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kingsal

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Everything posted by kingsal

  1. Congrats! Very much looking forward to playing this one.
  2. 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.
  3. 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.
  4. kingsal

    cheats

    Whoa, any chance you can take a video of this?
  5. 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.
  6. 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.
  7. 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.
  8. @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.
  9. Thanks guys, this will at least get me started. @Destined Does this rig have any animation controllers on it?
  10. 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?
  11. @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.
  12. 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.
  13. 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.
  14. 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!
  15. I've updated this mission to 2.08. Note: old saves will not work with this version. Please delete the old .pk4 file and re-download this mission Available with in-game downloader or HERE Thanks!
  16. Ive looked into the blackjack a bit - its hit detection and everything seems solid. I think the biggest difference as far as I can tell between thief and TDM is the TDM guards have random head movements which shift the volume that detects a successful black jack. So in other words, you want to make sure your landing the hit according to the direction the back of their head is facing (this is basically and invisible cone protruding out from their skull). This can take a lot of getting used to for sure. There are other factors too- how alerted they are, are they wearing helmets... ect.. In general the system is more complex than thief, but it might not be communicating those complexities as well as it could I guess. Im curious, did you play the tutorial?
  17. Congrats on the release! I've played about 30 minutes or so and Im already diggin this. Very unique atmosphere and some pretty neat sequences from what I've seen.
  18. @graymanThere's a new parallelSky function / spawn arg for lights now. 5121 Not sure if thats what you are looking for but it stated purpose is to cast light from any portalSky texture. Seems useful for moonlight, but could get pretty expensive depending on the map.
  19. @Diego Seems like your messages or email isn't working? I wanted to reach out to you about getting a hold of the original source files for the werebeast if possible - Im gonna be getting this guy polished up and working for 2.09. Are you by any chance able to send PMs? Maybe your inbox is full?
  20. Congrats on the release Bienie! This is a wonderful mission with some great exploration, stealth, and fun world building. Everyone should check this one out!
  21. Very cool! I'm not sure a dragon is a logical next step for filling out the AI roster, but its definitely impressive. I think this could be a cool animated set piece in a mission, but jumping right into making this a fully functioning enemy type that works in missions is crazy. To your comment above, spiders are general easier because they're essentially a ball with legs that can turn on a dime. There's lots and lots of problems with trying to do a quadruped this size, not to mention making it fun to sneak around and engage with. My sense is that something like this could work really well as an animated set piece/ scripted thing. For instance a mission where you need to steal from a sleeping dragon and waking it up fails the mission. Start with that and then think about making a fully functioning AI type.
  22. Congrats guys! This thing is one beast of mission and well worth the time. Lots of incredible scenery and just an enormous amount of exploration. Not too mention some unbelievable secrets.
  23. @Ladro @Teekay @Summer - Thanks for playing! Glad you enjoyed it. That hat really is tricky to find, we might update the mission to make it more obvious. @Alberto Salvia Novella - Glad you dug it and thanks for doing the playthrough.
  24. Ah okay great! I didn't realize trigger touches call down to entities. This is exactly what I am looking for! I'll be using the list in game, probably stored in blank strings variables to use later. Ill give this a try and report back, thanks!
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