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RJFerret

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Everything posted by RJFerret

  1. Yes Florian, it's all designed to be able to be completed in different ways to minimize chances of players getting stuck. As such... Thank you, and heh... :-) I can picture that expectation, then surprise, thanks for sharing!
  2. Also extra points if you'd be inclined to share a prefab of your shrubbery. (I've disliked the unnatural bushes I've used in the past for similar purposes.)
  3. Really? Wowzers! I was considering that one the hardest to discover with so much to do, and the 2.01 update making it much harder than when I started the map. Kudos to you! Just one remains, more akin to the map escape, the one that I had previously hinted could only be done the first night, due to requiring something available just then.
  4. *tilts head. Why would it be considered a bug? Yes, you physically will move AI if you push them, and do so with stuff in your "hands" too. The friction of the object affects how it slides across them, so you can control how that impacts if it helps. I guess to ask it another way, what would you expect to happen when you push or prod someone?
  5. Actually this already can be done in maps simply by having the two sides be non-solid, or the top/bottom be non-solid, with a surrounding unseen solid that matches the crouching dimensions. That way the view is within the narrow confines. This is done in maps that have round holes you crawl out of smaller than regularly possible to fit through. The critters walk on their own monsterclip to match the perceived floor you are belly crawling on. (Or if they are always in such an environment, you can alter their floating height, but then can't have them chase the player out or they'll be that far off the ground/floor.)
  6. FYI, that seems to be a more modern convention. Older steam cars, at least all the pictures I've found/seen, were completely carpeted, particularly the parlor cars, presumably to show opulence, wealth and cut down on noise and cold. Modern carriages suffer greater traffic/wear and don't want to spend to maintain carpet, so have threshold strips (and higher quality construction features wood thresholds, instead of cheap metal ones). There are a few that are tiled, but it's hard to tell if they are bar cars or carriages converted to restaurants, but again, the floor covering covers the entire width of the carriage. I wouldn't imagine tile would suffer the stresses and flexing of movement well. I ran into the same visual issue with my train cars, the carpet designs we have available don't lend themselves to broad spaces very well, but once you add seating, it becomes less of an issue.
  7. Kudos, afaik first to find the way to escape the map!!! :-) Almost exactly a month after mission release, point to Florian! Sorry, too soon to be giving hints toward the other two...
  8. Ran it on two maps, one with just one such entity, another with several missing target entities, everything looks good to me. I like the manner you chose to present the dialog and selection option too. It gets the RJ seal of approval (whatever that is...*imagines barking seal noises). ;-)
  9. No, it does not need more. Yes, a button that selects them would be wonderful compared to having to wait a day or two for J to bring up the entity list, and type in the now forgotten entity name. Speaking of which, perhaps the pop-up dialog should indicate the list is maintained in the console? Otherwise general users would have no way of knowing to look there, and probably need to keep re-running it to get the name of the next entity to seek. I wouldn't worry about finding the spawnarg, there aren't many and in all the missions I've applied it to, it's been obvious.
  10. The suggestion I've seen and it seems to help is to aim for the back of their neck.
  11. Overzealous monsterclipping typically. There are a few other FMs players can exploit like in that one. Lack of providing monsterclip terrain is another possible reason (if not near decorative objects). The solution is to limit monsterclip to the size of the objects, and not run it to the sky when not appropriate. That part is easy to see. The harder part is realizing if ground patchwork got too high over the underlying brushes and requires a supporting step of monsterclip underneath, since lowering a vertex in one spot might raise surfaces in another. The only way I know is to test heavily by running around with an AI chasing you all over, coming from each direction and watching to see if they stop to pull out a rock to throw at you or run around something you expected them to follow straight over.
  12. I asked for help too! I'm not in my 80s or 90s yet (as you can tell from my pic), so am young I guess, since nowadays plenty of gamers are in their 50s, 60s and 70s and retirement homes promote their game systems. The cool thing about not being a teenager is realizing it's not an ego blow to ask for help, it simply increases the enjoyment! :-) This is also a pretty great community of folks who respond helpfully rather promptly, so feel free to take advantage of it/us. It seems every now and then someone runs into something that doesn't jive with the way they anticipate it might work, which happens with everything that has a large and growing user base, it's just the way the odds work (regardless of whether it's paid for or free).
  13. RJFerret

