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kingsal

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kingsal last won the day on September 11

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  1. Ah man, that sucks. I started building my FMs directly in a dropbox folder so it's always backed up and they keep old versions around. Its not totally ideal (has a monthly charge, isn't very robust) but its saved me big time from losing huge amounts of work.
  2. I use quiet a bit of faked ambient lights and have the same problems. The only work around Ive found is to make a couple generic light textures and falloffs for most situations; square, round, etc. Its not ideal and it’s very tedious to hand place them, but it does look cool!
  3. Thanks guys I am glad you like them! The plan is to do a campaign of about 6 or 7 missions. I have 1 more “big spawler” in the works, but generally Im trying to keep them a little smaller but more polished. My only real goal is to just not make the same mission twice, so probably wont do any more giant cave systems 3 and 4 are pretty close to being done and Ilm going to release them together, hopefully end of this year beginning of next year depending on my work schedule.
  4. Yep Volta 3 and 4 are coming! I can't say when exactly because I'm pretty busy IRL, but they're getting pretty close!
  5. Yeah if the lighting is too bright or too dark, some of the cues can get lost. Also the AI's patrols and the encounters slow the gameplay down and force the player to familiarize themselves with the area (in theory). Although I still think I went a little too big and too complicated given the objective and intentions of this mission. Some players dig these giant open underground missions and others don't. It was hard for me to find that balance, tbh. Looking back at it, I probably should have done more testing and got feedback earlier in the design process.. Lessons learned I guess
  6. Well yeah, but to answer your question again. The cvar does not solve the problem, but creates another. EDIT: but to be clear, the cvar is the lesser of two evils imo.
  7. Good to hear, i didnt know about this spawnarg but if it hides those items then thats a start. Although as Cabal said i think it looks weird and broken when it occludes half the object.
  8. @duzenko There are plenty of examples. Its not likely to "break" a mission, but its going to reveal things the author intended to hide. Its like having xray vision in some cases. I was actually talking about an unreleased mission, but I checked volta 1 and found a couple examples: For my own missions im not *that* concerned with this, but its an unintended consequence and in my mind can break immersion and in worse case mess up the author's intent.
  9. @Acolytesix All of the statues should spawn optional useful items. If it doesn't spawn something then this is a new bug. For the statues: I don't know which areas you are trying to get to, but you can access every place the apebeasts can. Try using vine or rope arrows or just explore. You should be able to get there.
  10. @nbohr1more Hey thanks! I wasn't planning on updating this mission, but Ill definitely include this in the next ones and whenever I swing back around on this!
  11. Ive seen this happen where the AI will be alerted during a conversation but wont take action until after the conversation loop is finished. This is usually from a build up of audio alerts. If they clearly see you they’ll usually stop. Just a heads up conversations and scripts can get pretty messy. Ive experimented with this is my current fm and its seems like any functions called directly to the ai ($guard.moveTo() for example) will happen after the conversation is done and as Dragofer mentioned you can’t always depend on a conversation being done… After my first mission I kind of learned to just design areas around conversations so there’s less chance of them being interrupted by the player. Making sure they start while the player has a good hiding spot, removing noisy surfaces and things the player might bump in to, and also trying to start the conversation before the player sees the AI so they don’t accidentally shoot them with an arrow or flash bomb them.
  12. Yeah I'm sure its possible. For automaps we'd want some kind of tool in DR where the author can "draw" or select areas, label them, and then export those out as gui images. Those could then get rendered as transparents on top of the current in-game map OR just be exported as entire map images. The author would also have to label all their locations correctly and we'd need scripts to drive all that. This exists in some form already, but it would take a lot of thinking and effort to truly automate in-game map creation.
  13. I dont think darkmod needs a mini map. Its not really trying to solve any problem and goes against so much of what makes the thief formula work. Although, I could see making better support for highlighted areas on the current in game map (this is possible now with some scripting but requires individual hand drawn maps for each change in area) It would be entirely up to the author to create the content for it and we would not be able to retroactively integrate it into current missions.
  14. Thanks for the update man. Yeah I second going with something more neutral just a good ole 50-75 percent bright white light. I appreciate being able to see them in context though.
  15. Uh no, but we still have forum rules regardless. These seem pretty reasonable and universal.
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