Jump to content
The Dark Mod Forums

kingsal

Member
  • Posts

    1042
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by kingsal

  1. @michael_a @wesp5 Glad you dug the mission! @Hugo Lobo I'm stoked you liked the mission. Volta 3 and 4 are on the way, just need to find the time to wrap them up. I'll definitely keep you posted!
  2. @stgatilov Will have a look at this when I get a chance! Thanks for the catch.
  3. Hey awesome, hope you get a chance to use them! AI will kind of path over some patches, but just a heads up if the angles get too steep or jagged they won't like it and you'll have to use some monster clip brushes.
  4. Its tough because loot placement really depends on the mission and varies wildly in some cases. I always look out for chests, bedrooms, storage spaces, secure looking areas, ect. Also if a room feels like dead space, there is a good chance the author hid something in there. To be honest though, I have times where I'm not in the mood for loot hunting so I'll play a mission on a lower difficulty. There's no shame in that in my opinion. I think Thief did a pretty good job with loot by having it in sensible locations while still validating exploration. The spaces in that game were less cluttered, so items stood out more for better or for worse. Its clear LGS put thought into it. It would be interesting to hear their philosophy. A shader glint would certainly do the trick, but it might actually encourage authors and players to think less about loot, which might not be the right path. I don't know though, I can see the accessibility point as well.
  5. Yeah thats true, you could add some stages to the material. Maybe a filter pass could help darken some of those glass textures without editing the maps?
  6. Hey there, I can help with a couple of these things. The light switch/ main power can be done fairly easily with some scripting. You mind PM'ing me your FM? I can have a look and probably work up a script solution for ya. As far as I know, brightness on most textures can't be edited in DR, unless they have special properties on them (shaderParms). Combining meshes or models together helps reduce entity count and sometimes performance or just for convenience. The entity limit is around 8k but you want to save between 1 - 1.5k for other stuff that gets spawned in.
  7. This mission's been updated to fix some of the issues above. Version 1.31 available in the in-game downloader or Here!
  8. Hello everyone, Bikerdude's made significant updates to this mission and it's now fully playable in 2.08. Available in the in-game downloader or Download here (v3.1)! We'll update the OP to reflect this. Thanks! “I usually welcome the shadows, a place of refuge for a master thief like me. However, there are dark places that even I fear. That place being the plague ward at the edge of town. Rumour has it that it was cursed by a pagan witch and its inhabitants died from an incurable plague..." Build Time: Update Build Time: Original version - 3-4 weeks. Updated version - 2 days  Credits: Flanders - Prebuilt maps and textures Readables – SirTaffsalot. FieldMedic - ghost begger (which I fixed and updated). Springheel - jack-o-lantern (gotta have them)  Thanks:- Special thanks to my beta testers: Flanders, SirTaffsAlot, nbhormore, Pranqster, RPGista, Thor, Xarg, Glyph Seeker, Amadeus, Garret42 & Bluerat.
  9. Thats a strange one, can you give me the coordinates in your map and Ill have a look? Sounds like what stagatilov mentioned, whacky matrix on something.
  10. This is a fun idea. Wish I'd played thievery back when it was fresh Implementing thief-like AI behavior would be the toughest problem. As mentioned above, they don't really have a sense of "hiding", but you could probably be clever with patrols and scripted events to make them feel like garrett wannabes. Some custom items or mechanics for guards would be fun. For instance a whistle that alerts other guards to your location or maybe a potion that briefly gives you night vision. If you could really sell playing as a guard and get some convincing AI thieves- that would definitely be cool to see!
  11. Just played through this one, I thought it was excellent! Id recommend it to anyone looking for a solid shooter in the doom 3 world.
  12. Congrats! Very much looking forward to playing this one.
  13. I dont think its necessary to make them disappear. If the readable is interesting to read and helps give the player a hint while staying in-world and believable than its worth keeping that content around.
  14. Funny I am actually dealing with this problem right now. To complicate things even more, I have the player collecting an item from A and bringing it to location B to complete their objectives. So if they miss item at A (which ticks off objective A), they could go to B, back to A and then back to B again . Its mind boggling, but Im sort of committed at this point. This is my current "solution" I guess: - Locked area B with a key that can only be found close to objective A. - Used a series of in-game readables / hints saying the objective (or part of it, in my case) is satisfied in A. - As a last resort placed another readable in area B that pretty much tells the player exactly where objective A is located. This in theory will relieve some frustration. - I also ended up shortening/ simplifying the map to make this all work, which was painful... lol I guess really im just relying on the old keycard trick + some readables to help guide the player. I suppose the only real way to know is testing though.
  15. kingsal

    cheats

    Whoa, any chance you can take a video of this?
  16. Well its meant to sound out of place so developers hear it and fix the sound, but yeah it shouldnt be on in the release build.
  17. The effect should be just dark enough that you can see some lights and just barely make out the walls, but not so dark that you cant see anything.
  18. As noted in that thread, the console command to turn off the boop is "s_playDefaultSound" "0". I thought it was off by default but I guess not. @Darkness_Falls The underwater darkness is because of the map. I used a custom shader there that darkens the underwater parts. Its intentional, but maybe its a little too dark if you arent able to see. You can always use your lantern "L" key underwater to help.
  19. @Destined Ah okay, thats exactly what Im looking for. Controllers are just dummy objects attached to the bone to help move the rig around, they just make it easier to grab and move around rather than selecting a bone. Thats good to know, thank you @Diego I'm not sure yet, but I'll definitely let you know if something comes up. It might be easier to just start it from the ground up, but let me look into it a bit more.
  20. Thanks guys, this will at least get me started. @Destined Does this rig have any animation controllers on it?
  21. The command to stop the boop from happening is "s_playDefaultSound" "0" @JehauriYou can bring up the console with the ~ button and type the command above (without quotes) and press enter. This should disable the boop sound. Do you remember which mission you heard the boop while walking through a curtain?
  22. @STiFU Hm, that’s very weird because I didn’t originally release that mission with that particular ambient. I’ll have a look at this and fix it today. The boop plays when a sound file is missing. There is a way to turn that off- I’ll try to find the console command. I though it was off by default for release builds though.
  23. I think once the FM is loaded in- the author should be able to override any visual placement, background ,ect. Basically creating their own windowDefs as long as they point to the same functions the current menu does. I am already replacing a lot of these files in my current FM and I dont mind updating them to whatever you're doing, but just to reiterate. Locking people out of those files is going to create more trouble than its worth.
  24. I want full access to all the main menu and in game GUIs art and sound. As well as how it’s placed on the page. I like fiddling with that stuff and in fact want to make it easier for authors to customize them in the feature. It’s not irresponsible behavior- it’s modding. We are going to need to find a way around it and possibly go in and fix existing missions.
  25. Hello everyone, I've updated this mission to 2.08. Old saves will not work. Please delete the old .pk4 and re-download this mission. Available in-game or HERE Thanks!
×
×
  • Create New...