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Goldwell

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Everything posted by Goldwell

  1. My main computer is currently a rather shitty laptop so if you want me to test for performance issues I will gladly!
  2. I'm a newbie mapper too but hey i'll give it a try if you want
  3. Just died for the first time playing The Accountant. What a fun new feeling! :D

    1. Show previous comments  1 more
    2. Lux

      Lux

      Can't wait!

    3. Sotha

      Sotha

      Open the console and type in the cryptic word 'god.' That'll teach those damn AI who is boss... ehm.. the Creator!

    4. Goldwell

      Goldwell

      haha or even better "noclip" "notarget" then you can really feel the power! :P

  4. Thank you! If I run into this problem again I will try attaching the trigger to the change entity on the end of the conversation list.
  5. Yeah I thought I did at the start but then I tried it without it and it worked. I have never used AI before so it's a lot of learning and sadly I couldn't find much on it in the wiki so I will just stay away from it for now
  6. Does anyone know how to use the atdm:target_changetarget entity? Basically I have an AI1 set for waitfortrigger->path corner .. once he reaches that path corner he initiates a conversation and the first thing in the conversation I do is activate this change target entity. The change target entity is targeted at AI1 it also removes "path_waitfortrigger_1" and adds "path_waitfortrigger_2" then at the end of the conversation the conversation activates a trigger once entity which activates that AI1 and he SHOULD then go off and follow the path corner attached to path_waitfortrigger_2 but instead he just stands there doing nothing.. Am I missing something here? edit: hmm maybe I over complicated it because I removed the change trigger stuff and basically just connected the first path_corner with the second and after he finishes his conversation he walks to that. I don't know if thats the solution but it seems to have fixed my current problems. It would be nice to know how the change target entity works for future reference though
  7. Oh right well that makes a bit more sense.. I thought BikerDude meant pop's as in what you were talking about the distortion things. Well I will just have to go back and re-record because I did use a pop filter however I had my mouth fairly close to the microphone which probably cancels the effectiveness of the pop filter. Thanks for all your help/critiques & advice everyone! I swear I learn something knew everyday from people here!
  8. I guess it all falls down to preference in the end but I still prefer the vocals in the first video the Gameplay one.. Although in regards to the mic pops what does that mean? do you mean when the microphone is to loud? because I have editing software which displays a little red light if you go over a certain audio level and you get a pop sort of noise and the soundwave for the file seems to sit quite nicely within decent parameters. But I could be talking about something different, I am a bit of a sound newbie
  9. I'm a little bit confused in regards to AI sleeping and the wiki page doesn't really help. It's in regards to how far the AI slides once he is laying down. Now this wiki page http://wiki.thedarkm...tion_in_the_bed it says: The problem is though I can't find any arg/setting/whatever its called on path_sleep.. and I tried just applying "lay_down_slide_dist" to the path_sleep and nothing happens. Does anyone know where it goes? or how to control the slide distance when using a path_sleep entity?
  10. Thanks and yes I would love to help out with your briefing video and if you need any ingame vocals as well Just send me a PM when the time is right. When you say the second video do you mean the gameplay teaser sounds better? because for that video I used a different microphone and also different techniques. I learned whilst recording the a new vocal set for a guard with Springheel that distance from the microphone makes a world of difference! I have gone through and added little bits and pieces into the map of either interesting parts or funny conversations. That was a point I loved about the old Thief games, doesn't matter how serious a master Thief is he knows how to make light of a situation in his own sort of way. As for the voice yeah I like to think it's maybe Garretts brother/uncle/cousin or something Thanks In regards to my spare time I put a large majority of it into the game, after finishing this scene though (after figuring out that frustrating target ai business ha!) I thought it looked so great I wanted to share, and I think it gives a good view of what the whole map will be like. Although it's hard to share but not give away spoilers because I want people to really explore the little world i'm building. I think from here till release I might only put out a couple of screenshots and maybe a final trailer for it... but who knows
  11. Added a new 90 second gameplay teaser to the first post
  12. Sotha I solved the problem... oh god I don't know if I should feel angry because I spent hours on such a simple mistake or happy because it's solved! Basically I had my trigger_once targetting the waitfortrigger module... however triggeronce entity is meant to target the AI!! Oh god.......... the happiness/frustration!
  13. Ok so basically I have it setup your way now but still nothing happens (this is driving me insane) I have it set as follows: AI --> Path corner --> waitfortrigger --> pathcorner If I noclip I can see the AI is walking to the first path corner no problem but once I walk past the trigger once it does nothing As for the angles I tried pointing them in the direction I wanted and nothing... so then I tried pointing them towards each other and still nothing :/ Either this is a bug or there is something really obvious not clicking
  14. Hm it's really weird because I just tried that yet nothing happened still... Basically it works like this AI->Pathwaittrigger->pathcorner That should work right? then all I have to do is trigger the pathwaittrigger and then the AI should begin his walk.
  15. Well another problem i'm running into is getting an AI to walk a pathway once everything has been set. So I have my trigger_once entity targeted at my path_waitfortrigger entity (which the AI is targeting as well) and the waitfortrigger entity is targeting my path_corner but nothing happens when I walk through the trigger. I tried connecting the trigger to a light and when I walked through the light turned on but alas the AI did nothing. Do I need to set anything in the AI before it will move?
  16. Is there a simple way to make a guard drunk? Like a sparnarg (I believe they are called) where I can just set his current state from normal to drunk? I just want to have a guard who maybe has a drunk vocal set and is swaying like a drunk person
  17. I have thought about the text only narration as well and thats a very good point about reading it in your own voice and having your own interpretation on it. I think for the feel of my own map I will go moreso with a vocalized narration but yeah I guess it all comes down to balance because too much is annoying and distracting.
  18. Well I was planing on posting my gameplay video yesterday but a couple of things came up so I will try to do it today I agree with your point on using it during more so critical situations and say when an objective is completed. The thing is all about balance too because I don't want the feature to be annoying, more so just aid in story telling and helping immerse you into the world a bit more.
  19. Hey so I have been working away on my FM and I am thinking about adding vocal narration during the mission at points here and there and I was just curious what you guys believe is a good level for such a thing. Would you like to hear comments about say the first time you enter a mansion or maybe seeing a piece of nice loot or seeing other interesting parts of the maps, maybe even making a comment after you overhear an in game dialogue. I have also considered the option to release a map with the narration in game and without. So what do you guys think about it?
  20. Heh I never would have even thought of that, thanks for pointing that out Now I have a couple of doors to change!
  21. Wow your fast! How long have you been mapping for? Also thanks for the video!
  22. Just lurkin' around in the shadows. All going well I will be uploading a small clip of gameplay footage tomorrow!
  23. Well I have already tried that but it's really hard to align the two textures, I don't know why but I just seem to struggle with these ones in particular. In the bedroom I had no problem but here I do :/ I guess I will give it another shot and see how I go. Thanks again Sotha
  24. So I have been playing with softened corners and brushes and I have followed the tutorial on how to blend the textures together (for lack of better words). So basically I select a face of a wall then press Edit --> Copy Shader then I select all walls I wish to apply the effect to and then press Edit --> Paste Shader (Natural) which is basically what the tutorial told you however I still end up with one wall out of place. In the screenshot below there are two world brushes and a patch, is there something I am missing here?
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