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Serpentine

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Posts posted by Serpentine

  1. Hey Pete,

     

    The issue is that they are filtering 'named pipes', even ones that are just an internal loop.

    Kerio/Sunbelt is the only one that doesnt really allow local pipes like this, I'm not sure if there is an option to disable it from caring about them. If you can set rules for named pipes, you can perhaps allow all and test, else search for an option in the preferences.

     

    Failing that :

    Key: HKLM\SYSTEM\CCS\Services\lanmanserver\Parameters\

    Value: PipeFirewallActive (REG_DWORD)

    Content: 1 to enable named pipe filtering

     

    You could try make that key and set it to 0, I'm sure that they use their own provider to check pipes however... so thats quite a long shot.

     

    The last thing that I can suggest is that you download Sysinternals Autoruns let it scan all autoruns, then check "Network Providers", you might get lucky and they have a nice seperated one there that you can disable, some vendors do that - disable and then restart... but it might get slightly angry, should still be safe tho :)

  2. The rats in TDM are awesome enough that they should be able to be shouldered while they are live to retrieve keys in the next room, etc haha. I think its time to introduce the Mr. Squeeks companion to the world of stealth ;)

     

    My FM may or may not contain a rat helper already (and now you know how I found this slightly strange gem of a bug :P)

  3. Here's my suggestions!

     

    *Fixed Loading Screen image&fonts for every mission -> More polished and "professional" look

    IMHO the "perfect" style is the "Trapped!" map one.

    *Door handles of EVERY door (the blocked ones too) can be "graspable" (with the classic sound)

    *Candles can be turned off blowing on them (as in TDS)

    *Paintings canvas can be taken (as in TDS)

     

    Loading screen : I do agree that perhaps some layout would be nice for name/author.

    Door handles : Its been discussed many times, its up to the mapper to choose what he wants to do.

    Candles : You can snub them out by frobbing them and then pressing 'use', so like you're going to pick up then use. (This will be explained in training on the next release(hopefully)) Alternatively, I sometimes use things like fruit to throw at them, knocking them away/over.

    Canvas loot : Its not very hard to do and is up to the mapper, I guess I could knock up a few prefabricated ones.

     

    As for the external launcher - Since you dont actually need TDM Team members to do any of this at all, I'm sure if it was constructed and was slick enough it would be taken quite seriously, I would certainly like it!, just remember it has to be portable and cant use any bulky graphical toolkit - no gtk/qt/.net

  4. Hey there,

     

    To address the few issues people were having with things like searching bodies for keys and snubbing out candles; I have added such things to the stealth training section, however while I am here I thought I might as well touch up some other areas people commented on.

     

    Done:

    Added candle snubbing info and an area for that.

    Added a key search and information about more than one key/item.

    Improved climbing out of the water under the rope area.

    Removed the yellow lighting from the "Light the candles/torches" area (since people thought the yellow models were a bug and easily found them anyway)

    Resized and adjusted the barn behind the archery range to soak up stray arrows instead of them silently breaking on the stones.

    Fixed up the walking out of the map in the climbing area.

  5. Ah.. ive put the key withing grid 1 of his belt (back right)..

     

    Ok Ive nearly got it(getting a spwnarsg error now, but better than it was), btw the way prop silver key dosent exsist, so i used "atdm:key_ornate_silver" instead..

     

    Well it works, but the key wasnt hanging down as it should, it was inline with the belt :rolleyes:......

     

    I havent been using the ornate models was just providing the wiki sample args(thanks for the reminder tho, will update the wiki), looked fine with the padlock one.

    But yeah, if you need fiddly placed keys etc, I'd suggest just going to the normal bind method :)

  6. The first section you add to an AI entity directly, they will not show in the list - so you need to add them.

    The second section you add to a door entity, explaining that it is unlocked by the key you made in the first.

