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DeusXIncognita

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Everything posted by DeusXIncognita

  1. Interesting. The function helped, wish I had known before about "Find brush" would have saved me a bit of time :-) - well learned something new. Interesting enough I tried fixing all those brushes that were a tiny bit off (those .000001) and the brush that did the problem wasn't affected when viewing it in the browser it seemed. Snapped it to grid anyway, moved it abit around, snapped to grid again, moved it back and the warning is gone. So one less problem. Big thanks to you two :-). Sadly that didn't save my visportals. Any idea what could be the problem with them? Are visportals of more than one brush a problem? (on the bottom opening it works, otherwise i would have thought thats definitly the problem) Could it be related to the fact that the roof must be leaking? (but not external) (Haven't got around to finding and fixing the leak, as the roof is a bit complicated with this building, and I am glad for the moment that it looks right.) Edit: Fixed it now together with one other work I have done one more of the visportals shows right. One of the mssing parts after mapping seems to be replaced by a skyportal view, which is not touchable (I fall through to the stair below), the other is see through too, but does show the map below when viewed from above, minus the walls it touches. It also can be walked upon. Edit: Outdated Edit: Okay, so the visportal I could walk upon had caulk on the outer sides, no idea how it got there, but I checked all sides to be sure all they were done right. Fixing that didn't fix the visportal though. After working through a few rounds of fixing all the internal leaks in the roof (and finally just raising all the walls a small bit), the upper visportal is working now too. The middle visportal (part of it) is the last offender, still showing a skyportal, although from above it turns completly black most of the time. The remaining part works correctly as a visportal.
  2. I got a problem, that I have absolutly no idea what it is caused by: When dmapping I get the following warning (twice, with a little different numbers): brush 1214 on entity 0 is unbounded (-3064.00 360.99 219.99) - (-3046.96 368.02 260.00) - (17.04 7.03 40.01).Ingame I added visportals to towerstairs before that warning, running along an octagon (two sides of it). The lower one worked, but the ones in two other stories did not. The visportals were composed of two parts. One of the parts of the two upper ones was see through when playtesting it. I deleted one of the offending parts and made it new, but the error persisted. But deleting those visportals didn't remove the warning. I couldn't find anything offending when treating each set of the three numbers as coordinates. How can I find out what is causing this warning, any hints? (And if it maybe isn't related, any idea whats wrong with my visportals?)
  3. Really nice mission. It proved to me, that it is possible to have larger open areas with adequate performance too. Commentary, critics and praise messed up in no particular order (as it comes to my mind) I really enjoyed that, small but interesting location. Not too much people, but enough for excitement.
  4. Finished that mission today. Was a nice mission. Thanks for the misson, I had a nice time.
  5. I recently played Sir Talbots Collateral, and all those projected window shadows were really nice. I thought on including some on my own. But I noticed that in my map those shadows would probably be more from the inside to the outside. To be realistic, those shadows would have to fade the more lights are turned off inside (if possible to turn them off). Can anyone think of a way to do this? I know that ambient light for a zone can easily be tied to the lights burning inside, so I hope there is a way to tie this mechanism to a projected light somehow.
  6. I had that too, when I played it not that long ago.
  7. I agree, thats one of the very good things TDM has. It also can get getting used too, if you don't know it, since most games are not that way (although the sound does do its best to give the message). Hitting hard Plate with a short sword? Sorry no damage, thats the thing it was designed for. Combat feels harder than in Thief 1/2 though, without autoblocking i would just die. I'd really like to see the video of one taking on 20 guards, I bet I could learn something from it. I am also not so sure about block timing, often my key is pressed before the hit feedback (hit sound), but the block doesn't work. My biggest problem so far are the double attacks, as I haven't found any way that works against them, besides luck. In my opinion, although hard, control over a combat outcome should lie with the player. this works on blocks and strikes, but if you are not fast enough to strike after a block, its trouble. But I till now, I haven't found a way to either stop a fast second swing with my hit, or see a clue that it is coming to stop me from striking, or to stop my strike to block it in time. If someone who knows how it works makes a combat tutorial map, I really would play that. (Tutorial meaning more than letting you try, but also with explanations how you do things.)
