Jump to content
The Dark Mod Forums

Sotha

Development Role
  • Posts

    5664
  • Joined

  • Days Won

    134

Everything posted by Sotha

  1. Does the AI origin move? If the AI moves, the origin should stay with them. Otherwise the AI will be centered back on origin after the animation finishes playing.
  2. I am now sure it works. For example, here is my praying animation, which is tough for the AI legs. It could not work with IK on. Here is the def: anim pray models/md5/chars/guards/proguard/pray.md5anim { prevent_idle_override frame 1 disableWalkIK frame 1 call overrideLegs } For climbing animation you probably must also prevent_idle_override so that the AI does not look around. For the praying, I've disabled walk IK via frame command. Also "call overrideLegs" was used. I am not sure why it put that there, but it was necessary for the praying anim to look ingame the same as in blender. Best of luck!
  3. Should it be frame 1 DisableWalkIK ? If it is a frame command, it needs the frame section.
  4. Just wanted to chime in that there are pretty good modern indie games, which play and challenge you like the good 'old games. I've been playing Rimworld a lot recently. Pretty nice game, but gets a bit easy once you learn the ropes. But it is still in development and constantly evolving, can't wait for some AI improvements... The Long Dark I like too. Spent a lot of time struggling to survive on medium difficulty. Shot a bear to the face and now I have a fridge full of meat. Made me want to start over at the highest difficulty. Recently,I bought X3 Terran Conflict and Albion Prelude, because I haven't had anything to play with my sidewinder joystick for a while. Nice game, too if you like space economy shooter simulator. Just stay away from the triple-A's, there are plenty of modern good old games. They are made by the smaller, more unknown studios.
  5. Definitely not a feature to the core mod, but that would be a fun change of pace for a fan mission, where the character cannot use water arrows, but could douse flames with a water-source refillable tankard. The tankard could hold enough water to douse maybe three flames, but the player could refill it at any water source. This would give the player an endless flame dousing tool, but it could be nicely balanced, because 1) the AI relights flames 2) the player needs to go to a water source to refill the tankard (makes dousing all flames impossible As The AI relights faster than player hauls water.) 3) the player needs to stand right next to a flame for a while to douse it. Perhaps it is a hand held tool with a view model like you present it in the screenies. I like it! If someone implements it in a way that it is easy to plop into a WIP mission, I might use it in a mission.
  6. That's a good video, I think I've seen it before. Heh, crowbar, wait till you play Lich Queen's Demise. I think that was the most difficult mission I ever made. I've gotten softer on my older years, and my later production is more humane in difficulty.
  7. Oh, and how to beta test? 1) play the mission how you normally would. Write down problems you see: z-fighting, typos, glitches, stuff that is obviously broken, etc. Report the issues you find. I also would like to hear, in general, what was good/fun and what wasn't. What was the general feeling and how the mission could be better in your opinion? (Does not necessarily match my opinion.) 2) if you still have time and energy, play again and test stuff. Check that all objectives work, can you break the map somehow,etc. 3) write a report, .pdf-format please, upload it somewhere and send me the link. Sometimes verbal description of the issues is enough, and sometimes a screenshot (taken with f12 in game) would make it easier for me to find the problematic area. It is not more complicated than that.
  8. Thanks for volunteering. I think 4 testers is okay: grayman, biker, obst and crowbar. I'll do some final tests and give the mission for you later during this week. Cheers!
  9. Hello! I'm getting my WIP done finally, and could use 3 betatesters. Preferrably veteran mappers or veteran betatesters. Let me know here if you are up to the task. The mission is quite small, somewhere between the size of The Golden Skull and Ulysses: Protecting the Flock. Thanks!
  10. Thanks for the nice discussion. I was sure the community would once again show its wisdom in a nice and civil discussion with well justified reasons for their views, and that's what is happening. I see from the poll that the majority is comfortable with the thief standard: easy difficulty allows everything and on harder difficulties players expect sort-of-artificial limitations for kills/KOs just like the original thief games. I also belong to this majority, but I feel it is sorta 1990s / 2000s gameplay mechanic. It is the standard, and it is safe as it matches the expectations of the players. That said, it would be cool to bring this to the 2010-2020 era somehow, but I do not see how it could be done. That's why I was curious what you guys think. But I guess the standard expectation nowadays is The Sandbox: make the mission playable with many styles. The good ol' standard thief mechanic allows it via difficulty settings. If it works, don't break it.
  11. Hi! I'm making my WIP and wanted to ask the community what they currently think about objectives concerning KO limits, no-kill and loot. Please understand that I, as FMA, will not be bound democratically by the majority opinion. I just want to hear your thoughts about this. Thanks!
  12. ..And that's because we have so observant beta testers, like biker!
  13. Use a trigger to start particles when the player approaches them? Or location settings? If the particles are rain particles, and they are emitted by a weather patch, the hide_distance should work. Are you sure you have "dist_check_period" and "dist_check_xy" spawnargs in use. Those were needed for the weather patch hide_distance to work.
  14. Sotha

    Cry of Fear

    Completed Cry of Fear now. I really liked the environments. They really nailed that Stockholm/skandinavian city feel quite well. Felt like home. The game has 5 different endings, I hear, but I'm lt gonna bother to replay all the same content just to see a different end briefing. Thanks for the tip, gonna check out that Nightmare House next. Silent Hill costs money, why pay when you can get your scares for free?
  15. Sotha

