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Nico A.

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Posts posted by Nico A.

  1. Thanks for the material... looks promising, will take a look into that too. It's a terribly slow process with me :D

     

    Is there a possibility to change something frobable only as long as the frob key is pressed? I mean, normally you just click a short time and then something happens. What I want is that for something particular to happen, the frob key must remain pressed. Is that possible? Just wondering.

    edit: It comes to my mind that lockpicking works that way (frob key continuously pressed). So it must work somehow also for other events.

  2. And documentation has been a challenge for most things because of being understaffed and overworked.

    I'd be totally interested in making some quality and easy to understand tutorials of DarkRadiant (and yes, I'm quite aware of the amount of work of this), but first I myself need a glimpse at how it works. :D

     

    But is there a general method/algorithm for mapmakers to achieve something like "when event A happens, the world changes in way B"?

    * when I frob this, that door closes?

    * when I hurt myself, that guard starts to laugh?

    * when water touches that wall, a crystal appears there?

    * when I finished reading that scroll, the player changes position?

    * when I reach this place, a horse will appear next to me?

    * when I kill this rat, that speaker will be silent?

    * ... ?

    Is there a general framework that achieves things like this? And how does it work?

  3. In the bottom-left dropdown, select Frob to create a response to STIM_FROB in the box above.

    Hm... of all the response types only "Frob" seems to work. When I kill an AI and select "Death" as response type and then a response effect something should happen right? Or am I doing it wrong?

  4. @Nico A. The script folder is archived inside tdm_base01.pk4, but the comments in this script file won't tell you much and I have a copy in the middle column here anyway.

     

    DR's Stim/Response editor applies to the entity you currently have selected.

     

    The loot gets a STIM_FROB response: in the S/R editor switch to the Responses tab. In the bottom-left dropdown, select Frob to create a response to STIM_FROB in the box above. In the bottom-right box marked Response Effects, right-click and select 'Add new Effect'. A line of text appears: double click on that to change it to what you need, probably something to Trigger a target entity. But as I said above, you don't actually need S/R for this.

    I find this text far more informative than the wiki one about S/R. :)

    And it works!! Thanks a lot!

     

    Now (a small) problem is that I want the rat to stay put as soon as it reaches its target. I guess I need to "set spawnarg" of the rat, namely "patrol" to "0", when the target is reached.

    I tried selecting the path corner, create a "Target Reached" response, which sets the spawnarg of the rat "patrol" to "0". But the rat still moves when it reaches the target... is there another way?

     

    Also I can't get the squeaking right. I think it would be easiest to set up a speaker near the rat, which gets deactivated once the rat dies or starts to patrol. Can I control this somehow? The "set spawnarg" response for the speaker, "volume" to "-60", doesn't seem to work.

     

    edit: Even the Response Effect "Remove" doesn't work. But then it says in the box "Remove entity ... from the game" and a speaker is not an entity I guess... but how can I deactivate it then?

    edit2: Now I put the sound shader directly on the rat (spawnarg s_shader) with looping (spawnarg s_looping) and tried to use the Response Effect "Set Spawnarg" for the s_shader to "silence" and s_looping to "0", but then upon killing, the rat loops its dying sound...

  5. Is this referring to the "talks" spawnarg? How are you getting the sound to play?

    Yes, I mean the "talks" spawnarg. Actually in my mission I'm talking about a rat. It should make squeaky sounds all the time, but it stays silent. So I set "talks" to 1. Yet it doesn't do it right. I also tried "s_shader". It would be great to know how to

     

    * choose the sound shader for "talks"

    * let the rat be quiet in case the player chooses to kill it. (So I guess a speaker wouldn't be a good option here.)

     

    I couldn't manage to do that.

  6. I thought about the stim-response system... but I don't understand the wiki page at all. :( (It seems to me it's not complete and at least lacks a section about how to set up responses.) For example,

     

    For a complete list you should take a look at tdm_stim_response.script in the script folder.

    Where do I find the script folder? Found it nowhere inside the darkmod folder.

     

    The Stim/Response Editor will pop up and allow you to define stims and responses for your entity.

    Which entity? The one carrying the stim (like in the above example, the loot) or the response (the animal)?

     

    So my plan is: make the AI (here it's a human, but should be the same thing I guess) take a path as soon as I grab the loot.

    As in the pictures, I go forth selecting the loot (for the stim), open the stim-response menu... and then I'm lost. Probably "Type" is "frob", but who would know? And what with all the stuff on the right side?

    I'm sorry to be a pain in the ass, but could someone give me a walkthrough how to make this example work? I'm quite desperate-

    post-21200-0-09239900-1445536053.jpg

    post-21200-0-78441600-1445536061.jpg

  7. Because I'm too stupid to think straightforward. Thanks!

     

    I have another one. Is there a simple algorithmic way to achieve this: when I frob something (like loot, for example), another entity should change its state somehow (like an animal starting a patrol).

     

    Also, I'd like to have an animal that continuously "talks", but not anymore after it dies. s_looping doesn't seem to work, as it keeps going when it dies. Is there a way to change the sound shader of "talks"?

  8. I want a door to be automatically open. I tried auto_open_time, since it's not near the player's starting position, but that gives me two problems:

     

    * When I close it, it opens again after the specified time.

    * When I put frobable to 0 (not preferred anyway - I want to be able to close it) somehow there seems to be something blocking my path near the door.

     

    Is there a possibility to make auto_open_time activate just once?

  9. If the body moves when you turn your view, then you lose the ability to imagine you're turning your head.

    Which player movement should feel like turning the thief's head? When I move the mouse I don't imagine he/she turns the head. If I move the mouse a certain angle and press forward, I walk in this direction. So mouse movement feels more like whole body turning to me.