    My models

    Yikes, 512 for a door handle? How about 256? A good guideline is how much of the screen it'll take up, how often does a door handle take up a quarter of the screen? Often enough for us that 128 would sometimes be a bit low. You can see how many polygons existing models have by clicking the "info and options" display on the "create models" file requester in DR, most existing seem to have a hundred or two. It may also help to consider how often a model might be used, something special and unique is one thing, but a door handle on both sides of a door left cracked open with others in the same hallway, suddenly ten times the stuff on display! Doesn't bulking textures together only make sense for shared resources? Otherwise you are loading four times the info with no use for three-quarters of it.
  14. Just that, the rest is better/back to normal. The other option is to cheat around it via "notarget" temporarily, just don't forget to turn it off right after!
  15. You are welcome! Perhaps it was a height thing? Hmm... Is it time to reveal how many other hidden objectives there are? The mission hasn't been our a full month yet! But okay, close enough for government work as they say...
  16. The block was tricky for me too, the timing is to wait until they've started their swing, which determines where to block. There are posts from me back when I started totally unable to beat even the first guard, until watching video and seeing someone move around like crazy to dodge attacks as well (which isn't as easy now). Thankfully only one mission really requires fighting.
  17. Wowzers, I had no experience with Thief beforehand and in minutes had mantled just by doing what the pop-ups said. As previously mentioned, the only trouble for me was realizing you had to run-jump over to the window. (And I am not a gamer, got bored with them back in the 80s, as they were all just variations of the same things.) Obviously folks have different communication styles, and what is said can be interpreted entirely differently from how the deliverer might have intended, and one might be frustrated if they have been trying repeatedly without much success, but now that you've seen the results from the explanation you might extrapolate that out for future? Might have preconceived notions from those prior experiences to shed as well?
  18. Note also models can't be edited or have their textures changed in DR (aside from swapping for another premade skin), while func_statics can. This is why architecture isn't typically modeled, as your don't need sub-grid size details, but do need to match size and textures and be able to adjust and change them readily.
  19. I believe it won't complain about no player start unless you try to map it after dmapping it.
  20. Make it? We've got those window prefabs, although those half-timbers aren't plausible construction (some beams are perpendicular to the weight load) so you could do better, and the ground is boringly flat, the tree is very impressive, although the roots meeting the stones bluntly are rather unnatural, while the roofs are straight/featureless, you'd hopefully add more interest to areas other than the focal point. But realize also it's designed to be a 2D graphic, with a single focal point following the photography rule of thirds, and lines leading the eye in (looking at the other works, they are all designed that way). So unless you match that style of lighting and fixed camera position, from other angles it will look just like our regular missions.
  21. My condolences, it might be the way I phrased the objective perhaps, as "by the light" is the place. I'm afraid this one's hard to be subtle with since the light is already mentioned, so the spoiler is more specific.
  22. A map of just worldspawn has one entity... But that's an aside, I'd need to see the map file to be of any help.
  23. The overhead one? Stand back so the edge is in your view. Move forward, press and hold the jump button until you hear and see the mantling happen. If you mean the window you are supposed to jump over to, I had tons of problems with that one too, it requires running and jumping. In both cases, keep the jump key held until you hear the sound of mantling. PS: The separate mantle key I find most useful in spots where you can't jump, when the object to mantle is in front of you rather than above you.
  24. Which has led to this description for the wiki page: Let me know if/how to adjust that please (or edit/improve yourself), and thanks! That was the final element missing a description on that page.
  25. Yes. They typically do, but it depends on the mapper. There are several controls, size, distance and priority for "frobness" of an item. Frob is disabled until things are opened already by default. A wine bottle at the back should have it's frob_bias increased, so it highlights "more" than the junk bottles in front. See http://wiki.thedarkmod.com/index.php?title=Frobbing for more details, but all these controls already exist.
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