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Deadlove

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Everything posted by Deadlove

  1. Interior look at it, I've always loved staring at the auto map in DOOM and HERETIC/HEXEN. This is my own little creation. Such strange emotions!
  2. More progress on a room that doesn't end.
  3. More progress on a room that doesn't want to end.
  4. We're getting ahead of myself here, but... What is func_static and how is that different than making the selected brushes into a pre-fab?
  5. Thanks guys for the feedback. Demagogue, I plan to use some grime / blood smears on the altar. Are patches and decals separate things? Do they both work by adding a texture to a brush or is a patch a pre-determined object that cannot be stretched around like wallpaper like is possible with decals? Also, thanks Melan for pointing out where the folder location in DR I can find some models that can be added to spice up the scene. I would say "liven up the scene" but it looks way to dead and I want to make it look more dead. I am trying to for this is not going to be as much undead as a abandoned catacomb type plunge, but it's planned to be both...think Bonehoard meets Haunted Cathedral. I would like to introduce some pagan elements like the glowing symbols + other objects that Shadowhide used in Deceptive Shadows. Also I'm not done, beveling / clipping (?) is something I'm trying to wrap my head around so I can shave off so sharp angles and make the edges on the pillars, altar, etc. more round. I haven't gotten that far yet though. The working title for the mission is "Glenham Stronghold", where the premise Jack Palmer overhears that Thomas Porter stashed a valuable trinket (not sure what yet...) in this catacomb while he was last seen in those parts to hide it for when he returns next. Jack plans to do successfully what many others have done unsuccessfully, infiltrate the stronghold, get the goods, and make it out alive. I have to thank Sotha and give him props for giving me permission to use his character / town name and in my premise for the mission. I did this to further intertwine the Bridgepot / TDM world cuz since all of us run together as a family on the forum, we should definitely be planting easter eggs spotting each other's handiwork through the actual FMs too, for those of us deeply involved enough to get the connections. TDM geek mode on full blast this morning. I'm excited for this mission to start the campaign, but I have no idea for a release date as the completion isn't far enough along to make an educated guess.
  6. I would love to test but my spare time has now moved from playing, to testing, to actually making my own map! I hope you the best with your FM and beta and hopefully soon I'll get to that stage and can release mine as well. Then we can have the ultra most fun and play each other's FMs. Cheers mate!
  7. No offense, but who is to tell who what is the right way to have fun engaging a program and playing with it if I want to spend a week building a detailed table instead of a night or two with A-Z which I've already done and it is still Greek to me. And with all due respect, who is anyone to complain at me for wanting to seek answers to questions I don't understand cuz I've never worked with any fucking editor before, all I've done is play games, and all I'm seeking is information to help me enrich my knowledge to make things to expand the TDM community? Isn't that what this forum is for? So what if I've gone thru the A-Z and the wiki and it makes no sense because I don't have a basic understanding of what the fuck a brush, texture, model, pre-fab, shader, spawnarg, visportal, etc. because I've never been exposed to this shit till joining this forum. Not all of us are as well versed in computer programming terms and I'm not ashamed to admit I'm ignorant to it and am not too prideful to ask for help instead of read the A-Z and still not understand, get frustrated and not try another solution of asking another person who has experience instead of a manual / textbook that I can't make sense of anyway. Sorry for needing to be taught and spoonfed and being handicapped, at least I still have a lot of heart and keep getting up and trying after posters patronize me cuz I can't follow their A-Z dogma of how DR is supposed to be used. Love you guys. See you next time for another episode of stupid questions from Deadlove.
  8. They flee and warn guards a thief is present? Or is there a way to set them not to flee?
  9. This is less of children discussion but more of AI that cannot defend and will stand instead of flee. I just think that there should be participants in life that do the "ostrich stick head in sand response" as well as "fight or flight" and would stand still scared when alerted and hope the offender goes away. Depending on how alert the AI becomes, the vocal bark increases in tension and fear for their life since they are helpless. This empowers our thief with moral code or lack of moral code leaving alive those unable to fend for themselves. The objective system allows for the author to depict how cruel they can allow their assailant to be with mission fails depending on how the situation is played out involving the prey and the way the predators handles their actions. I think it would add great indecision to missions on what to do to AI and add more living dimension to an NPC. It can also be added to normal aged people who are either frightened to flee, crippled, a scared into shock woman encountering armed thief becomes paralyzed with fear from the trauma, etc. It can be more stationary AI than only children and elderly models. Anyone is game. Animals could even be added to this system. Anyone ever see the Godfather where the guy wakes up in bed with the severed head of his prized horse? Making horses flee in TDM has been objective, but not animal murder. Another controversial subject.
