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peter_spy

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peter_spy last won the day on January 15

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About peter_spy

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    Central Europe
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    Photography, 3d modeling, level design

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  1. Yes, that's Filizitas on our forums. That UE4 presentation is a bit long (who needs to see collecting the same things time and time again?), but it looks promising overall.
  2. There are initiatives like Librecoop that could be useful for multiplayer. Check the moddb and / or idtech4 discord server. I believe Stradex was working on this.
  3. You can also add Skin property to your model in the map, the skin picker button will appear once you hit Enter.
  4. It will be nice to see someone applying this design philosophy to a TDM map. I'm always up for fewer / shorter readables and more using what's the actual strength of the medium you work with.
  5. Map 1 is a workaround for a problem with map 2, which was technically the first one. I wasn't able to trigger the camera the simple way, where view would just return to player's last position, as it would be in other engines. In map 2 player moves with the camera, just with the starting position offset to player coordinates.
  6. That's for movie/vfx and offline renders though, where software like Mari is widely used for this. For realtime engines this is too expensive most of the time.
  7. Here you go: https://we.tl/t-b49jMFNaFP Place these maps in any of your project folders, I deleted all the custom stuff and changed materials to stock TDM assets. First, launch ctscn_t01.map. When the cutscene ends, you should be right where the camera was during the last frame. Now launch ctscn_t02.map. Player ends in the void after the cutscene finishes. Open maps in DR. The only difference is that in the second map I deleted the player teleport that was linked to the trigger volume, which placed the player exactly where the starting point of the moving camera is. The cutscene is a bit long-ish, you can press Esc to get there faster it you want to. @grayman
  8. I thought about modeling a coiled sword from Dark Souls and putting it somewhere in the backround, but making a famous item from another game to steal feels a bit too in-your-face IMO.
  9. I noticed that in my own WIPs, when I was practicing cutscenes based on your Wiki tutorial. Will check if I still have them.
  10. IIRC You don't have to freeze anything during the camera cutscene because it's alreafy frozen (unless you have noclip turned on, then you can turn your head around. You need to teleport the player to where your camera is mostly to control where he is. If you e.g. move your camera along a spline, the player will move in relation to his last position where he triggered the cutscene, so he can end up in the void.
  11. No sure what's the progress with this, but you can always add no_efx keyword to your version of the frob soundshader.
  12. https://wiki.thedarkmod.com/index.php?title=Cutscene_video_with_FFmpeg Haven't tested it yet, but instead of bothering with new GUI, couldn't you just teleport a camera to a dark room, as Dragofer suggested, where it points to a surface with with videoMap material applied?
  13. IMO the death/detection cam is a bit much. It makes perfect sense for highly competitive multiplayer modes or hardcore arcade games, as the amount of failure in these games is high. The main idea is to lower the frustration and make mistakes an opportunity to teach players something they might have missed in the hectic action. In a slow paced stealth game, where designer shouldn't assume player will fail, it will be more of an excuse for poor level design or catering to hardcore crowd only.
  14. It actually does work like that in 2.07, just tried that. Correction: double clicking works only if you're not in the map. If you just started TDM, installed a new mission, etc., and you're trying to load a save, the double click will work. If you're in the menu during play, the double click doesn't work for some reason.
  15. I'd leave that for all doors, windows, vents etc. that are inaccessible to AI then, at least for now. That's not a good assumption IMO. There are ghosters and perfectionists, sure, but your map should always support "resetting the simulation", running away from AI and waiting for things to calm down. Otherwise it's not really good level design because im-sim part of the equation falls apart every time AI is alerted.
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