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Neb

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Everything posted by Neb

  1. I once checked out ZB's early TTLG posts. He was agreeable and used plenty of smiley faces. It messed with my mind.
  2. My computer passed away suddenly while working on my map a few days ago. Will have a new one in a couple of weeks. (doh!)
  3. Thanks. Will do that after a full pass of the basics.
  4. Just started on a simple - and entirely indoor - map. Any kind of city, and bang, it gets out of hand. Not doing it, not this time, nuh uh.
  5. I don't know how tdm_events.script passed me by. Loads of useful stuff in there. Now I've got it working somewhat. On exiting a hostile zone a function gets called that checks all the nearby characters with this: void CheckHatesPlayer(entity ent) { if (ent.getKey("team") == "2") return; if (ent.hasSeenEvidence() == 1) ent.setTeam(2); } I was switching builders to team 2 just for testing. I couldn't get the objectives system to trigger scripts, though. I must be doing something wrong.
  6. They have to give credit (Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license). If you're interested in something, you'd have to find out whether you have permission from each specific author.
  7. A single AI. I have Builders (team 1) set to friendly, but in certain locations (restricted areas) they switch to hostile. Exiting the zone switches back to friendly. If you're being chased and then exit the hostile location they immediately give up. I wanted an effect where only the entities of team 1 that are alerted to you, still attack you after you've left the hostile location. I was planning on anyone with an alert level of 5+ switching to a custom team that is hostile to the player, but mutually friendly to team 1. Maybe there's a better way to accomplish this. Thanks. The wiki had it as getRelNum. By any chance is there a full Darkmod reference for these? I was also thinking of giving alarms a try. I'll see how it goes.
  8. Is it possible to call a script when an enemy spots the player, also sending that specific alerted entity to the script as a pointer? I'm also having trouble using the check relations function. For example - float relnum = sys.getRelNum(1,0); gets the error: unknown value 'getRelNum'. Am I using it incorrectly?
  9. Helloo......hello......hello. Sorry for being away guys. I'm also not going to have access to a computer to map from for about a week so I'll come back and post next weekend. When is the proposed deadline again? If it was mentioned then I completely forgot.
  10. Haven't completed it yet, but it's fantastic. Congrats.
  11. I'm cool with inventors/mages. I've also been trying to think of ideas for overall plot, but it doesn't seem to be something I'm good at. I have started on the basics of a map though. I have a small outpost high up. From there you can get to another building. Inside there's a room with an elaborate trap, activated by a key, where the floor starts moving (it's just a horizontal elevator) and there's a nasty pit below (too cheesy? (but it's fun to panic while you see furniture drop into darkness)). After overcoming this you find the mission objective (whatever that may eventually be). It's all still up in the air, but I wondered if the person who will be making the mission before mine would like to have acquiring the key to the trap as a mission objective (but at the time the player will be under the impression that it unlocks something valuable). I figured that the trap could be there to assassinate a group of people. Perhaps a meeting of rival inventors/mages? I can change any of this if it doesn't fit the plot that we end up going with. Also, are we going to take advantage of the new 1.06 campaign loot feature? I guess that's more of a general question than plot related.
  12. So, are there 5 of us, or was I right in thinking that someone called fllood is also on the project?
  13. 3D modeling and music composition are full hobbies on their own, but great fun to know a bit about. I don't know about for beginners, but you could try out the (very lenient) free version of Podium and play with free synth plugins that you can find at kvraudio. Also, the great thing about ambient music is that you don't really need to know much about theory, just have a good sense of atmosphere.
  14. These sound great to start with. I think the next stop should be a story/plot thread so we can coordinate our missions, delegate order and deal with common themes, etc. I'll wait for you to start it, though.
  15. I'm in the UK and it's summer, so I think it might be GMT+01 until October. It's 2:50 here right now.
  16. I'm Neb, and I'm still really hungover from my birthday yesterday. I've been experimenting with Dark Radiant on and off since TDM was released, and I've got a couple of missions that are unfinished because I was trying to be way too ambitious. I haven't worked out the setting of my mission for this campaign (mostly because I'm not certain what the plot will be yet) but I'd like to make a simple indoor mission with well written readables, some well designed AI patrols, at least one rope arrow opportunity, a simple puzzle, and a memorable event. This evening I'm exhausted, so I'll be back tomorrow to discuss things, and we can maybe start throwing around story ideas.
  17. I'm cool with it, but doesn't that mean spoilers for people not working on the project?
  18. Works for me. Audio cues give in game actions more levity. Guards also don't hear the unrealistic loot noises, but they sure feel good to hear for yourself.
  19. Concept: General Contest Anything you like. Free form is sometimes appealing.
  20. Now that I'm not seriously deprived of sleep I can see that I was overestimating the significance, but I'm going ahead with a small project. I'm making a simple command line program that takes one or two values and computes Alberti ratios, a scale of golden ratios, and also arithmetic, geometric and harmonic means. On top of that I've also been experimenting with a scale built from knee, waist, vision, tip of head, and door height. This may come across as slightly crazy, and I don't want to fool myself into thinking I've found some kind of magic formula for nicely proportioned primitives, but I was fascinated from reading about how Greek and Renaissance architects used ratios like this, and wondered if applying similar techniques would give any kind of authentic effect.
  21. I've got a confession to make: I don't read a mission's intro text unless it gives a terse description of the scenario. I've come to a point where stealing object x from person y is routine. I will happily spend time on a readable if it is directly mission related, or if it gives the world motion, and a vividness or charm that is hard to achieve in game.
  22. Not meaning to beat the "woo, Dark Mod is where it's at" drum, but missions like Rocksbourg, while beautifully constructed, kind of make my eyes hurt. I think the Dark Engine lighting couldn't keep up with everyone's texturing ambitions. ...End of heresy.
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