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stumpy

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Everything posted by stumpy

  1. I think it would not be a good idea, eveything you use in a thief mod which eidos or whatever they are called now owns, become legal property of theirs, which means if you use tdm things in a thief 2 or thief gold mod, then eidos would then own those things and you would not.
  2. I'll give both ways a try to see which is easy to understand.
  3. I'll have to go with Crispy's solution. thx. I looked through all the doom3 and tdm script definitions and nothing references the difficulty settings although you can trigger objectives via scripts.
  4. Trouble with numbered ratings is they can be abused by the mission maker and his/her friends, so that a really crap mission can get rattings of 9.8 out of 10, and a good mission can get rattings of 1.2 out of 10.
  5. aim for the flame as the torch and flame are separate objects, unlike thief where the flame was a bunch of particles attached to the torch with the extingish stim on the torch.
  6. cant have more than one info_playerstart per map, the editor wont let you add more even if you add the difficulty option to the entity, its not like hammer where you can add loads of player starts, can't place the teleport entity beneath the player as the player goes to the teleport entity when the teleport entity is triggered, this is the same as hammer. Although it doesn't really answer the question of can the difficulty settings be detected in script for the <nameofmap>.script file. psuedo script void Main() { call things you want to happen right at the start of the map, go here. check difficulty player starts at info_playerstart if difficulty is 0 send player to start2 if difficulty is 1 send player to start3 if difficulty is 2 }
  7. its aimed on singleplayers at linear maps, usually gaming loops, where the player is shown the exit near the start of the map so that they know where they are heading, thief maps are more like figure of 8 maps, where there's more than one way to approach the objective.
  8. when do we get belchers, or are we getting them, can i still mention them in a readable in a mod even thou they're not in yet.
  9. well its crashing for me from a savegame file thats 30gigabytes in size, from other maps they're around the 12gigabyte mark, although this seems rather large as well, due to doom3 saves being around the 4gigabyte size for all map saves.
  10. I've noticed that when you load a corrupted save it doesn't seam to load everything (the load bar doesn't get full), and there are aas errors reported in the doom3 console as thou the aas data has failed to load. In an uncorrupted save game these aas errors dont appear. the aas errors are reported just as aas with no number or rat after the aas. I've also noticed this in an uncorrupted save game being reported in the doom3 console "Unknown token '}'" it turns up in the middle of the doom3 console reporting removing degenerate triangles. error from windows xp event viewer Faulting application doom3.exe, version 1.0.0.1, faulting module gamex86.dll, version 0.0.0.0, fault address 0x0000c1f4, produced when loading a corrupt game save a 2nd time, fault address is always the same when doom3 crashes on bad save file load.
  11. is it possible to detect in the script what difficulty the player has picked at the start of the map, I was thinking I could use my hub script to make the player start in a different location on the map depending on what difficulty they've choosen.
  12. If you place the player start above a trig_once brush then it will trigger as soon as you start the level, it triggers even before the display fades into view. You dont even notice that the player has fallen to the ground.
  13. thats because some spiders were magical and some were normal spiders, although stabbing them with the sword got rid off them easy just like shooting them with an arrow also did the trick, but if you bothered to edit the spiders you could make them both knockoutable.
  14. we did something like this when I was a college in the 1980's, it is possible to have two images on a screen, and if you sit a specific distance from the screen the two images merge into one 3d image, without the use of special glasses. I had a 3d coke can morphing into a 3d kitkat bar. Although this was all done by doing it in lines and points as polygon meshes didn't exist at this time.
  15. stumpy

    Thiefy jump

    wasn't there a bug in thief with the jumping that would make you do a super jump every so often.
  16. Well originaly the elemental arrows would just exist as the elemental part, that you would then attach to broadhead arrows. Think it said something like that in the original document of the first game. But got changed when thief gold came out and replaced the original game. In thief gold and thief 2 you could find elemental arrows in the missions, there were some water arrows in the lost city to bypass a bug caused by using all your water arrows up on the fire elementals, before using one to release the water key.
  17. stumpy

    Freeroam

    What about fake free roam, where the missions are spread out over a city map, the thief starts his mission in his residence, then the mission opens only those parts to the city where the mission is taking place, the journey there, the place to rob/investigate, the journey back. Say you have a city area it has a castle, residental buildings, a hidden crypt, on the castle mission only the castle is available, on the mission where the map is being used as a map to get somewhere else the only the residental buildings are available, on the hidden crypt mission only the hidden crypt buildings are available, You actually use 3 maps to cover these areas, but everytime the player visits the area they get access to different areas of the map. Although you dont tell the player they're actually getting 3 maps, they'll just think the doors have been made active/disactive in different areas for that map.
  18. stumpy