     

    @VanishedOne: How did I deserve this honor? :D

    • Like 1
  10. I was rather not so much thinking about an icon rather than an actual body (part) of the unconscious body that actually hangs in front of you. This would at least reduce the need to create an extra 2D image for every AI anew.

     

    Anyway, thanks a lot for the detailed replies, everyone! :) Glad to know that the campaign mode is already in place, hehe.

  11. Some things I'm repeatedly thinking about...

     

    - louder scream when you're dying

    - NPC animations for opening doors that actually include touching the door handle

    - more fitting menu style (not such warm colors)

    - nicer depiction of body carrying (like seeing the body over your shoulder as in the first thief games), possibly also with an animation leading to it

    - campaign preceeded by an own training mission that fits the story line (see TDP)

    - campaign mode without having to start each new mission manually

    - campaign mode, where the gold you found in the previous mission determines how much you can spend for equipment for the next mission

    - higher player visibility when standing in front of a bright texture (like snow) than a dark one

  12. Just to check, though: are you looking at the inherited spawnargs list, and still seeing the old setting greyed out?

    No, it changes to black (as it should I guess).

     

    I haven't noticed that problem, but I always hit Enter to set a spawnarg. You can see whether it's changed if you look at the panel above (you might need to turn off inherited spawnargs).

    Maybe that was the problem. I always looked at the gray value and it didn't seem to change...

     

    Thanks!

  13. This gives me what kinda reminds me of coordinates:

     

     

     

    2560.000000 -2560.000000 -296.000000

    3072.000000 -2797.867188 -64.000000

    3095.000000 -2783.000000 -58.000000

    edit: After deleting the file, it shows me the red line in DarkRadiant. :)

    Sadly I have no idea where it points to... x(

  14. The functionality is still the same with rearranged screen elements and more space available due to the loss of the info section. If we want to extend the filters list

    I don't think that's necessary. Name, Size and Update should suffice :) What do the others think?

     

    If we're looking to save space on the download menu, the entire "selected for download" section should be removed. Missions selected for download could be designated by putting a checkmark after the name in the Missions Available for Download section, or by a checkbox before the name.

    If that's possible, that'd be great. You don't have to click "Select For Download" each time after selecting a mission. And then there's room for the full mission name... or a sneak peek of the mission details. :P

  15. I admit, my suggestion was unnecessarily radical in its stripped-downness. I agree we shouldn't let go of functionality.

    In my opinion, a reasonable goal of the "new mission" page, which is an _ingame_ downloader, is to choose a mission to play, _ingame_. But, right now, what are the steps one has to take to start a new mission?

    1. Click "New Mission"
    2. Hit "Download Missions" (a rather small, inconspicuous button btw)
    3. Click on the mission from the list
    4. Hit "More" if want to see some screenshots and introducory text, then "Back"
    5. Hit "Select For Download" (for each mission separately btw, if bulk downloading is the goal)
    6. "Start Download"
    7. Message that I find the mission in the "New Mission" page --> "OK"
    8. (what am I supposed to do now? I wanna play! OK, I guess I just hit "back")
    9. (ah, here's the "New Mission" page!) Click on the downloaded mission
    10. (still no "play"? OK, then "Install")
    11. Message that game will be restarted
    12. Click "New Mission" (because we're of course in the main menu...)
    13. "Start This Mission"

    This makes around 13 clicks before someone can play a new mission. That's really all that bothers me. I think even without stripping down functionality we could reduce these steps significantly. I think tomorrow I can come up with another layout.

    • Like 1
  16. (1) already exists; hence minimises set-up and maintenance.

    Yeah, I agree that leaving it like that would be easiest. But I thought since the mission download page is to be remade, then better change something now. Why would I like to see it change like that? Because this menu seems way too overloaded to me, and the only reason for that seems to be that it enables bulk downloading, which could as well be external.

    So imagine if there was only an external option to download multiple maps at once - would that bother you as a user?

     

    (3) hence keeps everything easily findable; you don't need to know that bulk downloading has been offloaded to the website or something, because it hasn't, it's right there in front of you.

    To be honest, as a newbie I would look at the website for downloading multiple missions anyway. As a long-time TDMer, I would realize something changed through an anouncement in this forum.

     

    Yes, I'll clean up the screen and every comfort functionality which helps getting more space is good. But I have a few questions about your suggestion:

    • Why does the user have to hit Shift to select multiple missions? Wouldn't click=marked, another click =demarked also work?
    • How does the system decide / recognize what FMs are single maps and which are campaigns? Is there a parameter in the mission files that can be read?
    • Does the user know which mission will be launched when he / she hits "Play"? Would it better to call it "Download" and skip the "auto launch last map" feature?
    • Yeah, I also thought about that. But from the standpoint of "I just want quick skipping through the missions and take a glance at the mission details" it would be confusing to always have to uncheck first.
    • I don't think so... :( I agree this would be the most complicated part and perhaps requires the campaign makers to zip their single missions together. Probably also requires quite some new coding, I don't know. But still I'd think that'd ne a neat feature to have (instead of skipping through campaign name 1: mission name; campaign name 2: mission name, ... in the list).
    • This might also work, but when should the player hit "play" then? Normally you'd have to go to the "new mission" menu upon relaunching, which looks like this:

       

      post-21200-0-80792600-1440610346_thumb.png

       

      But, assuming the new design, this menu would be redundant except the "Start This Mission" button. IMO it would be better to have a little text label say the name of the mission. Maybe it's even sufficient to have the last selected mission have a green checkmark whereas the others have gray ones or so.

    I'm not sure I want to scroll through 100 missions to find the one I want to play, especially since we can't have smooth scrolling.

    I see your point. IF it was scrollable and you could sort by date, would that work for you?

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