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joebarnin

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Everything posted by joebarnin

  1. For a split second when I was reading this I thought you were referring to grayman, not bikerdude. I was like, "whoa, are we talking about a séance?"
  2. @KopfrkinglThanks for the comments - glad you liked it. As for the
  3. Yes indeed. Overriding the properties of an entity is a key mechanism to DR editing. Have you done this tutorial? https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!
  4. I figured it was by design. It certainly don't make sense from real-world xray point-of-view. OTOH, who's to say how cameras and xrays behave in the Dark Mod world? Maybe the camera isn't sending electronic data to a screen (as in our world), but actually opening a "view portal" to the camera location. So you're looking at the actual photons coming from the source. In which case, the xray glasses might behave as I hoped. (I'm not saying that physics/magic should behave that way in the DM world, I'm just saying that it might. If it doesn't, that's cool). Here's an example of the scenario I have in mind: There's a room that has objects can be xray-viewed. The room is heavily-guarded and has security cameras that broadcast to a Security Room. The player can either a) sneak into the room, avoid guards and cameras, put on the glasses and look at the xray item, or b) find the Security Room, put on the glasses and look at the screen when the camera is pointing at the item. Two ways for the player to solve the problem, which is always nice. If the DM world doesn't work that way, no worries.
  5. What about xrays + camera screens? I've got a security camera with a display screen, as described here: https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)#Sending_the_camera.27s_view_to_a_Display_Screen. The camera is pointing at an entity that's been configured with skin_xray. If I watch the Display Screen with the xray glasses on, I don't see the xray version of the entity. Is that by design? Is there a way to make this happen?
  6. I've done some more testing, and as far as I can tell the AI never sees a visual stim when it is on a func_fracture that's been shattered (in fact, AIs don't appear to see visual stims on unbroken windows either). In a certain way, that makes sense: the glass isn't there anymore (even the shards are gone after 5 seconds or so). I've got a simple workaround. I made the window frame a func_static, and gave it the AIUse=AIUSE_BROKEN_ITEM spawn arg, and set up the disabled STIM_VISUAL on it. Then when the window shatters, it sets enables the STIM_VISUAL on the frame. When the guard walks in, he notices the broken window and goes on alert.
  7. Thanks, this makes sense. But I still must be doing something wrong, because I can't get it to work. Maybe some detail in setting up the visual stim. Is there a mission that uses this technique that I can look at? Edit: I think the visual stim doesn't work because the guard can't "see" the window (because it's clear glass). So I think the solution is to put AIUse spawnarg on the window frame, and then when the window breaks set the visual stim on the window frame. The guard can see the window frame (because it's not clear), so the stim will happen. I'll test this fully tomorrow.
  8. I still can't figure this out. Anyone out there with ideas? I tried setting AIUSE_BROKEN_ITEM on the window (a func_fracture), but that doesn't work.
  9. I've got a window that is breakable. I want the guard to notice if it is broken and get suspicious. I can probably experiment and figure out how to do it, but if anyone knows, or has ideas, let me know. Thanks! EDIT: Nevermind, "chanceNoticeBrokenItem" can be set on AIs.
  10. That was a nice mission! It's been a while since I played a 'tail' mission. Tailing the dude was hard but not impossible - I had to reload a few times. The city area was nicely designed - good geometry/geography. Kind of fun to zoom past areas (while tailing), then check them out in detail on the way back. Someone else mentioned that guards can spot things in total darkness. I noticed this too - they spotted bodies, even dropped weapons; sometime from pretty far away. I don't know if this is a DM issue, or something about the mission in particular (I was on Easy). Good fun! Congratulations, and thanks!
  11. stone_movement_end is defined in tdm_sfx_sliding.sndshd: stone_movement_end { minDistance 1 maxDistance 25 volume 1 unclamped shakes 0.2 sound/sfx/movement/sliding/stone_movement_end.wav } Note the "shakes" variable. One possible way to avoid the shaking is to define your own version of that sound without shaking. Create or edit a .sndshd file in your FM (in the /sound folder) and add something like this: stone_movement_end_no_shake { minDistance 1 maxDistance 25 volume 1 unclamped sound/sfx/movement/sliding/stone_movement_end.wav } Then just reference stone_movement_end_no_shake in your mission
  12. Nice mission! Good fun. I especially enjoyed Also, due to my own incompetence, Looking forward to the rest of the series.
  13. Congrats! Looking forward to playing this.
  14. Congrats to everyone, especially @Wellingtoncrab- that was an amazing effort. But really, all of the entries were remarkable.
  15. Crud, I forgot to vote. I'll do it now - if it's too late, my bad.
  16. Actually both of those switches control a light on the outside of the building.
  17. @tapewolfThanks for the compliments; I'm glad you liked it! As for your hidden comments... As for secrets, And there's one 'unofficial' secret, I don't think anyone has found yet:
  18. I have fixed this problem, and uploaded a new version of the mission to dropbox (see the first post in this thread). Could someone please update the mission database too? Thanks!
  19. I'm sorry you ran into this issue. Can you let me know where it happened, so I can fix it in a future release?
  20. Yeah that was done in Adobe Photoshop Elements, using horizontal warping to give the effect of looking at the wall at an angle. If I understand correctly, your suggestion is to put the text straight on the wall texture, then see if you get the angled effect when looking at it from down the hall. Interesting, maybe I'll give that a try
  21. Glad you liked it. As for your questions
  22. The spawnarg is volumetric_noshadows=-1. Here's my question and answer in the 2.10 Beta thread: In my mission I use volumetic light in a single room. If you have stencil shadows, you can notice a little bleed through a floor - a minor issue that I chose to ignore. I just really needed the volumetric effect in that area.
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