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Silencium18

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Everything posted by Silencium18

  1. Thx for your help! Will try to update the gfx drivers (and propably update my DirectX). Hope it works
  2. Those grass-objects (took 4 for example), the red marked sprites on the door and the little, flat moss sprites, which apear when you shoot a moss arrow on the ground. Those objects keep disapearing (or rather keep being invisible) when you face them ingame. BUT they also show up ingame from time to time (and disapear from time to time). It's really wierd
  3. Ok, I fixed it (just deleted that little rat in my map ) As for the invisible moss\grass\door sprites: any suggestions on how I can fix this? Did someone else had the problem?
  4. I tried to break one big floor brush (used as a skybox) into smaller ones, but still there's the AAS message. I also looked up on the wiki but found no article. Anything I have to consider while building to avoid such a AAS message?
  5. Hi taffers! Yesterday, I finally had the time to work a bit with TDM and there are some problems which I noticed: 1. I was building a small map and everything works out fine (dmap-ed and tested it multiple times). However, after building some more stuff and dmapping it again, it shows me this message It also shows some message at the top of the screen (whenever I load the map), which says something like "WARNING: AAS_RAT is out of date" How can I fix this? 2. Whenever I shoot a moss-arrow, it doesn't show the moss on the ground (it's invisible), the same goes for grass-sprites or sprites on doors. It looks like that those sprites only show up whenever I face them at a specific angle, otherwise they just turn invisible again. Any suggestions how I can fix those two things or have they been discussed before?
  6. I want to write something in here but I'm currently running out of charact...

  7. Should we leave the leave this map now with the current status or is there anything we might add to it? Because to me it looks finished and playable and I´m also planning another, better mission with a little mansion.
  8. Ok, here´s version 3 of my little map http://rapidshare.com/files/198457490/Testmap_V3.zip.html It includes some minor fixes and changes (for example the bar is now an abbandoned bar used as cover by the guild/ some lights and objects were added etc...) Also there are now three objectives (inspired by the story we talked about): - Steal some loot (500 in normal , 1000 in hard and expert) - Kill the boss of the guild - Steal an expensive trophy from the guilde's storage I also wanted to include some readables, but it´s a little bit...to much work (maybe in the next version) Can `t wait to see the full version
  9. Do you mean the TDM version you´ll release to the public? Or is there already a version with some additions? If so, where can I get it? Thx. I was stunned for minutes when I saw how huge the forum really is
  10. The Idea of knocking out the boss and then putting some card etc... as a warning next to him is a very good idea So we can now have four main objects: -knock out the boss -leave a sign next to him (token, card etc...) OR INSTEAD steal his purse (for example) -steal loot -go to the start of the mission
  11. I had a little story in my mind while building the thief guild: The thieves want the main character (the player) to give them some money from robbing houses in their territory (kinda like Ramirez blackmailing Garrett in DP). So the main character, instead of paying the money, breaks into the guild, steals some loot and knocks out most all of the thieves to show them that they should´n mess around with him in the future. I also had in mind that the player could get rid of the boss of the guild by killing him (instead of knocking out everybody)
  12. Ok here are some updates from my map - filled all empty spaces with monsterbrushes - added another thief standing in front of the campfire - deleted the torch from the first thief you encounter (to make it a little more easier) - added visportals to every door and window - added three objectives (Knock out 5 quards/Steal 500 loot/Steal 1000 loot) Is there something more I should/might do?
  13. thx for the feedback and the help! I´m now trying to fix the visportals and the empty spaces. After that we can come up with some easy objectives etc...
  14. Here is the newest version of my map http://rapidshare.com/files/196891491/Testmap_V2.zip.html Things that are new: - another street section - a backyard alley - a little house (4 rooms) - 2 more AI with torches + path - a stock/machine room in the thieves' hideout - loot - skybox (instead of the black brush) Happy taffing
  15. ok problem solved. Now I can finally begin to put new AIs/path and lights into the added sections.
  16. Doesn´t seem to solve the problem. I also saw something like this while dmapping the map: Warning: Backwards triangle created Does it have to do with the error I get when I load the map? I think I´ll have to delete the added sections and replace them with other ones
  17. After adding some new sections (a little house+backyard) I get this error ERROR: i >= MAX_REACH_PER_AREA What does that mean?
  18. Thx. I try to build some more areas and place some more objects and AIs. Maybe I`ll create a loot objective.
  19. Thx everyone for the positive feedback I uploaded the map so you can have a look at it (and play it, of course) http://rapidshare.com/files/195928282/Testmap.zip.html Maybe I´ll add another street section with some buildings/gardens the player can explore Performance should be fine. (I also added some more visportals)
  20. Hello everyone! Last week I worked on a map and I think that it may be at least good enough to show/upload it here. The map contains a street, a pub and a thief guild. Just tell me what you think. I´m currently placing visportals and fixing some problems. I´ll also upload the map soon. (I also got a little question: Is there a tutorial to let an AI carry a torch? )
  21. Happy Christmas and Happy Holidays everyone
  22. You have to link them in this order: "x" -> "Path_turn" -> "wait" The guard will go to "x", then turn around and then wait If you link it like this: "x" -> "wait" -> "Path_turn" Then the guard will go to "x", wait there for an amount of time and then turn around (for a second)
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