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Obsttorte

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Everything posted by Obsttorte

  1. nice to hear I'm not the only one with this problem yeah, I know, this is IMO one of the most difficult things when starting mapping, to make things right-sized this is not only a problem due to authenticity but also due to the gaming mechanisms but at least I have something I can do better the next time and thank you for your grats
  2. never thought about that, thank you for mentioning but good to hear you liked it (the mission, not the glitch ) btw.: what does \o/ mean
  3. there is also acuity_tact,_env and _other I guess it's the last one EDIT: ok, tried it out, it's none of these three
  4. a little question: is there a way to achieve that a specific AI ignores everything that is around him, meaning he don't react to anything he sees or hears? thanks in advice (as always )
  5. @lost_soul thanks for your advices, I'll keep them in mind I'll surely will make a fixed release, but first I'll collect more glitches, which will most certainly reported.
  6. Hi, I want to make a little bit more advanced usage of the RIT system in my next map. I will explain a simple scenario so you can understand what I'm looking for. Think of a room with three benches e.g.. Imagine a guard patroulling enter the room. He chooses one of the three benches, sit down for a while and than continues his patrol. Getting this to work isn't the problem, but what happens if a second guard enters the room while the first one is still sitting there. If he is using the same pathways he would also randomly select on of the three seeting possibilities and sit down there. What can happen now is, that he chooses the same bench as his predecessor. This will most certainly end up with the guard sitting in the other one or just sitting somewhere near the bench in the air. So a more proper behaviour would be that he is just choosing from one of the other benches that are not yet used. The question is, how one could accomplish this. My first guess would be to set the probability spawnarg on the chosen bench to zero. If the guard then stands up and goes away, the spawnarg could be deleted so the bench is free to use again. I'm not a hundret percend sure how the waypoint system works, but as the AI are bound to a route via the target spawnarg, I could imagine that if they reach there target path_corner or whatever, they just get the target spawnarg of it as new target. So by reading out these one could manipulate the path as described above. Would that work? And how could I find out when an AI is entering/leaving a room? Thanks in advice and sorry for the long post .
  7. It seems like a translatin of what is written on the Dark Mod wiki, but I didn't checked that What is the purpose of the Dark Mod wiki than
  8. well, at least there is a german one http://de.wikipedia.org/wiki/The_Dark_Mod
  9. the wandering torch was my creation I thought that it would be quite strange if it were posiible to annoy a guard, that can't reach the player Overall I'm glad you as the others seem to enjoyed this mission (I'm pretty sure this sentence is a grammatical mess - nevermind)
  10. This is no bug, I had this problem on my map, too. This happens when the readable is somehow wrong set (so some spawnargs are wrong or so)
  11. @Thieffette: it's curious that you get hung up in some places @grayman: didn't know that about the pathfinding, I saw this problem sometimes, but after some seconds it always resolves btw.: added a poll
  12. I want to have breakable glass, behind that glass there's a target_set_frobable that should be triggered when the glass is broken the glass breaking effect is quite nice, so ... just the triggering doesn't work that would help, or you just explain it thanks
  13. just finished this mission, took me almost two hours under the highest difficulty level very atmospheric indeed I'm looking forward to see your next mission
  14. I have a question about the func_fracture entity in an earlier post Fidcal mentioned that the func_fracture entity triggers it targets upon destruction that doesn't seem to work any suggestions?
  15. the key just checked for the tiny black bar: sorry, I must have overseen that thank you for the hint
  16. @ gnartsch: the unseen key: the purse: just checked it out, it seems Bikerdude changed the position of the purse, as it isn't supposed to be there sorry
  17. you have the seta com_videoRam command two times in your config, with different values
  18. I'm not sure this problem is solved by the 4GB patch I did not apply this patch to the darkmod.exe and havn't had this malloc error also the com_setvideoRam command shouldn't solve anything, this was also not set by me and the only thing that happened was that doom3 suggested I had only 64 mb videoram, that's it and now that I turned it on the only difference I notice is, that the maps are loading a bit faster (I guess that's because my video ram is faster then my main ram) what really changed with 1.08 is, that I'm now able to play TDM under windows, with 1.07 I only had about 10-15 FPS even on tiny maps (I turned off Catalyst A.I. and followed the other hints, but they never worked for me) I played under Linux so far and the only difference there was that I used a different graphics driver so I would guess that this is more of an driver issue than a memory problem (even though the malloc failure points to the latter)
  19. looks awesome but I never had that problem I've played the new St. Lucia yesterday, too, and there I've also not seen this glitch so maybe it's system specific
  20. OLD HABITS Hello everybody. I'm very happy to present my first FM for The Dark Mod. Bridgeport - city of fortune and wealth they said. It's been a while since I've arrived here, looking for some work to accomplish and the fortune and wealth to enjoy. Hadn't had much look until now. So I spent my nights in the local taverns, hoping that the next day will bring me a little bit more luck. Until one week ago. I was just sitting in my favorite tavern, drinking a bit, eyeing up the barmaid's assets, as I saw a familiar face. Jimmy, an old pale of mine was also stranded in this part of the world it seems, also having no luck like myself. We drank one or two and what he told me than, was really interresting. The last couple of weeks he was working for some Lord Aaron, he said. A really disgusting person, who sacked Jimmy for really petty reasons. More interesting was the fact that Jimmy often worked in the basement, and there he saw that the wall behind some crates didn't seem to be too solid anymore. And leaning forward he also heard ... water. It seems that the sewers are running right behind this old wall. It seems like fortune and wealth were knocking on my door. A plan grew in my head. So I asked him to draw me a map of Lord Aarons residence and to explain me how I could get to the right point in the sewers. I've spend the last week digging through the wall, and now I'm lurking in the darkness of my self-made tunnel, well hidden by some crates, waiting for my chance. I've also asked Jimmy for something that may be worth getting hold of - and he told me: a valueable, maybe ancient scepter, laying in his ceremonial hall, waiting for me. So there you are, you taffer. Now go to work. Build time: 3 months or so Betatesters: Radiant, simplen00b, Xarg, Bikerdude Language correction: simplen00b Additional mapping: Bikerdude A big thank you to The Dark Mod Team, the people answering my questions on the forum and to my betatesters. Enjoy! EDIT: You'll need TDM v2.0 to run this mission
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