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DeusXIncognita

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Everything posted by DeusXIncognita

  1. Its not, I am having Windows 7 and also the same problem, no idea what causes it, but most of the times trying to download more than one mission at once will hang up on the second mission. Downlaoding one after another, even without exiting the downloader will work fine though in my case.
  2. Not always, sadly. Candlesticks are an example that one might learn to work with over time (but not always, when there are things around it, its quite hard). The cause of this is the following I think: The moment you take something in your hand, the engine grabs it from its place - and tries to move it to your standard holding distance and height. That means, if you are near that standard distance and height, it works. If not, you can get clatter, things flying around, etc. If thats the cause, it might be nice if what you grab could be grabbed exactly as you frob it, with you then working from there, but I am not sure if thats possible. One annoying example i haven't been able to get right in any way is planks When several are next to each other, when you pick one, the others make cluttering noises, or the one you take, and sometimes even fly across the room (I think that planks maybe have just not enough weight. ) Overall in most cases its learnable, but not intuitive, since you have to be ion the right distance for the grab, and not only be careful after you "attach" to an object..
  3. I was pretty hyped for Thief 4. But when i saw parts of it being presented by the development team, things happened. First there was something proposed with XP earned by killing. That was cut from the game I think, but even that it was proposed made me think twice about the developers - and thus about the game. Then there was the showing off of... don't know I think a lead developer or something. Talking about the swooping mechanism. In itself I didn't like it, and then the guy was always talking about how "powerful" it is. A developer... Trying to sell me on how powerful he made a feature?... Noclip is superpowerful in thieflike games, why didn't they implement that as a skill? To me there are enough hints, that not only the money was the reason for problems with Thief 4, the developers definitly played a role with that, in not thinking consequences of decisions through at the beginning.
  4. I know that error - its all missions. There is a work around somewhere hidden in the forum - well not really a workaround. I had to use that to have somewhat decent gameplay. In essence, you change the commands, so you have two quicksaves with one Key, that save alternating. So when you crash with one, the other is still intact and hopefully not that far behind. If I pieced it together right it works thus: you open Darkmod.cfg There you find: bind "F4" "savegame quick"after that you insert (or change, not sure anymore) bind "F5" "exec quicksave1.cfg"Additionally you create two txt files, one named quicksave1.cfg, the other quicksave2.cfg (be sure that there is no.txt behind it I think) In the cfg files you have the following content: quicksave1.cfg: savegame quicksave1 bind f5 "exec quicksave2.cfg" bind f9 "loadgame quicksave1"and in the other: quicksave2.cfg savegame quicksave2 bind f5 "exec quicksave1.cfg" bind f9 "loadgame quicksave2"This way every save changes the savegame, and also the game that will be loaded on quickload, and you can easily play with one quicksave and one quickload button, that alternate two quicksaves. When you crash on save and the savegsame is corrupted, you fal back on the older one.
  5. I am not yet really familiar with the method, but there is a good description on how to make something inside a container unfrobable: http://wiki.thedarkmod.com/index.php?title=Containers,_Chests,_etc. EDIT: It seems the link (although copied) doesn't work right, so here the text: [You can also find it by searching "frob" and "chest" in the wiki, 6th entry I think]
  6. I think the difference is, if you think that this tunnel is the entrance to St. Lucia. There are not many hints to that, if you are new to The Dark Mod. While an experienced player easily makes the connection between builder guard and church property, an inexperienced player does not automatically do that. And there is no automatic visual path of sight to St. Lucia before entering the tunnel I think. So a player could think, if he doesn't stumble on the alternate path before going into the tunnel, that the alternate path comes somewhere after the tunnel.
  7. Great! Had I just put a dummy there to test something, I would have saved so much time... Well, it helped me to get a more streamlined method working, with less entities and triggers around, so something good came out of it. The aas32_flood entity worked wonders :-) Thanks. Good to know that AI needs access to an area, for aas to be created, too.
  8. One of the Elite Non-Citywatch guards has them too, but all the others are enough to work with. I am not quite far enough yet, to work with the skins, but if it is necessary and I work it out, I will try that, thanks. Another question: I am trying to do a patrol route, that leads one of the AI "out of the map" (actually in another part of the map the player has no access to.) I tried doing this via the "atdm:teleport", and tried several ways to trigger this. First I tried switching the path the patrol is on, then I tried having the path linking to the path in the "outside room", with the last path corner triggering the teleport, then I tried inserting a wait after the last path corner, but whatever I do, the AI gets teleported and then stops dead, not continuing on any path, seemingly no matter what I try. Has someone any idea what the problem might be? Or maybe a workaround? (I will try some other ideas for workarounds, but I really would like to get the AI to teleport and be able to resume their patrol from there.) Could it be the teleport itself that is the problem? Somehow stopping the patrol? I am out of ideas at the moment.
