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Bastoc

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Everything posted by Bastoc

  1. Fair enough But in reality nightvision googles shoudn't emit any light anyway! So it could have been coherent.
  2. I recently got this game (PC version) as some people think it's one of the best of the series. I have to say I don't like it much but I found it insightful, about what breaks a game. Ill-thought-out gameplay There are some good elements: nightvision (avoids the Thief "I see them but they can't" paradox), sticky camera, whistle, optical cable, adjustable walking speed, rappel and zip-line,... But mostly: - "gadgetism": you have 2 or 3 different actions, but they have the same result (eg disable a NPC) or are hardly useful (thermic and "electrical" views). It's as if the developpers though
  3. I just bought this game on Steam recently, and I really recommend it. Short review: It was released in April 2013 and now it's an enhanced version. Concept You are group of "dirty criminals" in Monaco that break into banks, embassies, grab quest items and loot and escape (ring a bell?) as quickly as you can (leaderboards). You can play 1-4 players campaign or featured FMs (at least) both online (there's a kind of matchmaking) and offline (need extra gamecontrollers for multi). And I think there is a PvP mode, not tested yet. Graphics The view is like a map from above. You have a
  4. FI stone/scupted/shields/ornament_shield_white_bendlets and any stone/flat/smooth with the right tone. But I was using DR fullbright mode camera preview, so I guess it was with maximum gamma. In-game it's completely different. Noob... I made a kind of palette to look in-game and I found stone/flat/smooth/marble_white_01 is a good match for the shields. Problem solved for now! Thanks anyway.
  5. Hey, Is there a quick way to darken a texture? I want to match marble, alabaster or whatever with some sculpted panels/shields, and it's either too bright or too dark. I thought of creating a slightly dark homogeneous decal and use it over the marble.
  6. Flanders has just posted a vid about this FM. Reminded me I'm looking forward to playing it (and the sequel)! Keep it up!
  7. Oh! This was the second FM I played after St Lucia. Fun one. Good gameplay and as the title suggests, nice doing average taffing. I just checked again and indeed that hotel room sure is cosy . Thank you. I'm having a look at what you did. /* Generated by DarkRadiant's Particle Editor. */ particle tdm_glare_xmaslight { { count 10 material textures/darkmod/sfx/fake_haze_01 time 0.200 cycles 0.000 timeOffset 0.000 bunching 1.000 distribution sphere 0.000 0.000 0.000 direction cone 0.000 orientation view speed "0.000" size "0.010" to
  8. Hello, I want to create a custom light for a Chritsmas atmosphere: glass spheres with different colored lights inside. My first problem is that I don't fully understand what a light is composed of, so if anyone can confirm or correct the following it would help: Two categories (from mapper's POV): covered and uncovered Covered lights are "standalone". They have: - a model: .lwo or .ase files, what contains the light source - skins: .skin applies to the model to use different texture sets when lit or unlit Uncovered lights are attached to a separate solid model (eg a candle. NB: the
  9. Yes, right, I overlooked you meant it only for electrical lights. As long as there are light types that can never be disabled left (say gas lights f.i.), I would like it then. I just meant it's good as it is that some lights force the player to find a smart way to get round it (find a switch, distract the guard, find another path,...).
  10. IIRC there are density+volume, and mass spawnargs. Probably not useful though, as D3 physics is not like ours. And changing player mass sounds risky (water?), assuming it's even possible. Maybe you can update the collision spawnarg of the door when it switches to open so that it's solid only when closed. But I don't know if you can do that in a simple manner.
  11. I like the idea. I built the outside of a house using pictures, but now that I have to plan the inside, I don't have a clue. If you have a plan for me I'll gladly start over and use it. Where do you find those, if I may ask?
  12. While doing thief den tutorial I also noticed the zone approach is not smooth. Then I added a speaker outside up in the air in front of the door (in addition of the zone ambient sound). So the sound fades inside the building and the door has an effect. It's not perfect as the volume is rising when you are outside and heading to the door, but it makes sense somehow: water is supposed to flow from the rooftiles to the base of the walls (depending on your architecture of course). There must be a better way though.
