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SteveL

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Everything posted by SteveL

  1. @Tels Thanks for the info. Is the decision to leave it as it is then?
  2. 1. atdm:target_setteam and atdm:target_setrelations 2. I guess you could use an alarm that's silent to the player. There may be better / other ways.
  3. Remember you can tick entity_color in the particle editor (if it isn't set up that way already) then change the color using the standard _color spawnarg.
  4. Possibly. I don't know. I'll wait to be told what to do.
  5. I don't know anything about speaker set up so I'll wait for you or someone to tell me when there's been enough discussion I could add a "volume_cvar" spawnarg for all speakers in about 5 mins. It'd just override the default "s_volume" and still be overridden by special setups like atdm:voice's script object, so it wouldn't change the behabviour of any existing speakers.
  6. I suspect there isn't a built-in way, but it could be done with one line of script at map start. Or we could add a built-in way. Maybe add a spawnarg for speakers that lets them specify a cvar where they get their volume? Quick work if people think that's how it should work.
  7. Good project. There are a few things in the tutorial that are outdated. Some keyboard shortcuts that are different in DR nowadays for example, as well as the overly manual methods that you're talking about above. I'd say don't let that hold you up though. If you work through it as you're translating it you can fix things and ask here for anything that's unclear. And when you're done we can use it to update the original
  8. You can almost certainly tweak the volume on the atdm:voice entity too. atdm:voice is just the standard speaker entity with s_global and s_omni set to 1, and with a default s_volume of 60. Edit: Oh, and with a script object too, which I guess is kind of important to its behaviour edit2: the script object ignores the spawnarg. It uses the game menu slider level plus the sound level in the shader. Maybe the game takes account of the s_volume spawnarg and maybe not, I can't tell just from reading the code.
  9. Yes, apparently, according to the notes in tdm_voice.script, that spawnarg controls which menu setting controls the volume: player voice volume or ambient volume.
  10. They are just plain unprotected MP3s aren't they? So you can copy them anywhere, anytime, irrespective of how many times you can download them.
  11. The dev team are working on some projects that we originally planned for 2.04 but are likely to take a few months more. In the meantime, it's 8 months since the last release and we have quite a few bugfixes piled up, so we're thinking of attempting a minor bugfix release. I say "attempting" because it will mean splitting off a release version from the current development build, which we haven't done before. And splitting the list of bugs on the roadmap for 2.04 between 2.04 and 2.05. To current mappers: I know that some of your projects rely on bugfixes. I've sent out patches to several mappers for scripts and def files. Most of those are already fixed, but could you please have a look over the current roadmap and outstanding bugs? And post here or PM me with any bugfixes or minor features that need to be in place for your maps?
  12. @Biker or anyone: When Biker and SirTaffs were at my place a few weeks ago, Biker played a video voiced by (I think) Mortem Desino of two guards in TDM having a conversation. I can't find it by googling or searching youtube. Can anyone help? It'd be worth a repost in any case. I'd never seen it until then after nearly 2 years on the forum.
  13. My guess is it'll be particular prefabs doing this rather than prefabs in general. Have you retried one that worked a few days ago?
  14. I use Amazon. I've not tried any others, admittedly through laziness. But they've been DRM-free for a long time so it's all good.
  15. I dropped out of this conversation in August when I realised that I already had too much time booked off work for the next 2 months and wouldn't be able to fit in another trip. But that's done with now, so count me in again.
  16. The script is python 2.x. You set the 3 constants at the top -- path to your darkmod folder, the file types you want to search, and your search term -- then run it. I've currently got it set up just to look for "lantern" in scripts and def files. But you can use regexes for some sophisticated searches. Feel free to put forward your feature proposal if you figure out the best way to set up your weapon. Or if you find some more clues. You have me scratching my head about game mechanics that I don't know right now
  17. I'm guessing no-one's done this before, but our Stim system is designed to be user-extendible. All the stim types and effects are defined in the game files. Stim numbers 1-999 are reserved for game expansion and mappers are supposed to use numbers 1000 and above to define their stims, to avoid all possibility of clashes with future core game expansion. You can also define your own damage defs. I appreciate that's not much help, but I've not actually worked out how it all works. I have a python script that searches through a TDM installation, looking inside both the game pk4s and all fm pk4s. It's good for finding out whether someone has done something before, and where to find the file. If you tell me what to look for I'll have a look. Or I'll share the script if you are ok with running a python script and using simple regular expressions for searches. I keep meaning to put a windowed interface on it but never got round to it.
  18. I don't know how Moonbo did it. He replied to your thread but couldn't remember the details. You could always unzip the FM pk4, study how he did it all, then let us know You might also want to take a look at Obsttorte's Hitman-style gameplay scripts, which make all AI neutral unless they see you commit a crime. There are instructions at http://wiki.thedarkmod.com/index.php?title=AI_behaviour_depending_on_player_actions, and the discussion on it (and the script's evolution) is spread throughout his gameplay modification thread at http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread
  19. It should only have mattered if you alerted them while they were haggling, i.e. later on.
  20. Keeping an interested eye on this thread One request, if at all possible please keep your commits as separate as possible, to make it possible for us to absorb and test stuff we can use back into the trunk. It was too hard last time round to isolate the changes that led to certain side effects like low perf on AIs and decal problems. I know you did that last time, but you'd already done lots of changes before you had a branch to work on :-/
  21. For my part, I definitely might have alerted them. I used to alert so many AI in my first few months of playing TDM that it's amazing I ever did complete the mission.
  22. Those food items are probably not usable. It's up to the mapper what can be done with food. NB food doesn't confer any advantage in TDM currently, although it'll restore 1 health by default in the next release. But you don't need to worry about it either way. It's placed for atmosphere rather than usefulness.
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