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grodenglaive

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Everything posted by grodenglaive

  1. Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! I only really got frustrated when I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating Thanks for the great mission! [EDIT] I went back in and found I missed ended up with 7088. Well worth retracing my steps for that.
  2. I have to agree. I've had few issues blackjacking in TDM aside from occasionally hitting a low ceiling or overhanging structure.
  3. That was an excellent mission. A big beautiful city, nicely detailed and interesting map. I particularly like the way you modeled the streets. There were some nice tricky parts that were challenging and fun to get through. No doubt I missed a few things, but I managed to leave with 9148 in loot in just under 5 hours. Just a minor disappointment when
  4. grodenglaive

    AB's Stuff

    Nice assets, thank you.
  5. Maybe there was, but that's asking too much of my memory
  6. Despite getting it somewhat working in the test map, that didn't translate to my fm. The AI still refused to get on or even press the call button. I had given up and removed their paths involving the elevator. Recently, the AI have started using the elevator on their own! During mission testing yesterday, I had caused a ruckus on the first floor and was surprised when an AI rode up from basement to join the fight. I wonder if the 2.13 update has fixed something?
  7. I would define that as complicated
  8. The EAX system in TDM is complex to edit, but it does have simple to use presets for different room types (which is likely what most mission authors use, me included). I agree that the reverb is exaggerated in a lot of the presets. Unfortunately there's no easy way to tone it down when you use presets. They are either on or off.
  9. thanks, I didn't know about that
  10. I'm not sure what it's called, [window sensitive mouse position?] but if would be cool if DR knew which Window you intended to work in without having to click on it first (like the way Blender handles it). For example: currently, after editing Entity properties, you move the mouse over to the Build window and hit ctrl-tab to change the view, but instead it just scrolls the property tabs, because you forgot to click the window first. I do this all the time and it drives me crazy. The other problem with having to click the window is sometimes you inadvertently move an entity or make a brush.
  11. Ahh, maybe your right. I didn't read the wiki very well either:) I just assumed it would work to simply modify the light entity. I don't think many fm devs would bother with custom shaders just to adjust the blinking lights. Oh well.
  12. I just saw this while looking up something else: https://wiki.thedarkmod.com/index.php?title=List_of_shaderParm_variables add the shaderParm4 spawnarg to the lights and vary the value between the lights from 0 to 1 to offset their flicker. Seems like an easy fix for new missions. Unfortunately, I just tested it and it doesn't seem to have any effect at all.
  13. stopped at the 3rd floor this time
  14. wait, here it is with the handy tdm_ai_showelevator debug. This time we're stuck on the second floor. So it looks like it's telling him to get off the elevator, but the destination is not updating.
  15. Here he is stuck on the elevator at the bottom floor. The yellow pyramid by his foot indicates to me that his destination (which should be outside on the floor landing) did not update when the elevator reached the floor. Normally the pyramid immediately jumps to the next destination each time he arrives.
  16. Thanks, no I didn't know about those. I'll check them out.
  17. OK, I've got it mostly working on the test map. The grid snapping checked out, but I foolishly made a mistake in the path corner targets, so the 2nd floor was legitimately being skipped. The AI will now ride from floor 1 ->2 ->3 and back down 3 ->2 ->1. One remaining hurtle is the AI should repeat this loop indefinitely in this test, but occasionally he will stop at a random floor and not get off the elevator or continue. This could happen during the first loop or it could be several before it fails. Each dmap turns out differently. It seems like a bug. (wow, youtube really butchered the playback quality!)
  18. I might be able to shoehorn a staircase into the design. It isn't necessary for the gameplay to have the AI to move between these floors though. I just thought it would be nice to see them use the elevator.
  19. Ah, grid snapping - I never thought to check that. I hope it helps, I'll try that today. Thanks!
  20. The AI's use of the elevators seems arbitrary and even whimsical. I'm using the prefab 3-floor elevator, modified only in height to fit my map. It works perfectly for the player, but the AI are afraid to take it. I do have other AI on each floor, so the AAS pathfinding should happen. I also tried adding an aas32_flood entity, but that didn't help. I copied my elevator into a test map for faster iterations and made a little landing for each floor for the AI to exit. Here the AI seems to feel it is safer to ride! But even so, the AI will not go to each floor. I have a path loop to instruct him to go from 1 to 2 to 3 and back to 1, then repeat. He'll just go from 1 to 2 and stop. Sometimes he'll ride directly from 1 to 3, but not 2 to 3, nor will he come back down to 1. Depending on his mood, after reaching a floor he may get off or sometimes just stay on the elevator. It's like rolling the dice on every dmap. I also tested the unmodified elevator prefab and it works a bit better (perhaps the shorter floor heights are more to the AI's liking). Here the AI will merrily do the complete loop nearly twice, but fail to return to the ground floor after the second trip and just stands on the top floor. I can't imagine why
  21. Thank you, I'll try that again.
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