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VanishedOne

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Everything posted by VanishedOne

  1. http://wiki.thedarkmod.com/index.php?title=Voice_actors
  2. That reminds me of the Siege Shop method: give the player an objective not to harm the musician.
  3. Based on vague recollections of what I did to get the kitchen lift in ITB working and a check of the .map: it seems I have each atdm:mover_multistate_position set to target its corresponding func_aas_obstacle. Worth a try, anyway.
  4. This will be really useful. A couple of minor concerns (aside from whether the inscriptions read well; that's a matter from the other thread): (1) the open grilles at the bottom of the doors: I can see how a player would use them to his/her advantage, or be disadvantaged by light passing through, so for gameplay and aesthetics it's an interesting feature (and I expect it might cast some dramatic shadows), but as a mapper you'd have to treat such a door as a door containing a window and set it up not to close visportals. (2) I see the banners have ladder surfaces built in. That's good for consistency in that all banners sharing that appearance will be climbable, but bad for consistency in that the banners in the core mod aren't set up to be climbed, and I'm not sure how one would convey to players that these are climbable banners. (There's a T2 mission that expects players to realise they can climb a banner near the start, and it caused a lot of confusion.)
  5. Try "big_monster" "1" as well as "solid" "0". (I think "solid" relates to the regular collision model, and AI have a simplified oblong bounding box that can be removed for 'big monsters'.) I don't know whether that will override door animations though. I do know I never found a way to stop ghosts setting off mines.
  6. It's not so much that they were merged, it's that they hadn't fully diverged. You could make a historical case for using them in English based on https://en.wikipedia.org/wiki/U#History but I agree with Obsttorte that it's the sort of thing that might trip up readers. (Also I don't know offhand whether their history in engraving neatly matches their history in printing or handwriting.) I like this rendering, but isn't 'shalt' second person?
  7. You can get a reasonably comprehensive list of spawnargs for an entity class in Entity -> Entity Class Tree, although in it the descriptions are grouped under editor_* types. Apparently there's a "freq" spawnarg that 'forces a specific frequency', and "speed" to determine 'the number of degrees each way the pendulum swings'. (I haven't tested these.)
  8. Also that (proponents hope) it slims down administration costs: it's a universal basic income rather than a means-tested benefit, so nobody needs to keep track of what the rules say you can have this month. Also, giving it to everyone unconditionally means none of it is ever withdrawn if you find work, so the incentive to work is never weakened by reaching a threshold that causes your income from benefits to be reduced: when deciding whether to work another hour, you'll always gain the full (pre-tax) market value of your labour for that hour. As for the value of how people spend their time, it's related to the old problems of what GDP and so forth don't capture: that cooking our own meals and raising our own children is undervalued in what we can measure.
  9. Any reason you can't use func_pendulum? (If memory serves it needs a brush-based model for some reason, but it's possible to make a brush textured with nodraw, convert it to a func_pendulum entity, and bind a func_static model to it.)
  10. I should think a 'wake up' routine would have to be able to teleport the AI somewhere nearby as well, since even if there's space for the AI to stand, there's no guarantee the ragdoll will have been dropped inside an AAS area. But you wouldn't want to overdo it and make every AI into an escapologist, when normally they can't even climb ladders or duck under obstacles.
  11. If this is potentially going to be looked into, maybe this limit (assuming it still exists) can be lifted...? --> http://forums.thedarkmod.com/topic/8747-tweaks-to-frob-highlight/page-8?do=findComment&comment=185663
  12. Another interesting and, er, ambitious case would be detecting the player's reflection in mirrors/water. Probably a nightmare for gameplay since you'd have to wonder whether you could be seen around corners via reflection on a wet floor. Thick fog is another interesting one, since intuitively visibility should be affected by fog density at any point between you and the AI, even if neither is in fog. Well, that exists where mappers set it up. If memory serves AI can't see broken func_fractures yet, only mapper-selected missing objects. I recall discussion of AI noticing that other (mapper-selected) AI were missing from their posts/patrols, TDS-style. Back on the subject of visibility, partial cover was another topic that came up: http://bugs.thedarkmod.com/view.php?id=2775#c11482 I don't think any of those was particularly raised as a 'hardcore' realistic feature though.
  13. Actually, if you're a Thief veteran you'll expect them to stick in earth as well. (https://thief.fandom.com/wiki/Rope_Arrow says 'grass' but from memory it can be hard soil too.) I just learnt from that wiki page that rope arrows deal no damage in T1 but the same damage as broadheads in T2.
  14. It would be possible to knock them out quietly, move the bodies somewhere hidden, and then kill the AI, so you still wouldn't need to choose between quiet and permanent.
  15. There's a gas mine model, for which Sotha implemented a usable item.
  16. Having had to conceal lamp flare particles clipping through thin walls in the past, I'd be wary of adding default glare particles, but emissive light versions could be interesting.
  17. Something seems to be up with shadowing on the model used by e.g. atdm:ai_guard_generic_02. A quick check in 2.06 indicates it's new to 2.07.
  18. I actually posted a playable demo of a Soulforge-style crafting set-up once. At one point I was talking to Epi about the possibility of a big machine model to use it with, but I don't know when/whether that might come into being, since as things turned out I've been absent a lot since then.
  19. Correct, weapons don't deal physical damage via Stim/Response. I've posted before, e.g. here, about the complications that implies for reacting to damage. Buttons respond to physical impulses, I think (see e.g. the impulse_thresh_open spawnarg). If nothing simpler works you might investigate scripting with SIG_DAMAGE: http://wiki.thedarkmod.com/index.php?title=Signals
  20. What kind of response did you set on the entity? A Damage response would need an entity class set up to take damage and be 'killed', as other people have said (and it might need to have a stim magnitude set; if memory serves the magnitude is used as a multiplier for the damage def), but if all you want is to remove the entity from the game then there's a dedicated Remove response that should work.
  21. I've had something similar with every 2.07 build I've tried; I assumed it was a relic of the general glitching I was getting before updating my GPU driver.
  22. I'd be more concerned about whether the environment would react with the expected physical behaviour, since caulk is solid but not wooden.
  23. I think this came up before at some point, and there was a suggestion to create new item defs that use the arrow models but put items into the regular inventory instead, then have finding a bow trigger a script to convert those inventory items to normal ammo.
  24. There's also the option to post a status update.
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