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joebarnin

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Everything posted by joebarnin

  1. I'm sorry about your frustration - I'm glad you've stuck with the mission so far. As for the library:
  2. Sure. It's a bit rough now. I'm going to clean it up and do some more testing. Once I'm not embarrassed to show it to others, I'll post it here lol.
  3. What I ended up doing is to getting several pieces of data: the position of the player's eyes (getEyePos()) the position of the object ($object.getOrigin()) where the player is looking (getViewAngles()) the FOV of the player (getFov()) and doing math/trigonometry to determine if the player can see the object. This code is not general purpose, since it doesn't deal with walls/obstacles/line-of-sight. In my case it will only need to run in a certain room, so it'll be "good enough".
  4. How do you determine if the player can see an object? There are a bunch of script methods (canSee, canSeeExt, canSeeEntity, canSeePositionExt), but they only work with AI objects, and the player isn't an AI. Maybe something with stim/response?
  5. I've got a simple "mirror" - I put the textures/water_source/water_reflective_3 texture on a brush, put a frame around it, and turned the whole thing into a func_static. Here's what it looks like in TDM 2.11: You can see the player's outfit, face (well, eyes at least), etc. The same map, in 2.12: Thief is all black. Kinda cool, but... Is this a known issue? Should I submit a bug report? Note that other objects reflect fine (include AIs).
  6. Wow, thanks for the response. Glad you liked it! Yeah, I notice that once too. I tried to fix it but obviously I didn't succeed lol Those kinds of crashes are the hardest kind to debug...
  7. There are several ways.
  8. That almost works perfectly. A slight modification completely solves the issue for me: $player1.setImmobilization("missionspecific", IM_ATTACK | IM_WEAPON_SELECT); THANK YOU @stgatilov!!! I'll fix that mission tomorrow.
  9. In By Any Other Name, I needed to deactivate the sword, bow, and blackjack for a while (during the middle part of the mission). I couldn't figure out how to "turn off" the bow, and then later turn it back on again. So I ended up cloning tdm_weapon_arrow.script, and modding it (adding a special variable that got checked when you tried to raise the bow). Pretty kludgy, and obviously can lead to breakage. (I also had to make similar changes to tdm_weapon_blackjack.script and tdm_weapon_shortsword.script.) Maybe all I need to do is remove all of the arrow ammo. That way the bow won't raise. That still leaves the blackjack and sword. I think there was a way of deactivating weapons, but I couldn't activate them back on again (?)
  10. Oops, sorry, I forgot about those. I'll work on that soon.
  11. Have you found
  12. 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
  13. 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.
  14. 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.
  15. The steam engines are pre-fabs, so no credit for me. I don't know who made them - I agree, they are nice.
  16. 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.
  17. 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.
  18. Great mission. It took me forever to figure out how to get the secrets going, but it was worth the effort. Brilliant stuff!
  19. 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' )
  20. @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!
  21. 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!
  22. @taffernicus Weird, I can't reproduce this. What version of DM are you using (2.11 or 2.12 beta)? And what platform? Thanks.
  23. 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.
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