  10. I don't game too much, but DOOM, QUAKE, RAGE, SS2, THIEF BIOSHOCK are games to that are pieces of art. They cover grounds of philosophy and religion and spiritualism and knowledge and really create their own universe to get lost in instead of just playing a round of Cally of Duty, game of cards, kick the football. It's a specialized experience. They push the envelope with including controversial elements that make the PC faint of heart shake in their briches. Some of us get a great thrill from this. I mean, we were bitching about TDM having children in it when Deadly Shadows had the main antagonist evil little witch demon was a child in disguise leading and misguiding the balance of the Keepers and Garrett's actions had her form of flesh ripped apart as the monster emerged from her flesh being banished once Garrett freed her soul. Which is a nice way to cover it up and make it look happy, but it's still a sick scenerio have an element of innocence secretly be the malevolent being and not revealed til way further in the game. So I think we should definitely have children and elderly people in TDM. These people (elderly and children) would be helpless, they would not flee, they would stay still where they became alerted and wait like a scared duck. It would be up to the mapper to set patrols for guards to be close enough to hear their cries for help which would be different audio cues depending on the level of alert set off by hearing or seeing and the responding bark to match. A trigger can be set for entering areas with these vulnerable AI that would make new objectives, with optional chioce to kill or not kill, with mission fail as result. A child could have a teddy bear that is a special "Bridgeport Bear Buddy" that the rich folk buy for their kids and is an envy of all the youngsters and goes well on the black market to send home to the little ones at discount prices so they can have an expensive toy to pride around their more well rich friends and give one to the underdog. The same can be set with a senior being helpless and calling for help with he spots you and he'll tell you to take his valuables as he is alerted to you just not to harm him and the objectives will give the same options to take loot with possible mission fail if mission author decides to allow player to kill or not kill the AI after taking the valuables. It's more PC to kill adults, but kids I would imagine most authors setting up their missions that they fail if the player both steals the novelty prize and takes the life of the child AI. If you leave the child alive, the doll is loot and the child remains calm and doesn't alert anyone anymore for the duration of the mission. If you kill the senior, the can still be loot is still usable. But the mapper can decide whether the objectives fail the mission or not. This could also add a lot more depth to the conditions of the occupants of the places the player is burglarizing in readables explaining why they are not able to move. Too old and can't move, hurt their body and are cripple, little kids are too scared and frightened to run away, old people know they cannot make for a fight so are forced to hope for the best while the fate is up to the player depending on the "if" and "then" we can come up with in the objectives and items to be stolen that can have much more interesitng purpose and scenarios in environments that can help enrich the suspension of disbelief holding the player in the illlusion of the world / game simulation. Think this is possible? There's much more I thought about but I'm not organized enough to type it all, I just wanted to give a general gist of my idea based on the way I understand the game code working and thinking what can be possible to create alternate scenarios using the mechanics that are already in place.
  11. Awesome, once I'm done with it, I'll be back to probably have questions about how to go about saving it as a pre-fab hahahahahaha....
  12. I've been building this table. After I'm done, I want to know if possible for me to select all the brushes and if the program can save the size of the and textures into a pre-made design that I can select and add anywhere in any of my missions without hassle of copy/paste everything. Is that what a pre-fab is? This is getting to be quite a lot of brushes on one object. And I'm also very intrigued by the use of building and stretching all the cubes to create dimension and form. It's very artistic, but also reminds me of being a child and playing with Lego blocks building. I'm sorry again for dumb questions, but I'm a sound engineer. I play certain games that I'm very passionate about but all of this learning with Radiant is Greek or any other unknown language / program to me. Thanks!
  13. Progress; meticulously and consistent. The more you design a room, the less you're ever gonna get to the next one. Har, har, har...this is just like any other form of art.
  14. Another one of the same mission, it's getting more cleaned up.
  15. Use of two different natural cracked stone textures to make border edge along table. Using muliple alterations similar texture adds rich and luish layers for the atmosphere to soak you into giving the object being sculpted more personality, with more textures, and more decals. I wish we could put decals on models like blood splatter decal on a skull. :-)
  16. Is there one shorter than the one that I am using on the table? I haven't found it, do you know the name for it in the lights folder in the insert entity menu? I think it's insert entity or insert model, can't remember which.
  17. I've been fooling around with a little area I've been working on in DR and wanted to share some experiences with the community. I've noticed that the distance of light from an object will affect the size and direction of the shadow it casts to the point that it can greatly make and break the beauty established from a scene walking into the room and seeing its environment and marveling at it as art. This also applies with heights of things like candles. If we had candles of the same design with different heights (as if the candle wax was more burned down on some of the canldles. This would allow for the shadows to be cast in more upwards directions for lower standing candles creating larger shadows behind them. This would serve as allowing the environment more room for the shadows to play a place in being an art piece than they currently are capable of. Also I noticed that light placement can be a tool as dangerous as a trap when placed correctly the unsuspecting player will wander into enough light to make them visible to an AI and this can be used as a great mechanic to set traps and force players to look around more and lean and examine the area before moving shadow to shadow without looking all around from different spots, therefore also giving them a chance to view rooms from different angles and appreciate the different perspectives as well as increase the immersion and playtime experience and familiarize themselves with the map as a place and not just a level in a game. Here's some screenshots to illustrate my points. Where candle height plays in... Notice hammer from toolbox and foot at left of table casting shadow against wall. The height of this candle is good for making this illusion work nicely. Also notice the severed arm on right of table if the candle on the left was shorter ( I don't like the idea of putting inside the table, I've done that and the player can move it and that fucks it up and I don't want the candles to be stationary) then the shadow of the fingers on the hand and arm would cast higher in against the back wall and give a really creepy vibe. Hope you guys enjoyed my post and got something out of my experience, I'll try to share other things I come across building with the community as well. It's still quite a challenge for me, but that's just cuz the program is massive, there are so many assets, and I don't know have my flow down yet or know where all the stuff is to go to having that memorized so I'm learning but it's gonna take time to become an efficient user of Radiant. I really like the program though! :smug:
  18. These things are really good, but somehow it pulls me out of the immersion of immersive sim. Then again, I was always the guy wearing headphones playing while my buddies sat around and I didn't communicate with them anyway. HAHAHA. This got worse as time went on. Mortal Kombat is good for multiple people and having fun. Thief is a game that requires concentration and a lot of times I might end up telling people to be quiet instead of conversing because I'll miss an important sound cue. HAHHAAHAHx2.
  19. I was thinking all those people in the movie Wall-E. :-)
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