  13. I don't think you should be able to disable electrical lights with a cheap arrow, because if the mapper wanted that, they'd have used an extinguishable light instead. The utility of electrical lights is precisely that they cannot be disabled, for level design purposes. Why not, probably you can make smoke with a tweaked light fog texture (not sure if it affects the light gem though, negative lights?). It would be a good way to get rid of it when AI are upgraded to be able to notice moss blobs. As for the utility of the smoke, I'm not sure. Reminds me of the Dark Bomb topic I read, which c
  14. [Off-topic] Sure, as much as we are tools as RJFerret put it Since I love doors as much as you do (no, not THAT much, c'mon!), here's my tip: say there is a light coming from a shallow angle, you can open the door just so that it shades the largest area. [/Off-topic]
  15. That's food for thought indeed. From what I got the main idea is to transpose pathfinding mechanism to decision making by defining world state nodes (var arrays), actions path with costs, and then algorithms like Dijkstra's (only one I know!) to find the best option. Yeah, would be cool. Looks like this GOAP stuff makes that easier to achieve, but still must be damn hard to implement. Also have them notice the player lantern light (or moveable lights he carries), cf 4th link below. Though, IMO those issues are related to sensitity of the AI, not to decision-making. So I can't see h
  16. I use this one sometimes, it's great And you can also break glass silently. Actually, moss arrow is one of my favourite, it allows you to do large silent jumps, risky blackjacking, etc. But it's too expensive and I can't use it as much as I'd like. Especially, you often need at least 2 for a stunt around guards (one under your feet, one on the target platform), so it's 30 gold used at once (6 water arrows!). Also, I think the moss spots graphic is confusing, it would be better to have only one homogeous surface. Ideas: reduce cost from 15 to 10, it's not worth 3 water arrows IMO (no matter wh
  17. Hey, I didn't find any specific topic about this, so I hope this will be useful. What I want to discuss here: - tips about non trivial use of weapons & tools only that make it fun - ideas for changes, extra uses to add [EDIT] What shoudn't be discussed here: - general tips (moves, doors, ...): there is already a topic about player tips, created a while ago by Springheel: here. [/EDIT] Purposes: - give gameplay ideas for players and mappers with the current mechanics - give ideas for the next versions of TDM I don't really care about graphics or realism, just gameplay.
  18. Yeah this one should be improved. Other idea: player entity seen = visual stim -> response = alert "lantern light entity" (make an entity visible only by AI with the right radius, attached to the player when lantern is on) seen = visual stim -> response = lesser alert It would work for the crate case, but there might be issues when the lantern is lit and the AI is already in range so he is inside the "lantern light entity". Might be combined with a range check + RJ's fake sound idea, with fadein=fadeout=lantern range. Probably not really performant though. For all other cases, eg p
  19. As Sotha said, I think people shouldn't restrain from using their equipment, and have fun with it, that's why I voted no (at first). But after reading this topic, I realised this thought is irrelevant, and changed my mind. Couple of comments: - stealth score should be as HARSH as possible, since it's meant for ghostling challenge (NB: though in Mark of the Ninja f.i., a different approach is used, you get points when you "distract" an ennemy or kill them in spectacular way, that's also a valid point) - the most FAIR way to count is counting alerts raised BECAUSE OF the player - even if they
  20. No hosting experience, but I can donate.
  21. When is it to be decided? If it's going to be house/Buildermas (=Christmas) theme, I'm so in! I already have a story and readables in mind. And maybe ideas for cross-storying with other houses (could be fun). Also if the houses are to be used for a community map, some stuff should be cared for, to make integration easier, right? - merging the objectives - houses are not rendered simultaneously, or they don't use too much tris, etc. - same player starting equipment (if I need the player to have a rope arow but X needs him not to have it => problem) - same amount of snow on the rooves, detail
  22. I just finished a V-shaped roof (in two parts), with the frame and everything and I added an infill layer under the rooftiles that intersects the rafters and purlins. I made the roof and infill layer out of a brush I clipped so they are "3D parallelograms". Unfortunately, I have some degenerate tris (can see through) on one side only, in a specific rectangle delimited by two rafters and two purlins and I can't find the reason why, because it's almost symetric. And I tried changing the thickness of the layer, the beams, but it just made the whole half of the roof disappear, so I undoed. Two q
  23. I think coming from you guys, we have some good guidelines up there So, to sum up, if you'll allow me: - If you feel like it, and have enough time, studying some architecture is a good idea - But you should not bother too much, as it's steampunk, and it shouldn't keep you from being creative - Imitating pictures/plans usually yields good results, and guaranty it's not nonsensical - Remember that it's only part of the game, and you should also build gameplay-friendly Now, about that: Even though, I cannot deny the truth lying in this statement,I believe people are aware to some extent
  24. Great stuff! Other noobies might want to have a look, maybe add to important editing list? Now I am wondering, where should I look learn how to convert from func_static to .ase? And then to make skins? On the wiki I found articles about modelling and skins, but with Blender. Is it possible to make everything from DR (provided it is simple geometry, you don't need Blender)? Thanks.
  25. ARCHITECTURE According to what I read somewhere (cannot recall) TDM is set in a steampunk version of Tudor era. Based on what I have seen in the FMs I played, buildings are mostly: -cobblestone buildings and castles, inherited from middle-ages -cheap half-timbered black & white Tudor style houses -woodplanks houses, probably for poor people -ornate stone Elizabethan mansions -ornate Roman mansions -Roman or Gothic churches (not sure about that) -Georgian houses/mansions (even though it should appear later on, but fine after all it is steampunk) -metal buildings made by the Builders or
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