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kingsal

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Everything posted by kingsal

  1. 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!
  2. 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?
  3. 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.
  4. @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.
  5. @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?
  6. 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!
  7. 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.
  8. 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.
  9. @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.
  10. 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!
  11. Hello, something I've always been curious about: Is there a way to get name or class of items within a certain location or volume and store this list somewhere? Can anyone think of a map or something in the core mod that does this that I could look at. Scripts examples are preferred, rather than source code. Related to this: Can I look for entities by name or class within a map? For instance if I want to search for all entity names beginning with string "Guard" and return a list of names "$Guard_01, $Guard_02, ect.." Would be really helpful to know, Thanks!
  12. I'm glad the scores are there , but I do wish the quick read of the score system was a little more clear. Stars are pretty universal for ratings , but I'm not sure that feels good thematically. Could work if the art looks cool / appropriate. Maybe instead of star icons they are like one of the glyphs or something from thief. So 5/5 stars is like a 0-10 stealth score, ect.. In the context of a larger campaign , something like "heat" or a bounty would be interesting. The more foul ups you make the more heat you're getting from the cops . Once gain, maybe hard to reconcile with the medieval setting.
  13. Yeah this happens to me to. Basically the light bounding box "bleeds" through walls which will increase the light and shadow count in adjacent rooms. The light is turning off in your example because that visleaf or portal area is being closed and those objects are kicked out of the renderer. Try using "r_showShadows" "2" which will show shadows being cast from lights. (Keep in mind this doesnt work with shadow maps turned on). You also might need to put an object on the floor to see if the basement light is bleeding through your floor. In general the engine likes small light volumes kept within the boundary of the room, but its not a rule
  14. Yep thats its. I'll have to update volta 2 and do a new release once 2.8 is out. I'm not sure if the custom player def is even necessary, but I'll have a look. @stgatilov - When I dmap it generates a bunch of MAPNAME_portaIL_00_000_000.lin files. What are these? Is there documentation on this some where? EDIT: Okay I gathered these are missing / broken portals. Is there anyway to get DR to read these .lin files so I can easily jump to the missing portal? EDIT EDIT: Ha okay I sort of figured it out. I found the additional dmap commands. Even after reading the console descriptions, Im still not totally sure what these new commands do.
  15. The water sounds aren't working in my mission, but I'll investigate it and report back. Might be something on my end.
  16. @STiFU Right on, thanks for looking into that. On a related note: The swimming animation feels pretty good. Any chance we can get hookups in the code for player swimming sounds? I think it would make the animations feel more convincing. I remember making a bug for this I think back in 2.06.
  17. Alright- But I think its a poor design choice to make a feature everyone uses worse to encourage a less used feature. I think locking the player in place is too much of penalty for an action players do all the time. There is opportunity to lessen that penalty by reducing their movement by 50 percent or something during that animation. It makes sense to not walk during mantling, you're moving up in the Z direction.
  18. What exactly is this balancing? Also there are no other (or very few) places in the mod where the player's movement is locked. Why do it here?
  19. Overall this is an exciting list of new features! I noticed something kind of weird about the new body picking up animation. It feels good to kind of kneel down and pick up a body, however locking the players feet in place during the animation feels rough to me. It sort of breaks the nice flow of knocking out an AI , grabbing their body, and quickly retreating. Bug log here: #5202
  20. I'm stoked to check this build out! Congrats. #5201 The apebeasts are missing some wearable objects. One of which is used in an animation and I think if the system can't find an animation object it throws up an error and kicks the player back to the main menu. See bug for more details.
  21. I checked out the powder keg. Thats pretty interesting and seems like a good start. I personally like the moveable flinder object method as you get more realistic physics and can attach more properties to those ( AI suspicion , or sound prop alerts, ect). However, maybe idDebris are safer since this is their intended use. Can idDebris fly in a random vector when spawned? Right now they just slide across the floor. This might be because they spawn at the barrels origin. Either way both solutions can serve different purposes in my opinion. Maybe for exploding barrels it makes sense to use idDebris, but for breakable crates and bottles its better to leave behind moveable flinders.
  22. Ill have a look at the def_flinder stuff. Can you send me the .def of the idExplodingbarrel you are talking about? How in depth mappers want to go with custom explosions is up to them I suppose, but basic flinder chunks with impulse will better sell the illusion. Its hard to do that without custom texture work and fiddling with the fx editor.
  23. Scratch that- I was able to get it working without needing the new content. @duzenko @grayman - This looks great! Needs a lot of testing but this is a good start I think. Is it still possible to add an impulse to these flinders? Im thinking it would be beneficial in some cases where a mapper might want to give the illusion of an explosion without having to spawn an explosion and then trigger it. Also- Will we be able to add velocity / fall damage to the crate and bottles? So in the case a player throws a bottle or crate hard enough it shatters.
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