     

    You will not "see" the key on the AI in DR, it will however be spawned when you play the map and work just as a manually made and attached key. You just adjust the key in the AI's args, nice and neat :)

     

    Now with added screenshot (green things are the added args) : DR Screenshot

  7. What is the advantage of using the bound key over the one where you get the key to spawn at runtime?

     

    I find it a whole lot easier to just select the AI and add the following args (from the wiki) :

    "def_attach6" "atdm:prop_silverkey" //the entity to spawn 
    "pos_attach6" "belt_back_right" //where to spawn it 
    "name_attach6" "key_private" //this gives attach6 the name "key_private", apparently. Not sure how that works but it is needed later 
    "set inv_name on key_private" "Private Quartes key" //Here key_private (attach6) gets an inventory name 
    "set name on key_private" "private_key01" //here it gets a name to be used in the map in general, like 

    Then :

    "used_by" "private_key01" on a door

     

    Seems to work perfectly ingame and makes changing keys etc a whole lot easier and less fiddly for me. So I'm wondering why everyone else seems to do it the manual way :P

  8. Great mission, while not as confined as Nelson's panic-fest, there were two occasions where ghosting-be-damned, those thugs got a good ol blackjack to the head, not that I had to or that it was the easy way out, it somehow(and this rarely happens) felt right to do it :)

     

    A few guys getting stuck on furniture but nothing a little time didnt solve. All in all a good looking, solid gameplay fm.

     

    Something I didnt quite figure out was the electric lights on the ground, tho they almost got me into trouble a few times with footsteps, minor issue.

  9. Just a little thing for whoever was asking for a Notepad++ language to deal with the xdata files:

    My TDM Presets (right click the link, "save as")

    A screenshot - remember to change colours to your needs

     

    Drop the file into your Notepad++ folder, be careful if you have predefined user languages, merge it manually (if you dont know what they are, just click overwrite).

     

    They should cover : xdata, materials and skin files.

    I use a darker background, so the colours on a white background will look terrible, go to view->user define dialog and change them as you see fit!

    If I have missed any keywords etc, please just let me know. I added all the ones I could find easily.

     

    User languages are limited, but if you think there are issues, please let me know.

     

    (to spot problems in your xdata files, if any text shows up red that isnt the name of the section, you are missing a " around there)

    • Like 1
  10. I did mean the shutter flashing causing issues, I last wore a pair of industrial glasses 2-3 years ago to look at some CAD work and couldnt deal with it, had the same experience in the late 90's on one of those cheesey 3d cinemas. I couldnt deal with 60Hz CRT's while friends had no problem using them for extended periods, even 75 would make my eyes water a bit if I didnt have lights on (and I love gamnig in the dark :()... No problems at all with LCD as you've said. I think I'm just bitter that I miss out, but personally I think its a pretty silly move when they could have gone for polarised glasses considering how almost everyone that has bought a pair has to change monitor anyway...

     

    Just a side note : that reviewer either received some cash... or he's retarded due to the fact that in 30 days during the best release season all year all he could find up to base his findings on was L4D2, when they go on about supporting everything? ;/

  11. Well, thats a better response than I expected, I am always happy to help but usually when I run ahead and finish up a remake or rebuild of something for a project it seems to bruise egos.

     

    But yeah, that sounds like good enough reason for me to go tinker with the training map :)

  12. I have a sterioscopic ATI fullscreen shader somewhere around here, should work in doom3... lemme find that and get some screenshots

     

    Also, just remember that the '3D' that the nvidia glasses uses requires a 120hz lcd for the glasses to run, if you use any rendering tricks in games you will most likely get strange effects, also if you didnt deal well with running crt's at 60hz back in the day, good luck with headaches etc :D

     

    A friend has just got all the kit, so I'm gonna go take a spin in a few weeks and will try out tdm... for science!

  13. If "The Team" is working on expanding the training map - I think it would be nice to have an area in which the player has to snub out a candle, blackjack an npc to get a key off his body and shoulder the body to a place where you cant drag it. They are by far the biggest 'issues' I have noticed my random friends have... and since they are easily curable and the amount of 'doh, thats so simple, why didnt I think of it?' just shows perhaps it needs a little hinting ;)

  14. Is that the one in Bikerdude's shot? If so, I already fixed it (it did have an inverted green channel).

     

    Im losing my mind, forgive me.

     

    I just spent the last 15 minutes learning how to swap directions/channels to reorient models with bad normals. I will have the fireplace one done in 5 min, just need to get some tea. If you've already done that, it wasnt a simple inverted chan, there are rotated bits that need to be swapped and other bits that arnt inverted at all... wonder if there are any other models like this.

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