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Oszkár Winkler

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Posts posted by Oszkár Winkler

  1. Hello everyone,

     

    I'm so sorry for this delayed answer but finishing The Sly Project turned out to be way too difficult for my skills. I dreamed big and it would have been a really great campaign but I just haven't got enough time and energy to work on the missions, etc.

     

    So I officially terminate The Sly Project. It's website will be shut down soon as well.

     

    However I don't give up all hopes. If some day in my life I have everything to complete my vision, I will do so. Until then, thank you for your support guys and have a nice life!

     

    Best wishes,

    Oszkár

    • Like 1
  2. I'm not sure, it depends what you mean by "world" and "seeing." It is not about seeing the visportal, but more like seeing through the visportal.

     

    It is difficult to explain, but you can really easily see for yourself, how the visportalling works. Just map those examples and go ingame and use r_showportals 1 and r_showtris 4 (or 3, can remember now?) to see how the world is drawn.

     

    Basically visportals limit the drawing. If you see a visportal, it is green. If you have a corridor with a visportal, nothing beyond that visportal gets drawn, except the things you see right through the visportal. (In other words, you see through the corridor, but the worldspawn brushes around the corridor block the view.) If there are two portals, the other portal remains closed (red) as long as it is not in the view of the first one. Simple.

     

    Thank you! Is it a problem if too many visportals can be seen in the same time?

  3. Think I understand the visportal technologie, but to make sure, here are two pictures of a mapping situation to make it clear.

     

    Am I right the key thing is to "close" every room with a visportal, so each room is a unique "world". If the player can see it's visportal, the room is rendered by the game engine. If not, it isn't. However it's not always required to "close" every region. So here is my question:

     

    If I use "Picture A" version of visportalizing, then Room 1-2-3-4-5 are rendered in the same time, because the player can see the only visportal, which separates the rooms. If I use "Picture B", then only Room 5 and 4 is visible. Right?

    post-3254-131313305727_thumb.jpg

    post-3254-131313306416_thumb.jpg

  4. ..and here is oscar's problem solved. I had to use extinguishable light because of the possible bug. You might be able to shield it with from water arrows with some nodrawsolid.

    http://www.mediafire...u156e1y17pirfwu

     

    You can easily see how it is done.

    trigger_multi targets a func_static object that has a SR response for triggering.

    Then it results in the effect turn extinguishable light on.

     

    Good thing with a torch light is the automatic fade it comes with.

     

    You had set your version up incorrectly, the SR things do NOT go into the triggers themselves.

     

    Thank you very much Sotha!

  5. The theory is absolutely clear to me. Two trigger multiples, one turns the light up, the other off. But that's not that simple. Even if I use Stim/Response function, something goes wrong. I already managed to do it but after one period the system shuts down. Help! :(

     

    grayman: This script seems way too complicated to me but thanks for sharing. :)

  6. I recommend a double invisible optional objective setup, one is a NOT. Extract and open up Heart and examine the brush where the the heart is destroyed in the sewer and the objectives related thereto. Using this method it can detect if you are in or out. It might call a script I forget. Let me know if you need any clarification when you examine it.

     

    Hm... thanks but there will be many light sources like this on the map. Maybe it's wrong to handle it through the objectives system, isn't it? If someone got the time and build a very small map with this, I would really appreciate.

  7. Cool.

     

     

     

    Draw a brush to the area. Make it into an entity: trigger_multiple.

    Check the spawnargs, I'm sure there is an option like anytouch or something to make it trigger if anyone goes inside that volume. Then have the entity to trigger a light. For a fading effect, you might need to use scripting or trigger_timer to trigger a light with a level-spawnarg.

     

    Yes, scripting is necessary indeed. I already have a trigger_multiple, it covers the area, however when the player is inside the trigger, it continously turns the light on and off. How should I script this event? When inside, light is on, when leave the area, light is off.

  8. Hi there taffers!

     

    I start this topic because I recently began to work on a mission and don't want to stuck every time I don't know how to do things. I would like to ask you a big favor. If I'm stuck with something, I tell you here and we together find the solutions to the difficulties. Here is the first one:

     

    I need a trigger or some kind of area effect which is able to sense the presense of different kind of entities like the player. When for example the player or a zombie is within this area, a light turns on, when he leaves it turns off. Just like in Thief 1 - The Lost City. The light fades on and off when Garrett arrives or leaves.

  9. Thank you for your honest opinions guys! I created this small video because many people here did not believe I can actually create something. It's just a sample. The other videos will be much better in every respect.

  10. Note to self: University students do not make reliable voice actors. eww.gif But there sure are a variety of them!

     

     

    You're not talking about me, are you? Sure, I'm a classical musician, but I'm no composer.

     

    No, I'm not talking about you, Sir. -_-

    The "Credits" subpage will be available on Sly's site soon.

     

    Good news: I got all the vocals, so the Pre-Trailer video is on it's way.

  11. It'll be cool to see some work.

     

    Too bad you can't find more help but you got time. TDM is still young (FM speaking), just keep plugging away.

     

    You can always request models to be made for the mod. It's possible that if you request things that can be used generally in all FM's that they might be added at some point. Always good to put ideas/references/concepts out there either way. If you just keep an 'internal' list of models needed there's less chance they will be added at some point.

     

    (of course the more general and all purpose will have higher chances of being added unless something is just too good to not add)

     

    Thank you Baddcog for your words! ^_^

  12. Well, I would be interested to help out but I won't start anything new until my own mission is done. I guess others are also busy with their maps. It takes a lot of time.

     

    What kind of video will the trailer be? Something in the style of the Thief briefings or cutscenes?

     

    Yes, indeed. After you finish your FM, please contact me, if you are still interested! The Pre-Trailer is a 50 seconds long short video. It's style is a little similar to the original Thief videos but there are differences. It's really no big deal, just the project's sign of life.

  13. Calling the lack of time of these mappers an attitude, when you yourself said you can't build the missions for the same reason, sounds really bad.

     

     

    The teaser video you mentioned is a great idea if you really want to convince people to help you. How's that coming along?

     

    I don't say I'm completely innocent. It is also my fault but let's not talk about this anymore, please.

    The Pre-Trailer video is almost done (about 80%). At the moment I'm waiting for a vocal. However this short video is really not too much. But it's at least more than nothing. ;)

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