  8. I'd like to expand on that question: Is there a way one could release one mission, then string a second one to it at a later point as a campaign, and still use a savegame of the first mission to get quite quickly to the second one? (I thought of a possible workaround, but it would be nicer if missions could be expanded directly into campaigns)
  9. Thanks for this mission. Loaded it, because I somehow thought it was a small city mission (That screenshot on the main page was a bit misleading with all those houses visible), but besides that I wasn't disappointed at all. The visuals are great, and every room forms a single small scene, thats great to watch and take in and explore. Its also a nice change of pace, with a more realistic number of guards and inhabitants (Before that I played a mission that felt way too overcrowded), that make it challenging, but not trial and error hard to sneak around. Nice objectives, different ways to plan your way around, i am quite pleased. Some issues: Overall a very satisfying experience
  10. The one of DX is interesting to explore, and there is lots to find. Many little stories. (For example finding a way into canal road) The one of Bloodlines has a more to the visuals you can look at, especially in the details part. But there isn't really something to find (as there isn't generally in Bloodlines, sooner or later nearly all you "find" you have to go to). Thats why the DX one (that was Hongkong) wins out for me.
  11. Nice to know, will wait with my next playthrough till it is done then. Hadn't known about this project till now. Hmm, the graphics of Invisible War has quite something to the Original. Still, the Original is far more playworthy. If you don't want to wait for the Revision that lowenz mentioned, there are quite a few mods that better the graphics a bit (At least better textures and better models have been done), but there is always work done on the game and my last playthrough has been a while, so I don't have a current suggestion.
  12. His vision is augmented . . . Sorry, reflex ;-)
  13. I think I see from what point of view you are coming from, and understand your view. And you are right in my opinion, that there are worse countries, with less transparency, and that this is bad. While there are similar corruption problems in western countries, they are usually not carved that deep into the system itself. I think any progress towards more transparency worldwide will help making an influence everywhere else too, although change is often slow. Language barriers slowly crumbling helps too. (Before online translation i wouldn't had a chance to find out what may be happening in that video - if no one (e.g. a newspaper) translates it to me, I could just ignore it. Now, after a few trials to find a translation, i could at least get an idea via online translation) Today many things stop being done, because they can be seen more and more. Thats why I think bringing shady things to public is a good thing. (and I still advocate privacy and its protection, interesting enough i don't view this as conflicting: The highest transpararency possible of public groups, the highest privacy possible for each person.) I can understand now though, with that in mind, why you think Snowden is standing close to the wrong governments.
  14. I am sure most people are aware that Russia isn't a saints state (As i wrote in the first post too, but a bit hidden maybe) I am sure he is aware too. The problem for him was, he only had the direct information from the US. and then no other country would take him in. To get at the direct information from Russia, we would need someone come out at that side. Definitly not a perfect person, no one is. I am not sure he had connections to Russia though, thats just the "obvious" way (and it was one of the few left, since so many others weren't willing). Just as the US (and other states too) have taken in opposing spies. You are right, a live Q & A if Putin might not have been necessary. (As long as the facts are shrouded it is hard to judge) He hasn't set himself up as spokesman for human rights though, at least not in my eyes. He wanted the US he lived in to be better than they were, seeing that they could do better. So he took down a shroud and hoped seeing what they were doing would change minds. He didn't have immediate success, maybe its making progress, maybe it gets worse. There will be a point in history where we will know.
  15. No, not for nothing. He did the world a very big service, and one day it will be recognized, I hope. Meanwhile there are enough people out there that care, and most of them know a bit better what to fear - and thats why you don't read that much from them. Sure, enough people are just apathic to it, true, otherwise Fort meade would be a smoking ruin by now. Answering before a corrupt, secret law, that just vanishes people, tortures them, and abducts them abroad, has nothing to do with bravery. That would just be stupid. Its ironic that he found shelter in another country like that has similar problems, but at least someone gave him shelter. One day the "brave" people spying, abducting and torturing (just to remind: thats a proven case, Guantanamo if anyone forgot) will hopefully trialled and hanged. In this corrupt world I wouldn't get my hopes up though. Much reason to hide your data from any eyes. The worrying thing is, parts of the scenario of "Winter soldier" are not far fetched. I know I am still too trusting with data and security.
  16. I haven't tested it yet (and probably won't till i have functioning architecture to use it on), but the tutorial here: http://wiki.thedarkmod.com/index.php?title=Creating_Automaps Says it is possible to highlight the room.