    Freeroam

    The original point of hubs like in the game hexen was to go to other areas and open up either other areas or area's in the main hub, so your main hub would start off small, you go to another map kill a boss off, ring a bell and the door to the chapel in the main hub would then open, then your main hub would have a new area to explore. I think the point of hubs seamed to get lost somewhere along the way. Once all the areas in the hub and the maps connected to the hub got opened, except for the secret ones, the main hub boss would spawn on killing him/her/it you would then move to the next chapter of the game that was a new hub system. Doom3 doesn't use a hub system its a linear map, there are several versions of the same map so that when you go to a new map then back you're actually going to the second version of the map.
  19. I dont like the idea of restricting the player to a certain path, like its has been said the player sticks to a path where the guard cant hear them and if they wander from the path and wander through a sound bubble it would trigger the guard to react. Wouldn't that restrict the open game play that thief is based arround, it be like playing thief via half-life 2 style where you're restricted to a certain linear path. I suppose you could fake it by putting a source on the player and a reception on the guard, and when the radiation from the players source gets too much for the guard, it kills you, still sounds like a triggered event, how would you knockout the guard, it would be near impossible.
  20. sounds like too much of a restriction on the gameplay that allows you to do what you want and when you want and not be restricted by triggered events as thats what am reading these bubbles as.
  21. worked out a hub script, you need a trigger brush on your start position and player teleports where you actually want to enter the map and relays pointing to teleports then you set a sys.setPersistantArg when you leave the previous map with a value for that exit say 0 for default off, 1 for north exit, 2 for east exit, 3 for south exit, 4 for west exit, then on the trigger under your start position you call a script like this... void hub_test() { float num1 = sys.getPersistantFloat("hub1"); float num2 = sys.getPersistantFloat("hub3"); sys.print(num1); sys.print(num2); if ( num1 == 2 ) { $from_map_2.activate($player1); sys.setPersistantArg("hub1", 0); } if ( num2 == 3 ) { $from_map_3.activate($player1); sys.setPersistantArg("hub3", 0); } } eg from_map_2 being the name of the relay trigger that points to the teleport near the west exit if you've come from the east, the script checks where you came from and teleports you to the exit you came through, then you zero the value cos you're no longer on the previous map. You could use the PersistantArg to store you're inventory items that are not permantly saved with the player in the info_player_start def like they did in doom3, so that they come with you. the script on the previous map that you call from the trigger that triggers the change level is void leave_east() { sys.setPersistantArg("hub1", 2); sys.print("hub1 set to 2.\n"); } you could leave the sys.print out of the scripts, they're only there for debugging. tried it out with two simple maps, on map2 the player start was in a blue room, sitting on a trigger to the script, so if you just load map2 you start in the blue room cos the hub values aren't set, if you start in map1 and go through the trigger to change level that also sets the hub value you start in map2 at the teleport location that is set for that hub value, you don't even notice that the actual start is in a blue room.
  22. I had a look at some of the released maps with swimable water, apparently the walls around the water areas were very thick. the thing I said about water only working when visportals are around is wrong. I found out that only some water surface textures work, some just dont, and therefore no water is created. You dont even have to stick the water volume in the wall a bit, its depending on what texture is on the top surface.
  23. How actualliy does the modder make hubs, there's only one player start point, if you travel from one map to another then back to the original map you appear at the start of the map where the player spawn point is and not at the hub transfer point, source uses a info_landmark point to specify where the player appears in a map after a map to map transfer doom3 doesn't have this object, the original game uses two or more identical maps to get around the hub problem. You can make long linear map, cos you'll always start at the player start point for the new map. using $player1.setWorldOrigin('x y z'); as an easy way to teleport the player around the map works but only in the current map, making it auto run at the start by using the trigger from the previous map doesn't seam to want to work. According to the doom3 forums someone did write some hub code to work with a doom3 mod, but when question the person making the mod wouldn't tell who wrote the code, or what the code was, even thou in the end they didn't use the code in their mod. Apparently it allowed for a hub of 16 exits.
  24. you can put entities in the void if you add 'noflood 1' to them.
  25. maybe its a dep problem or one of those other program running preventing systems that windows after win xp has built into it.
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