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DigitalNapalm

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Everything posted by DigitalNapalm

  1. I opened my map up today and there are all these little blue boxes everywhere. They're about 16x16x16 and they have a dark blue border. They seem to be associated with brush -> func_static converted objects. I'll post some screenies of what I'm talking about.
  2. @ greebo: Could this process be automated? I mean if its this simple to do with patches and a redundant operation, would it not be possible to have a function where one could enter a few params, then have the editor crank out a staircase in a couple seconds? An older version (v#?) of UEd could do this. All you did was enter the inner and outer radii, and the total height of the staircase (maybe the stair height as well...), and it would calculate it for you, and have the brush ready to go. Maybe not for 0.9.8, but possible for 0.9.9?
  3. Did anyone notice the farmhouse piece at the ground level?
  4. 1) If I don't have a broken model, then I assume it won't ever break...right? 2) Does it actually save the converted func_static models somewhere so I can point to them, or will I have to create the broken pieces in the void, then point to the func_static (converted brush) of <assigned_editor_modelname> for when the plank breaks?
  5. I was trying to board up an area with breakable planks. How do we go about this?
  6. There's nothing like there is about the Inventors, Mages, or Builders
  7. Seems like the world has a lot more open possibility that the restriction of the Thief world. I'm excited for that. There's not too much information on the Necromancers, and if at all possible, I'd be more than happy to maybe flesh it out a bit.
  8. I know the Dark Mod isn't in "The City" There's no one named "Garrett" and its supposed to be an update to t1/t2 gameplay as opposed to any sort of continuation of things from the Thief world, just similar in as many aspects as the team can get away with. Map wise, I already have an idea in mind. I like the maps that keep my heart beating fast not only because of the close calls and near misses, but because of the "whats going to happen next?" factor. As much as I hate to admit it, I think that the Shalebridge Cradle was one of my favorite gaming experiences *ever.* So I want to try to build something on the scary side, if at all possible. Something that recreates that frantic charge through the mission with the heart thumping loud and hard, and all you can think is "get out, get out, get out!" over and over. So far, the map I have starts out in a hotel, and you need to get underneath the hotel into the sewers. I'd like to be able to have objective triggered doors, similar to how the Cradle worked... Beyond that, I'm not 100% sure where I want to take it until I have a better idea of what's available to me. I know I want there to be a big "Oh Em Gee" part where you stumble on something BIG... and you have to do something seemingly impossible so you can get out.
  9. My first experience with Thief was when the Dark Project demo came out in PCGamer a month or two before the game's actual release. I was instantly hooked. I haven't mapped much except with UEd 1.1 and 2.5, and I doubt you can really count my experience on Build with Duke 3D, editors have become much more complicated than Build ever could have been. I understand enough about programming architecture to know basically how that stuff works, as I was a computer science student about 10 years ago, about the time of the end of the OOP revolution. We got to play with C++ and Delphi (OO Pascal for windows, essentially). Gaming wise, I've been playing computer games since I was 4. I used to game on a commodore 64. God bless Jumpman and Lode Runner.
  10. Post a thread? PM? Speaking of which... I wonder if he's managed to get to my beta mapper PM yet.
  11. I thought about making a note on the receptionists desk about contacting the door salesman about his new "superior swivel doors" and how they needed to be replaced with normal ones....But I fixed them.
  12. ...hoveround...bingo... OMG! LOL
  13. I think a way to jump, grab a rope, then build momentum while on the rope (pumping legs like on a swing) would be a good goal. Are the physics available for it in D3/Tech4? I KNOW it could be done in HL2/Source.
  14. DR is really nice, and easy to use. I'd recommend it highly. Its less buggy than UEd 2.5 and isn't a memory whore. Probably my favorite editor I've ever used.
  15. So I'm having a door issue as well. I fabricated a door with a brush, but when I checked it in-map, it swivels from the center, instead of being hinged from one of the edges. Is there a way to correct that?
  16. When I nabbed the scepter from the cellar, it never checked the objective as complete. I didn't find the golden plate until I opened the map in the editor. The architecture is good, the map flow is good, but a bit linear. You have a good idea started... run with it!
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