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Sotha

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Everything posted by Sotha

  1. A brilliant idea! Think about the readables in aida's mission, full of musings!
  2. Hey! There must be some truth in that, because in the 'science industry' this is exactly how research projects are funded. Except that the amount of money involved is much smaller and the advertising money goes to instrumentation.
  3. Yeah, this game exists. It's called "notrium," developed by a talented finnish guy. Try it, it's quite nice. Plus it's free!
  4. Yeah, I've played this through without any mysterious casualties. Could it be hardware related or something? Low spec computer + custom but 'safe' interleaving?
  5. Well, older engines most certainly run with high framerates on modern hardware. However, modern systems allow far more details, eye candy, dynamic lights, ai complexity, etc when compared to the older systems. It's a tradeoff. You pay performance, you get features and eye candy. I confess that I am not a dromed expert, but I think it is fair to say that modern DR gives much more versatility, options and graphic goodies for the mapper than the older technology.
  6. Lesson to be learned: never underestimate player cleverness...
  7. Maybe this is the culprit: http://modetwo.net/d...ng_optimization Does the AI in that mission have custom interleave settings?
  8. @Baddcog: The outside is one giant room. I left the outside deliberately bare. I could easily have added zillions of detail elements there, but I wanted the mission to run smoothly instead. If it is a balance of detail and playability, I choose playability. @Grayman: You're the only one who gave only tolerable on gameplay, a field which is probably the most important for me personally. High playability is something I'm always aiming at, so naturally I'm curious why I missed the mark. Your post breaks down to main issues of computer slownessavoiding the undead (getting past them, fighting them)collapsing platforms.Your computer slowness is not a map problem. Avoiding <insert-guard-type-here> is basically what the TDM game genre is about. What bugged you in the few collapsing platforms? Could you please elaborate your grounds for tolerable grade, as I want to learn from my mistakes. Thanks!
  9. Here's a nice tutorial to get you started. http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here! It really is easy and works like a charm.
  10. Thank you. Well, it is just a FM, so I was planning to give a shot at the acting myself, because I've never done something like that, and I enjoy trying/learning new things. I don't think I want to put big money on this test of mine, so cheap record suggestions would be nice. Also I'm not exactly sure I'm able to get something done due to my finnish accent and general lack of acting skills. Need to practise a bit and retry. However, if you have access to good actors who are willing to help: there aren't many vocal sets in TDM, and a few well made more would increase the variety nicely, if you're interested, of course. Springheel knows more on this topic.
  11. Imagine if we had people, who are capable of creating such detailed and beautiful scenes with such an old engine, mapping for TDM. Imagine the scenes they could create with modern technology. The mere thought is exhilarating!
  12. -Yep. The fighting system is good. It really seems that some great minds have been thinking about these features. I've trained myself with combat so it is getting too easy for me. Good thing I can soon move on and turn auto-parry off. I'm pretty sure I'm gonna get my ass handed to me in a kebab plate when I do this transition. But that's what is bound to happen if you fight a longsword wielding guard with a shortsword..
  13. I set porter 1 mission estimated release to "after v1.03." This mission will be much better with the female AI's, so I'll be delaying it until the new version comes out..
  14. Nice nice nice! Will there be the steel one and the ornamental loot one?
  15. Good god! This kind of shit is something which truly makes my blood boil. Why is the world so full of idiots, who don't bother to do their homework properly, or who are simply assholes for it's own sake by sabotaging other software. What were they thinking! Lesson to be learned: never risk your system integrity by installing trial-shitware. When I become the Emperor, I'll outlaw deliberate or unintentional commercial sabotage on the penalty of public flogging.
  16. -Oh. Thanks for pointing this out. I entirely missed the skin fireplace_wooden_dirty. Saves a lot of boring decallin' trouble..
  17. Tried to do some vocals, but the mic I found in my drawer wasn't exactly the best possible. Vocals recorded with this would be excellent if the AI was trapped underground. Postponing this into the uncertain future.
  18. Yep. Working on basic geometry at present. No decals yet..
  19. Sounds very thorough and excellent to me. Why not write the tutorial in the TDM wiki? There are many TDM tutorials already there. http://modetwo.net/d...title=Main_Page
  20. Almost done with basic geometry, unless I get additional brilliant ideas. Here's a random screenie: Saturday night, reading my favourite book by the fire in my library, sipping expensive wine from a golden cup. Life's good. Good thing I hired the guards. No one sane is going to break in here..
  21. Most excellent! Thank you in advance, Grayman! I tried to reverse engineer your movie from the somewhere.map earlier today, but encountered entities so exotic to me it was really difficult to decipher what was going on. Baddcogs suggestion is basically perfect: A-Z instructions how to create a simple scene where the camera moves around a bit and a few actors. I'm pretty sure that would get people started on the right track. Some things which deserve special clarity: What entities are needed? What do they do? What is their purpose?How the movie is started (a trigger to something)?How the camera is panned, zoomed, moved, teleported around?Briefly how the conversation is set? (+link to the conversation article)How the movies get ended so the control returns to the player?
  22. Sotha

    Alarm

    Okay. Good to know. The proposal looks really good. Luckily, I can emulate this by simply giving some stationary guards new targets upon alarm to have them rush to the alarm site.
  23. Attention TDM mappers skilled in the art of: ConversationsCamera movementsMovies I hereby file an official request for a wiki tutorial on the topics of ConversationsCamera movementsMovies Benefits of such a tutorial for the community would be significant, since mappers' options for plot elements would be vastly increased. The expected overall result would be higher quality FM's for everyone to play. Thank you for considering my request.
  24. Sotha

    Alarm

    I'm implementing a basic alarm klaxon on my mission and am currently thinking how to set things up. I've one question: is it possible to create a loud noise from a speaker, which the AI would hear and lure them to its location from a certain radius. Essentially I'm thinking about a speaker, which would function as a noise arrow, with custom sound and larger radius. It would feel logical if the guards drew their swords if they hear the alarm. Is this kind of thing implemented yet?
  25. Yeah, it would be cool to have prefabs or model tables with table cloth. Or even a tutorial how to do tablecloths. Fids, when I looked first the thumbnail image for the first tablecloth image, I thought it was a photo of a real table with tablecloth as a mapping aid. Well done!
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