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Neb

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Everything posted by Neb

  1. I think it would work best for a trivial creature, but there's still a risk that it would get too convoluted. Perhaps instead of just light it could be heat sources in general that repels them. You could stand next to a generator and be in the dark for other creatures too. If there's any kind of beast that I would be interested to experiment with (and I might try and get one working when I get around to playing with AI) is a gorgon-like creature from Greek mythology that turns you to stone if you catch a good glimpse of them. I don't have a clue whether it would be fun to play, but I can imagine having to rely on sound only, and if one approaches you have to hide in a corner and keep your eyes against the wall and hope for the best (or just make a run for it).
  2. Neb

    Deus Ex 3

    Maybe it's just that they can't commit to specific consoles right at this moment since their intended release date might coincide with the release of a new generation of consoles. For Thief 4 I kind of doubt that they'll be released for PS3 and 360. I guess that leaves the problem of guessing what future specifications to develop for. Maybe they get insider information from Sony and Microsoft. I'm not sure how that works.
  3. Ahhhh, right. A little while back I made a tiny area, gave myself loads of arrows. Every time I fired one at the wall the map would crash with a message asking for a script. I figured that it was looking for the one from the training mission that checks whether you got the bullseye. Makes sense now. EDIT: Okay, I realise that it's not the same thing. I had it installed, but you're talking about folders in general. Ooops.
  4. It's so fun to fill a floor with moss and then use 50-odd fire arrows to disintegrate it all. Aiming for realism but I can't think of a single practical use for burning the patches on the ground.
  5. Haha, I'm in just about the same position too. Quite a learning experience.
  6. There are already fire arrows in 1.0 but I don't think any of the current levels use them. They are verrrrry noisy, and there aren't many reasons to use them just now. Not until missions become larger and beast driven at least.
  7. I really can't wait. I also hear a tonne of really creepy ambient tracks that are itching to be used.
  8. I always called my play-style Jazz Ghosting. You go for the ghost, but end up cocking it up, waking everyone up and only just getting out with your life. Half failing feels so fun. It kind of reminds me of damage control and that victorious limp to the end in games such as X-Wing and Silent Hunter where your X-wing/submarine get their sub-systems well and truly knocked out in a tense battle. Also, I guess Pathologic had it, where you're constantly struggling to survive an entire town going to hell. (I'm really not a perfectionist either) EDIT: OOooooh, ooh. I forgot. X-Com too. While your men are getting offed in horrible ways the tension is crazy. Love it.
  9. I don't know whether this is the same guy, but here's more about the Dark Mod in Japanese - http://www.game-damashi.com/mod/doom3/darkmod.html
  10. Neb

    Come and See

    I saw it a while back and didn't think much to it (not because it was uncompromising). However, I can remember pretty much the entire film really well and it's stuck with me so I should give it another go at some point soon. If I remember correctly they used live ammunition while filming. That cow ain't CGI.
  11. I've got a seriously bad sense of proportion and scale. Anything to help me along in the 3D view while I'm placing basic geometry is great. My sense of perspective is also messed up, but that's not a problem with software like this.
  12. Ahhh, right. That's the texture. I must have been confused because I remember the Source engine had specific measuring textures. It'll come in handy, though.
  13. I'm sure I read about it in the Wiki at some point, but I'm really having trouble remembering the name of that internal texture just for measuring to the grid. Does anyone know what it was called?
  14. I wondered about that, but in my case I was aiming for the item to also be manipulated while 'grabbed', so the stim/response setup is ideal in this case. Thanks for following it through though.
  15. I now have a fully working system. I used a Stim/Response to create an additional trigger. Luckily it seems to work best for items while in 'grab' mode so now I've got all bases covered. I can't help but feel that what I've made is a little convoluted though. The inventory-objective switcher thingy actually activates an invisible lift which moves the trigger zone binded to it into place where the player can then trip it. Crazy, I know.
  16. Now THAT just about worked. Dziękuję. (I thought I'd thank you in Polish just for variety) One invisible objective on its own didn't sort the problem. I had to use two that alternate between completion and failure. One with 'player has object' the other 'player does not have object'. The latter needed to be set to completed on start with count '0', and both I set to 'ongoing'. One snag I'm having now is that if the player has the object in their 'hands' then it's counted as if they don't have it at all. Slight loophole, but nothing a bit of well thought out level design can't hide.
  17. And when it comes down to beds, the obsessive compulsive among us can finally tuck them in properly.
  18. Is there any way to set a trigger_once so that it only activates if a certain item is in the player's inventory (toggling between primed and deactivated as that item is picked up and dropped)? I've been browsing the wiki and I've been unable to find the answer, but it strikes me as something which can probably be done.
  19. Thanks for the help with that Fidcal. I managed to get the trigger to work on the light, and I'll have to play around with the location settings at some point, too. I've got lots of experimenting to do, and surely I'll come back with more questions later.
  20. I've got to admit, I'm having a lot of trouble understanding the Stim/Response system. I'm not sure when an entity has to be a stim or a response, or which ones should be which. I've been experimenting with trying to turn a light on by standing near a func_static or putting objects near it, but I'm not sure how to pass which arguments where. *Confused* I feel like I should be explaining my confusion better but I'm not sure how.
  21. I'm so in for this. I usually find contests are good for my motivation.
  22. Neb

    Thank you.

    I've just woken up from a dream. I was in a dark castle, sneaking up on a guard with my blackjack. He heard me and turned around so I was forced to draw my sword and fight. It turned out to be Skeletor in full chain mail and the only place to hit him was right in the face. I was even using the correct mouse movements. I hold you guys responsible.
  23. Neb

    Thiefy jump

    It felt like I should have been able to make the jump easily while running. What I'm saying is, if I give it some time I might end up with a completely different opinion of the jump distance instead of using Thief as a reference point. It's been less than two weeks since the beta was released.
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