asking ...
  6. As I said, I don't know the game. I saw some ingame trailer and the gui looked very over-exaggerratted to me (if this is the right word ... and I spelled it right ) It should always be a help, but never immersion-breaking But IMO the latter wasn't the case in TDM, I found it even better than in T1/2 where I've sometimes overseen the loot strangely this doesn't happen often in TDM, but maybe it's because the (loot) objects are much bigger here, who knews what is passing-by frobbing? something like a drive-by-frob (stealing lollipops from kids while sitting in a car driving-by the playground )
  7. I'm not sure what you mean with the "far room", but to avoid things like you've mentioned I here's a little tip for the upper part
  8. or maybe just some luck with the "well, let's try this there" setup
  9. I must say that I liked this feature in Thief 3 as it avoids frustation (donno how it looks in Dishonored, if it's too obvious then you may be right, but I wouldn't call it an error overall)
  10. thanks a lot for your feedback some of the things you've mentioned were mentioned before (no problem ) I'll see if I find the time to make a second version over the holidays (unsure)
  11. I don't think so. It wouldn't make much sense if for example the second guard is a bit away. Then the player already fleed until the guard would arrive. (Unless he is trolling himself because he survived a swordfight )
  12. I never noticed it either. If they flee, they flee. And although they alert other AI on their way, I never saw one come back? But maybe I'm wrong. (I don't get into fightings that often )
  13. the new models are much better, also the head (in comparison to the old one it looks so much more ... human) really good work btw.: why is he looking so sad
  14. thank you, nice to hear most people said the opposite , I somehow forgot to mention it is designed to be a bit harder than the "average" FM
  15. OK, I thought it is a poll for how to weight the different aspects at the end I thought I saw something like that in an other contest tread - unsure
  16. I'd like to join the contest. I didn't started any work on the contest map by now. I have a question: What is the poll for (I have a vague idea, but ...) @Sotha: I would have no problem competiting with you. I also think that more FM's are always better then less. This also counts to other WIP's.
  17. can you please post the full script file here, so it's easier to find your mistake?
  18. I don't know the english names of most of the missions (can't even remember the german ones anymore) . 5. Return to the cathredal IMO the most stunning haunted missions, although the end grew a little bit too long for my taste (and yeah, I'm not a big fan of the woodsy asses, too). The shalebridge cradle is almost as stunning, but splitting the level in parts (and even more important the lack of synchronization - what the hell where they thinking ) made it impossible for me to really sink into the story there. 4. The museum (T3) I just like the atmosphere and the architecture there 3. The last mission in T2 The idea that you can build yourself some equipment using the tools and machineries of the Mechanists was an amazing idea, especially as your mostly "fighting" against steambots. I also like missions where I can pick my objectives, like here when you have to change 5 of 8 antennas. As long as you didn't recognize the weaknesses of the AI in the first two Thief titles, this mission is also relatively hard IMO, what is a MUST for the last mission of any game, and what was not so good in T1. 2. The Bank A thief, a bank - it's a must. 1. Life of the party Nothing more to say, my all time favourite.
  19. Obsttorte

    Metro 2033

    I'm not quite sure what you mean with but yeah, read the book btw.: in the book there is only one ending
  20. As it's a change to the normal gameplay-mechanics, yeah it's definitely fitting.
  21. Obsttorte

    Metro 2033

    I don't played this game so far, although I heard of it as it came out. But I have the two books 'Metro 2033' and 'Metro 2034' by Dmitry Glukhovsky. Especially the first one is very immersive and full of tension. Also the end is very good written and very surprising. I don't know how close they stick to the story in the game (Artjom is also the main character in the first book), but they are really worth reading. Btw.: they're also some books on Stalker, that were written after the game came out (the Metro books came before the game). Although they're not as good as the Metro books they are also worth having a look at.
  22. this is a 19th century copperplate the beds cannot be seen good here but the basic layout seems appropiate to me
  23. got that wrong, too just thinking loud: Letting people enter with maps they've already started working on shouldn't be such a big problem, as long as they let everybody know if and in which amount IMO gameplay or in reference to the contest theme unusuality isn't something one can enhance much with more time, but visuals or "eye-candy" is definitely so if the latter for example would be taken into account for the votings it would be useful to know the rough amount of time that went into it one the other hand: three months aren't always three months, as one participant may only have some hours at weekend he can effort into mapping while an other can map every evening, also experience is something that has a high impact on what you can make out of the given time so all in all I would say: don't be to harsh with this "not yet started"-thing
  24. Don't know what the others thinking, but I would have no problem with that. In fact, I would really like to see what you've accomplished so far. I'm really curious. We may also make clear what fits into "unusual gameplay". Changing the gameplay or using unusual objectives is clear so far, but what about an unusual level setup. I barely remember a T1 or T2 FM where you have to climb ub a giant tree or the train mission in T2X.
  25. Well, I'd like to join the contest, even if I may only come up with a small-sized map as for the other things I'm working on! I think three months is ok As I'm one of those who has plenty of time over the holidays I would benefit from a starting date mid december, don't know how it's for other possible participants Let's get this party started.
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