    Cry of Fear

    Anyone played this? I found it just recently. Basically it is a horror shooter. Quite difficult, but fun. Pros: 1) interesting story 2) lots of spookiness 3) many different enemies to loathe and fear. Cons: 1) voice acting 2) gameplay is a bit average, it is the next spook and need to know what happens in the story that keeps me moving. It is free, and you can conveniently download it via steam. I highly recommend it for mappers who are interested in the horror genre in general. Cry of Fear does many horror things just the way they are supposed to. Nice spooky ambients, occasionally distorted reality, sudden noice/attack scares, footsteps following you, heavy breathing next to you in a pitch black room, scary noises, and those certain enemies really are spooky when you meet them the first time. Lovin' it. Recommended to those who are lacking their daily dose of horror.
  16. Wow! Thanks for sharing. The reverb is nice, but I find the most critical improvement to be the positional audio. In the videos, it is very audible how the stock TDM audio does not let you hear the direction of the sound source, whereas the improved experience let's me to pinpoint the sound source with my eyes closed. How can we get this positional audio improvement to the Core?
  17. Could you model the object roughly in DR? I think the AI textures should be available in the other materials section. -OR- What if you make the head invisible and keep the mask, but use func_animate? Func_animate should allow you to use any md5mesh models as objects. It will probably not have any physics, though. IIRC func_animate allows you to choose any md5mesh model (the skinned head with invisible head with visible mask) and animation (probably "dead" so that it doesn't move). For an example of the use of func_animate, check out my hanged corpses. They were used in Melan's earlier Penny Dreadful mission, the one with lots of climbing. There were gallows near the starting point.
  18. I finally did the update as I'm activating again in mapping business. I had some issues: tdm_update.exe did not somehow manage to update itself. It downloaded a new version as _tdm_update.exe, but somehow failed to replace the old tdm_update.exe. Then it restarted the older version and wanted to download the new update again, resulting in an infinite loop. I renamed the _tdm_update.exe into new_tdm_update.exe before finishing the installer updater. Then I deleted the old tdm_update.exe and renamed the new_tdm_update.exe back into tdm_update.exe. Then I had the new updater, and the game was updating properly. Just a heads up, dunno if others had this.
  19. Just avoid making this kind of grate doors. Or simply make them openable so that the issue dissolves into "the player can access there anyway, so it does not matter they can shoulder bodies through grates."
  20. Heh, the thing is getting interesting. Now there is a petition with 1.5 million signatures that asks for a new vote on Brexit. https://petition.parliament.uk/petitions/131215 People woke up?
  21. I don't know about brilliant intuitions, but the thing is scary. Nobody knows what is gonna happen now. People have voted for more instability in a situation, where EU countries are already in an unbalanced state due to multiple simultaneous crisis. I guess the voting result is so narrow that there is room for political maneuverings. The voting result is also scary because it shows how people vote on big thing with emotion rather than reason. Brexit will have a price tag the brits must pay and nobody knows how costly it will be. A chain reaction may start where people want to throw the cake out the window just to say "fuck you" to the ruling elite. Perhaps it would be better to be wise and share the cake so everyone gets a little bit. In my opinion, in the globalized world, smaller countries need to stick together and work things out in a larger scale, rather than break down into smaller, bickering, isolated units. One of the biggest winners in the whole Brexit endeavor is Putin's Russia, and that is quite telling, isn't it?
  22. Damn! The brits leave EU? What next, the US chooses Trump for president? Looks like 2016 is the year when the western countries shoot themselves in the leg. Big time. Let's hope the public servants can mitigate the damage. Surely they have a plan B in their sleeves. Things usually work out in the end, somehow.

    1. Show previous comments  4 more
    2. stumpy

      stumpy

      the EU is a dictatorship. They create laws you can not object to, you have to except without question.

    3. Sotha

      Sotha

      The European Union was a dream given form. Its goal, to prevent another war by creating a place where humans could work out their differences peacefully. It's a port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Several countries situated on many billion tons of earth, all alone in the night.

    4. stumpy

      stumpy

      I looked it up the EU is based on the Russian model that created the USSR minus the communism. So the goal is for all member states to cease to become countries and just be member states. Which would mean one national football team, one Olympic team, one seat on the UN.

  23. "From what I've heard, Lord Wellend has an excellent steward in his employ. Steal him."
  24. The entityDef is maybe too clunky. Waiting a frame did not help. I also tried $thing.frob(); This brings it into my inventory as if I had remotely frobbed it. But again, the models do not come with it. End conclusion is perhaps this: frobbing by hand is different than frobbing via script. I suppose I cannot do this like I initially planned. Gotta think something else.... EDIT: yeah, maybe I just use individual models instead of the combo and make it more interesting objective-wise.. Thanks for the help, guys!
  25. I've made a special item, which consists of 3 func_static models, which are embedded into a collision brush which was made into a "atdm:moveable_base." The models have been "bind":ed to the "atdm:moveable_base," so that they move with the collision brush. I set all the inv_* parameters like they should be for a moveable that goes into the player inventory. In essence it is a "atdm:moveable_base" collision model entity, that carries 3 ordinary models in it. If I pick this entity up in the game, it goes into the inventory correctly, and if I drop it, it drops correctly. The problem starts when I add "inv_map_start 1" into the "atdm:moveable_base"-entity so that the player would have it in inventory when the map starts. It looks like the "atdm:moveable_base" goes into the inventory, but the binded models stay where they are. If I drop the entity now, I drop nothing that is visible, and the binded models are present in the map, where I originally had the combo entity. If I add the item to the player inventory with a script command $thing.addItemToInv($player1); I get the same result as with "inv_map_start 1" Is there any way of having the combo entity in the player inventory on map start?
×
×
  • Create New...