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joebarnin

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Everything posted by joebarnin

  1. Oops, sorry, I forgot about those. I'll work on that soon.
  2. Just type the @ character, and then the first character of username (for example ‘k’ for kingsal). That will bring up an autocomplete list of users starting with that character. Keep typing, or pick the user from the list
  3. Okay, I give up, I'm incompetent. Can someone post how they did the speedrun? Use spoiler text please - don't want to ruin it for anyone else.
  4. In order for the keys to spawn, you have to get hit by the elementals in the correct order (the order of the mushrooms lined up). So if the first elemental didn’t work (because you’re running an older version of TDM), you won’t get any keys. So you had no choice but to skip the whole thing.
  5. The steam engines are pre-fabs, so no credit for me. I don't know who made them - I agree, they are nice.
  6. What version of TDM are you running? The problem with the elementals happens on 2.11, but it shouldn't happen on 2.12. The keys only show up after you get hit with the appropriate elemental. Brilliant! I love it when players do things I never thought of. I tried to just remove the weapons, but then I couldn't figure out how to give them back at the end. So I just made them unusable.
  7. You don't connect the path_ nodes to an AI - you connect the AI to the path_ nodes. So Ctrl+k points the AI to its starting node. That node should point to one or more other nodes, and so on. So basically: 1) define a path or paths by connecting several path_ nodes. 2) tell the AI to start along this path by targeting one of the nodes. That's the basics. It can get more complicated with scripting and/or triggers, etc.
  8. Great mission. It took me forever to figure out how to get the secrets going, but it was worth the effort. Brilliant stuff!
  9. Great stuff! Very enjoyable mission. But 45 seconds, you gotta be kidding. I guess I'm no where near creative enough...(unless, by 'creative', you mean 'noclip' )
  10. @chakkman Thanks for the detailed feedback, I appreciate it. Your points are well taken. Yeah, I do have a problem with rectilinear design - I just don't think in curves and angles! As for good deeds, my missions usually some form of them. Always optional - don't want to force you to be nice!
  11. Excellent little mission! Good design, aesthetically pleasing, good use of vertical space (any mission with rope arrows is +1 in my book). I only got 2 of the secrets - had to cheat to find the others (pretty fiendish, but secrets should be fiendish!). Good work, I'm looking forward to more!
  12. @taffernicus Weird, I can't reproduce this. What version of DM are you using (2.11 or 2.12 beta)? And what platform? Thanks.
  13. Sorry, my mistake. There is no key for that grate - you have to throw a switch that's at the guard shack. Sneak up behind him and you can throw the switch over his shoulder - he doesn't notice lol.
  14. On the second floor of the warehouse, head to the southeast corner - behind some crates you'll find a ladder up. And just in case you need help at the next floor,
  15. Strange things you’re seeing. There was a hang/CTD early in beta, but that was fixed. If it happens again, capture your log files (darkmod.log, qconsole.log).
  16. The keys don’t work on the doors - they just unlock the buttons to call the elevator, or the buttons within the elevator. Once you get the keys, use the elevator to get around. The attic key was back in the previous apartments, the Garden Tower Flat (I think that was the name). It provided a short cut getting from that apartment to the hallway with a guard.
  17. s_volume or volume are not valid tokens in an FX file. So I think you have to do as @datiswous suggests, and clone (and modify) the soundshader.
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