  9. To me, that sounds unambiguous, and gives the reader the name of the property that needs to set.
  10. It doesn't exactly say that in the description: The description says: I guess there was a language barrier coming into it too, as I thought "The entity must be named" meant that the entity must have a name, but now I think it means that the entity that triggers it must be named in the key. Maybe just add in the description, that the property 'entityname' has to be set for it to work, with the name of the triggering entity as value. You are of course right, that the error has the nice benefit of letting you know you forgot something. But then it would be better to get that in the dmap already, not when starting the map I think. (might not be possible, because of how things work though, I don't know about that) The description of the entityspecific trigger_once is even more vague on that subject: Here it says it must be targetet at entities, not that you have to set the key 'entityname' (you get the same error at map start). Maybe put it in the description here too, then the one working with it knows how the name of the key that is to be set is (instead of finding out at map start).
  11. Thanks, that works wonderful for people that already have pauldrons attached this way, and people without pauldrons to begin with. Not for guards with paulsdrons worked in the model already, but thats okay, there are quite a few others to work with.
  12. I tried to use a few entity specific triggers, to make an interesting path network. Not working right yet, but before the map loaded I got an error: There was also the position mentioned. That was of course solved by including the entityname, to specify the entity that should trigger this Trigger. But since the 'entityname' property wasn't set from the beginning, nor was visible in the inherited properties, but is required with this triggertype, I thought to mention it here.
  13. I am thinking of attaching some armor to a guard. I just couldn't find details about it anywhere. There is something in the Wiki about binding things, and I found one very old thread (8 years or something) on it saying thats the only way it can be done, so I just wanted to know if thats still state of the art, Or can I switch pauldrons with some "def_attach" or the like? Otherwise, could I remove existing pauldrons? Or would I have to chose a model without pauldrons to attach the ones in "entity - darkmod . props - wearables"?
  14. Long time since I posted my specs somewhere, so give me a hint if I forgot something important: Model: HP Pavilion m6 1000 sg Processor: IntelĀ® Core i5-3210M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 8192MB RAM Operating System: Windows 7 Home Premium 64-bit Graphics Cards: IntelĀ® HD Graphics 4000 (Driver Version 8.933.3.3000) / Radeon HD 7670M (Driver Version 8.933.3.3000) [The graphics drivers are the latest drivers from HP for this model, they are quite dated though (2012). Because of the switchable graphics cards though, I haven't used other, more recent drivers.]
  15. Nice mission, made for a few enjoying hours. Performance was a bit on the bad side sadly, though I definitly haven't a really powerful machine running this.
  16. I can't remember what difficulty I played on, but what I remember is that: That one guard - when approaching him, I didn't realize, that the church is around that corner, and following this: that this point is the main entrance. For me it was just another passage, leading to another area. As it was my first mission in TDM, I didn't know that the missions were generally a little more compressed, and was expecting more city part before getting to the church, and especially seeing the church before getting to its entrance. After I was noticed by the guard, I tried to get as close as possible, as I was expecting some sewer access in front of him, or some other secret access to the sides of it. Found nothing there of course. So what I think would make a good change, is when that point is either advertised more, or redesigned so that you see the church before going further in. One way could be, that the passage is remade with a bit more corners. From one of the bendings you could then have a glimpse (through a grate for example) to the church, when the streets are no longer in view. After that, the passage as it is now could then be set beyond that point, as it is, because it would then be easy to know that there will be guards in front of the just seen church, and exposing yourself to light there is definitly not a good idea. Maybe also a voice that comments when you pass the grate where you can have a glimpse of St. Lucia. I think that would have helped me realize more that the entrance is just around the corner, and that I have to search for the alternative entrance before coming here. Or a good map of the surroundings might have helped also, marking a few points of interest (I don't think I had one), from which the player can deduce that he is about to get to the church after the bending with the guard.
  17. Interestingly enough, I can't exactly remember how it went. Thats quite unusual for me, especially since it isn't that long past. As I pieced it together: I finally played through the first two Thief games (not owning them myself, some issues with progress in the first one, issues with modern computers and most of all: having problems getting the videos to work always stopped my other attempts. Although I liked the world, since some time after a friend introtuced me to it. Also they were made by great developers. That was somewhen in 2012 I think. Deadly Shadows I had played through around when it came out, aware of all its shortcomings. [After that, somewhere along the road, GoG bundled all those, and since that made avaiable versions, working on modern computers, and also the original english version, they had to be mine] Sometime later in 2013, i was researching the atmosphere of Thief again, for inspiration. Needless to say the bought games came in very handy here, and it resulted in another playthrough. and as it happens: The nostalgia hit home, as it comes up every so often when I mourn the times when really good games were made. And somewhere in my head a voice said, that there was another thief game in the making, since I rememberred that from something said in connection to Deus Ex. Human Revolution. I had seen small previews of it, but was not really following it (I promised myself not to get my hopes up). So I did a quick searching around, watched a few videos, was sceptical... and along those searches, readings, videos, ..., longing for a thief fix, somewhere, I must have stumbled over the dark mod. i can't remember where it was. And not too soon. Not owning Doom 3, I think I just found it when it went standalone. (My installation hints to End of November 2013) Playing the training mission, I was hooked after seeing the object manipulation. It was wonderful, in the connection with everything else, but that was the part where it hit me. I haven't touched the "other" Thief with a 11 Foot Pole since then. I remember linking TDM to a friend with the words: Its not Garret - but its definitly THIEF!