  17. To me, its different. That game delivers a story to the involved player, where you think about the problems arising from such things in the real world, where you think about the position of your character - He is already augmented, how can I be against it? But they did fit me with a augment for covert bombings, and were building that for the army. Many, many more points in the story (and previous DX Stories) bring up dilemmas and things to think about. Thats what I really like. In DX Games its often not so much that the player shapes the story, but that the story shapes the player. And in the end you can choose to what conclusion it brings you. There could be more morally interesting scenes going on, thats true. More choosing "smaller" sides would be nice too, or bigger ones with which you have to stick for a while. And I would definitly love it if you could play on for a while after taking a possibly world altering decision, but I fear thats too big an investment (imagine 4 different worlds to shape for one game) that big companies will do / allow that nowadays. But in the end, its really interesting at what point you land at the end. What decision have you come to? Is the truth important enough to you to just let it out? Is your employer who was always at your side worth it to be at his side? Do you decide for the world, to support or hinder cybertechnology, based on what you found out? Do you want to play illuminati, and bring down one side with lies, while bringing the other up? Or do you just take down the knowledge of the incidence with everyone else here, because you think nobody should know of it? So much to think about. Still, more smaller decisions would be wonderful.
  18. Thats possible? I always wonder about that, because I somehow miss it, and thought its just not in TDM. Good to know, reading it in the wiki now.
  19. Nice. They seem to learn from the previous DX failure. Oh - no they didn't. I don't care if they don't pick "my ending" - but please: Stay inside the bounds of the game. No "All three were true" (or "None were true"). That just screws up everything. There are DX:HR endings you can use as a base for a new game, without breaking a successor. But that they write as canon? That bastards! Well, let's see if they can pull it off again, the first one was good enough. (So good I really had hopes for Thief 4 from the same studio). I just hope they get rid of the XP for disposing of enemies a specific way. I like it. I haven't had good experience with changing protagonists, there always is something good missing, I can't think of many where it happened, but those I think of had more bland protagonists than the previous game. (And to be honest: Alex D. would have never had a chance against "My" J.C.) Interesting to look forward to it. But to save me, I won't get my hopes up till something good is delivered. With a little hope they expand city hubs.
  20. That question I always get to when I talk to other people about video games, and their flaws. I just don't get it. A long time ago we had these developers throwing out gems (occasionally) for us to play, that were awesome, without having the graphic to match the story. But the better the graphics got, the more the awesome stories and feelings were left behind. Now we don't get the story to match the graphics. The gems are much rarers, and mostly have some flaws too. One should think the better the graphics get, the better you can tell the story, bring the mood, ...
  21. I found this winebottle in the entities, and thought to use it. In the description it says: Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then.Doesn't seem to work though, I placed it nearer and nearer to the sitter (on a table he sits in front of), tried to make him stand up and sit down again, etc. When I dmap, I get the following error for it: file def/tdm_prop_items.def, line 507: 'replace_anim_idle_sit_tap01' already definedI don't need the bottles of course, but I wanted to try them, since the idea of something to drink that also stands on the table appeals to me. I am not sure if I haven't seen it already somewhere working too. Any idea if they are bugged, if I placed them wrong, or its something else?
  22. You don't mention it here, maybe System Shock 2? I would guess you HAVE played it, but I ask because its one of those I can easily tolerate the low res for (although it can be upgraded a bit). Not to mention, since the days of F.E.A.R. I haven't seen a game that made me more sweat just because of the AI. Its sad really that AI is so underrated that it just steps back.
  23. Painting Checking is something I despise a bit. Sometimes it is nicely doable, sometimes its so out of touch that I just stand up, run over to the paintings. or jmup up to them 5 times, for all of them, check which are lootable, and then reload again. I like finding ones that are lootable, and some that are not, but what I am missing is a measure. In reality, paintings get worth if they are the right one, and the price would depend on if they are a copy or original, or how damaged they are, ... In TDM we have no way of knowing that, and when there are many paintings, we can only try and error them. Especially because we have limited amounts of different paintings of course. One with a portrait of a man can be worth something, a lot, or not lootable, depending on the mapper. What I am missing in this context is additional information to the maps, that is also readable after download (I don't like it that the mission preview area of the downloader isn't there when the mission is installed, there is often good information about the mission that I can't find to read again after installing the mission.) That additional information could point out standard of the mission that the player should know about. Like: - In this mission pipes are climbable (How often have I missed that, because the so often are not) - In this mission Paintings with gold frames are lootable, others are not - In this mission doors without handles are not openable - In this mission windows that can be opened have shutters - ... That would allow the mapper to design how he wants, and an area where specialties of the maps can be pointed out, so they can be used and are not overlooked by the player.
  24. Depends how you are denied access. Is there an error or info you can write to make the problem more clear? When I try to open it "normally" (double click) Windows tells me that it can't be opened - because it doesn't know the right program (loosly translated). Then I can choose to search for the right program. Then that file can be opened with the editor. I do it differently though, and have installed notepad++, and have a direct link to edit that file with notepad++ when right klicking on it.
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