Jump to content
The Dark Mod Forums

teh_saccade

Member
  • Content Count

    693
  • Joined

  • Last visited

  • Days Won

    4

teh_saccade last won the day on June 30 2016

teh_saccade had the most liked content!

Community Reputation

233 Excellent

1 Follower

About teh_saccade

  • Rank
    Advanced Member
  • Birthday 11/24/1980

Profile Information

  • Gender
    Not Telling
  • Location
    The Internet

Recent Profile Visitors

897 profile views
  1. Is there a simple way to make the armoured guiards vulnerable to arrows, or make an arrow ignore the armour? Was wanting to try out a few bodkins in addition to broadheads. If it's messing with CVAR's, i'd rather not. Would prefer to keep it simple, but didn't spot anything yet that would allow it in an easy way.
  2. I'd say this is what distraction items are for - throwing bottles, shooting a broadhead into a wall (noisemakers are duff - their sound dampens through visportals - practically useless). Idk why to step into the light to cross an area when you know AI are looking... If you didn't spot the AI then respond, don't reload - run, hide, distract, escape. Not sure why "don't change playstyle, change game" is the solution. Additionally, if you get spotted - why is this cause for a reload? If the mission has a "don't be spotted" objective, it's a good idea to open it up in DR and make that option, bea
  3. Take another look at : http://wiki.thedarkmod.com/index.php?title=Objectives_Editor You'll have to split the KO and Kill part into different objectives and also note the part about the NOT checkbox, and "satisfied at start", which is critical for it to function (then you can make these objectives AND / or), but - if you look at how other missions have set up their objectives similar to yours - you might find that they are two separate objectives, not a single one. It might be more fun to have them invisible, but mention it in the briefing to, "avoid any unwanted attention or casualties), so
  4. It's what gives a mission its replay value, most of the time - I also do stuff like try to jump and mantle from the top of that tower. What's another good game is to stack all the boxes and furniture in a place where you think the FM maker didn't think anyone might get - then do the super-leap to mantle on the box and climb up onto the level and walk along the edges of brushes around the top and find a way to complete the mission by escaping the bounds. Chairs, boxes and a certain candlestick model are my best friends in TDM - who needs tools and keys when you have a chair and candlestick..?
  5. I guess there's no way to have a mirror reflect a mirror, nor a camera display its own "monitor", then..? I've tried using 2 cameras and the result is a black display on the 2nd camera's "monitor", when it is "filming" the 1st camera's "monitor". Since the way skybox/portalsky has changed - I'm still unable to re-create some visual trickery that was present in 2.05 (and working fine until everything went and changed again).
  6. An objective is a single thing. It isn't made of parts (although parts of an objective might have to be satisified for it to be a success). You will have to make those parts of your objectives as individual pieces to the "ultimate" objective. Successes 1 AND 2 / 1 or 2 (lowercase "or"). Then, trigger [whatever]. Make it [invisible] optional/not mandatory and have its fail/success [cancel] logic, when your cancel conditions are met, trigger the next objective - it won't fail the mission then, only "cancel" the objective, and perhaps start a new one. If it's part of a single objective, you wil
  7. Has anyone managed to get a camera to display its own "monitor" on its display yet..? I can't seem to get it working as it would, but then... I can't get more than one mirror rendering on screen at once / reflecting a mirror either, which is supposed to be possible in 2.07. // ends up with noclip effect out of bounds or "doom effect".
  8. I think it's always a good idea to have some drawing / sketch or not only the area, but also some scenes and of the mission itself - it's easier to work from a reference than sit at DR and go, ok, I'm building another mansion. Taking photos of places for inspiration is also useful, is also good as you can nick the textures of the materials. Looks as if spooks might have learned some oil painting techniques at some point.
  9. in King of Chairs - that event happens maybe 1 in 10 times and it is one reason I call it the king of chairs - I haven't played that yet, but will see if it is happening more than before. This is another reason why it'd be good to have a repository of builds that are available, 2.04, 2.05, 2.06, etc... as well as forcing everyone to catch a new bug through a sneeze-update - idk if there can be a self-extracting package of the bare-bones made for each version - I'll archive them, if I've space, but they'll be FTP not HTTP dl.
  10. Since updating to 2.07, I've taken a break from mapping and decided to do some playing again. I am playing every mission in TDM (plus some new ones I've never seen before) and have noticed several so far have (what appear to my failing memory, at least) to be some errors that were not there before. These might range from physics, lighting, objects, textures, brushwork, other occult mysteries... I'm doing it in alphabetical order. It'll take some time... you know I like to play no light gem, no save, hardest everything, 100% complete - but I'll make a list outside of the map's threads (some
  11. Vanished one - I will find my notes on causing damage with stuff like that - hopefully it will help you - it has a bunch of stuff about damage over velocity and that, but not quite done in the way the games s/r code is set. I'll PM you a link to my blog when I find it!
  12. You can try binding the whole thing to a no-draw entity, Dragofer, as an anchor. Why it's random though... are you sure the goat you sacrificed was a virgin last full moon? Cos some ppl have been selling non-virgin goats and there's been some issues...
  13. I think the explodingbarrel shows up (or used to in a version a few years back) as one of the leftover doom3 things? I've tried using some of the doom3 scraps, but never had any joy. --- Someone mentioned to me that mirrors were able to reflect mirrors in 2.07 - having put together a small area to test this out, it appears that only one reflection can be drawn at a time. A mirror in front of a mirror will appear black, and mirrors at other angles will give the noclip effect (using the standard mirror from textures. I think bathroom) The new camera is a better than my AI and portal sky solu
  14. Saw this after updating to 2.07, that I've never seen before. It's the area on the other side of the mess hall, directly opposite the secret entrance from the crypt. Or exit out the bathroom where you get stuck in the baths, turn right then right again. There's a room over that empty space. // ah yeah biker quit.
  15. I was trying to get the TDM thief to try it on him - I built an area of caulk with a mirror wall and have front and side views at the same time, plus a few others, but the guy is a little small - I think it'd be better like you said to take some images from the cutscenes to... uh... cut up for the fake 3d process. The TDM thief ended up looking like a tap-dancing doll. It's pretty labour intensive to get set up, but after than the animation takes a lot less than stop-motion - it's a bit like flash or after effects, with keyframes on meshes. Only without any anchors to play with. Think trying
×
×
  • Create New...