  18. Another nice mission, thanks, that was interesting to play.
  19. I finally got around to finish this mission. I once started it at the beginning of having The Dark Mod installed, but it was too frustrating, with the AI always noticing me, hearing a step, etc. at the very start of the mission. Of course that had to do with me insisting on using the hardest difficulty. So when I started it again, quite a bit later, i thought about what to use, but again used the hardest one - and ahd no big difficulties at all. Either TDM changed (with some things changeable), ot I changed something without noticing, or I just got better (now knowing how to creep for example). So I went into this enjoyable mission. Edit: It just has to be said, and I forgot: Beautiful city part, I always look up City missions to find a way to make a city part myself that looks halfway decent, and this one really feels wonderful, with the noises around, the creaking signs, little corners, junk, interesting details etc.
  20. Thanks! I was nudged here because of a problem i had in the Newbie Question thread, and this will be the best solution for my problem it seems. Its been there for some time, but I only saw it. Guess I will take up my work again and try this. Now i just have to find out what exactly I wanted to do with that knowledge ;-)
  21. Back for another question: I am building a house and try to texture the roof. Its not exact, but most things are no problem. The sides of the low angled roof though, are killng me. The sides of the roof are thin, and low angled, and I want it to use the texture of the roof tiles, lined up a bit like the upper roof (not the most realistic, but works. Now I battle with surface inspector and texture tool to get it any way I need it, but I just can't get it right. Is there a way I can texture the side of a worldspawn like I can texture a patch? With the patch it seemed so easy to get it right. I am not yet at the point where I just put a patch over it to be easy textured, So I wanted to ask if there is a way to do it without that, just texturing the world spawn. In the texture inspector, I always have a thin rhombus, steeply angled, and when I try to line it up by drawing one Vertex after another, Darkradiant always moves the whole sides, so I can never set it up right.
  22. No, interesting enough it isn't. Although, I looked at them while there is no light shining at them [apart from a bit of ambient lightning, with 0.06 0.06 0.12, if the location worked right] (as that is the environment I want to use them in). The left window is made with "frame_ornate_wallsection_lit", the middle one with "diamond_pattern02_softlit" and the right one with "diamond_pattern02_barelylit" (disregard the flying windows) The windows are not on a patch in that map, it is part of a func static, and was a worldspawn before. I just downloaded the newest version of Dark Radiant (I think, just downloaded it, its 2.01 from the 15 Nov 2014), and of The Dark Mod (2.02) Thanks for the lightning tips, that helps not needing to find out (for now) how to use blend lights exactly, and I guess a no shadowcasting light will be resource economic enough for now (I like to always work optimizing from the beginning). I think I am helped enough for now, many thanks. I will light the windows that are too dark with a no shadow casting light, the other windows should be fine as they are.
  23. Ah, now that explains it, thanks a lot. I tried using preview mode, at least that way I see the not self brigtht textures in the right color, sadly the self lit textures are full black in that mode. But it helps to work with it, and not have to enter the map via game - I just forgot that mode was there, thanks. Since I have to light some windows by a light, which sort of light would be the best one to use? (the one that uses the least resources and entities.). Just a simple small light near the window? Or is there a form of a special light for such occasions? (I read about blend lights for example, but have no idea regarding resources used, and if it is any better than a normal light in any case, or if it is even useful in that circumstances) And combined with that - is it somehow possible to bind lights to a func static? Or have they always added individually? Thanks for the help
  24. Thanks, I remember that one for future purposes. It doesn't really help with my current problem (at the moment) as it isn't the problem that the textures are differently lit, but that some don't show up bright over distance, although they represent lit windows. In particular, it is the texture "frame_ornate_wallsection_lit", which in the editor looks brighter than "diamon_pattern02_softlit", but isn't that way in the game, it is less bright. I would guess because the texture "frame_ornate_wallsection_lit" is a whole window architecture, but it is used for only the windows in some prefabs, and I like the look, so I wondered how to best use that texture in a lit up way.
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