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VanishedOne

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Everything posted by VanishedOne

  1. This is actually what I was working on before disappearing, but anyway... An inventor's front hallway. The escalators work, though they're a bit fragile because func_mover* entities turn out to be pushable, and I haven't found a way of turning that off while letting them push the player (I may try increasing the mass, but that could turn out lethal...). There are strategically placed forcefields to stop the escalators breaking during normal usage, so they're workable if the player isn't trying to push them around.
  2. One thing to note: I tried using this on AI with a long patrol route involving a number of doorways, and kept finding doors left open and the second AI running to catch up with the first. I'm not sure precisely what was going on - which is why I haven't got around to filing a bug report - but it's something to watch out for.
  3. I believe you're referring to an item which changes location, not one which only exists on some difficulty levels. (This still happens, but the original Expert location was removed during a performance pass, so Hard and Expert locations are now the same.) Not that that affects your point about creating empty rooms; I'm just noting it in case anyone wonders what that item was.
  4. On seeing the thread title I wondered whether ghouls were being reinstated. (The wiki still lists TDM ghouls as distinct from zombies: see my comment here.) I do miss that option from the point of view of equipment versatility, though at least TDM's zombies can be permanently killed with the sword.
  5. Isn't head_02 the model def. in tdm_ai_heads_springheel.def? //----------------------------------------------------------------------- //----------- Head 02 -- -------------------------------------------------- //----------------------------------------------------------------------- model head_02 { inherit head_model_base mesh models/md5/chars/heads/npcs/commoner_head02.md5mesh }
  6. I wonder whether it would then be possible - though very cumbersome and inefficient - to use maskRed, etc. to colour a cubemap by writing to each colour channel in a separate cubemap stage, since you can't just do this: { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 texgen reflect red 0.5 // e.g. green 0 blue 0.2 }
  7. I almost asked you the same question. @Epi Here's an opaque window material that uses heathaze with a bumpmap made from one of the light textures; hopefully it'll be useful if you compare it to the transparent glass materials:
  8. Are you using maskAlpha/maskColor to make sure other stages aren't overwriting the channels? Here's an opaque material that uses an image map:
  9. I haven't seen anything about changing the head specifically, so I don't know whether the skeletal incompatibility extends to the head bones. "def_head" "atdm:ai_head_thief_player" is in tdm_player_thief.def. http://forums.thedarkmod.com/topic/16412-setting-spawnargs-on-player/?do=findComment&comment=350413 would save overriding the entire file if it works.
  10. From the context of the thread I quoted, I think it was taking about multiple stages that use the program/vertexProgram/fragmentProgram keywords: But anyway, evidently it is possible. Edit: maybe ungoliant's problem was with mixing postprocess effects...?
  11. I take it this is incorrect, then: I wonder how long it'll be before someone tries adapting this for fog.
  12. Judging by TinEye results that's precisely what it is. Now, is there a TDM shot somewhere out there with the Deadfall Adventures logo...?
  13. Have you tried this? (Edit: or is there a specific need to change the AI's initial target instead of a node's in the path it's following?) http://wiki.thedarkmod.com/index.php?title=Path_Nodes#Switching_from_one_Path_network_to_another
  14. It sounds as though there might be something relevant in here: http://burglarsguide.com/ http://www.bldgblog.com/2016/04/the-burglars-guide-has-arrived/
  15. That should be a matter of copying some S/R spawnargs. I gave a zombie a guard's model, def_head, head_joint and head_jointname spawnargs, and it sort of works in the game, but seems unable to fight as either a zombie or a guard would; I don't know whether giving it a zombie's animation set too (with a custom model def. I suppose) would fix that. There are also details like footstep sounds that would need changing. Of course, there's the stuff Bob Necro was working on at http://forums.thedarkmod.com/topic/17200-the-necrobobicon/page-5?do=findComment&comment=382675 but I've no idea whether anyone has made entities to go with those skins.
  16. It's said actions speak louder than words, and the mission I just put into testing has a nobleman admiring the model ship.
  17. Thanks everyone. I can see the testing forum now, so hopefully you all can too, and we can continue this here: http://forums.thedarkmod.com/topic/17860-in-the-black/
  18. Cheers everyone! I'll wait a bit longer in case anyone else wants to join in, and then I'll supply the .pk4 to you all.
  19. I just played through it and it seemed not to break, so I reckon it's time to find out whether it's playable for other people. If you'd like to help playtest my first FM, please post below. It's a small to medium mansion in size, with a simple main goal and a few other things to uncover to complete the optional loot goals. Not hating poetry would be an advantage. (I've seen mention of a beta test forum, but I'd need an admin to grant me access to it; otherwise, it'll be a PM-based affair.)
  20. Good idea, but unfortunately that turns out not to work either.
  21. Am I doing something wrong, or does 'set <spawnarg> on <prop>' just not work to stop the prop spawning on a given difficulty level (meaning I'll have either to place a key in DR and bind it instead, or to do something to remove the entity after map load)? "def_attach6" "atdm:prop_key_simple_steel" "pos_attach6" "belt_back_right" "name_attach6" "perimeter_key" "set name on perimeter_key" "perimeter_key" "set inv_name on perimeter_key" "the exterior door key" "set diff_1_nospawn on perimeter_key" "1" "set diff_2_nospawn on perimeter_key" "1"
  22. That's basically what the prototype slow-fall potion does, only without the 'first one or two seconds' qualification (and the need to crouch), since it's intended for large drops.
  23. Well, crouch-walking/running is generally something done in order to be stealthier, which is consistent with wanting to enter water quietly. My concern with an automatic 'reverse mantle' would be that mantling immobilises the player, which is quite a dramatic thing to do without being explicitly prompted. (If I just want to drop down, must I stand up first? What if that makes me more visible? Etc.)
  24. A readable is a GUI surface, so there should be some way to change its content via the GUI system, but not as simple as changing one spawnarg... Any chance of having a script store the object's origin and rotation (if it's a moveable in the world rather than static or in the player's inventory), removing/hiding it and spawning/unhiding a replacement? If an entity's spawnargs are used by a script (probably the entity's script object), then you can adapt the script to reread them as desired; if the behaviour you're interested in is defined by code in the spawnclass, then you can't change the entity's behaviour after spawn unless the code provides a means of doing that. http://forums.thedarkmod.com/topic/13059-func-animate/ might be of interest.
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