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VanishedOne

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Everything posted by VanishedOne

  1. Or we'd end up with another thread, this time about how realistically it should respond to water stims only from directly above, unlike the current open flame...
  2. A standardised TDM security camera would be good, but what exists is limited: func_securitycamera doesn't work with the light gem, and from a glance at the .map file it looks as though Breaking Out the Fence uses a trigger_multiple rather than line of sight. We have an invisible atdm:ai_builder_guard_ghost in core that isn't widely reused; instead I can think of three TDM missions with invisible AI of some sort, all detectable in different ways.
  3. If interpretation of a poll involves conjecture about what people were and weren't thinking about, the poll has failed.
  4. You can view mission statistics from the 'mission complete' screen, which will include loot, but there's no Thief-style display of your completed objectives available from that screen. (Actually that might be nice to have, in a mission with optional objectives...)
  5. Mapper-dependent = status quo; as we showed you, the spawnargs can be changed already. So if you cite that option in support of your stance it implies you're actually happy with not changing anything...
  6. The mapper controls the placement of water arrows in a map, the addition of water arrows to the player's starting inventory, the number of water arrows sold in the shop, the price of items sold in the shop (defaults are commonly used but can be overridden), and the amount of money the player has to spend in the shop or, in campaigns where loot from one mission becomes money to spend before the next, the conversion rates for loot.
  7. It's a stealth game with light-/shadow-based visibility. Light placement is among the most important aspects of the whole game.
  8. Sounds as though my remaining idea (that you'd got something else selected as well) isn't likely either. Is this in all maps and persistent after restarting DR?
  9. Do you have a face selected, or the whole brush? (I see what you describe if I select the brush rather than a single surface of the brush.)
  10. Is the texture on a func_static (or some other entity class that's not worldspawn)? Are the buttons not working, or do they work but not the number panel to the left of them?
  11. I believe the reason zombies don't go 'dormant' is that there's no way to get an AI out of ragdoll state without it looking weird. People have suggested having zombies that could curl up or something, but then someone with the skill would need to take the time to make the animation.
  12. When it comes to feature ideas, off the top of my head... werebeast and female pagan models remain in some state of developmentthere's been recent discussion of potential new vocal setsthere's a semi-done rideable horse shipped with the mod (its entityDef is commented out), and a smidgeon of scripting related to work on horse-drawn vehiclesunfinished, though usable, work on ghostsfire elementals have been worked on in the pastthe idea of alarm buttons alerted AI could press comes up from time to time--after all, Thief did that ...and to be perfectly candid I'm more excited about all of those than about small static oil lamps.
  13. They have 180 hit points (compared to 100 for a generic guard and 120 for an elite guard) and 'undeadbone' has a 0.1 damage multiplier for sword strikes.
  14. Jolly good. :-) I just remembered to update the link in the OP, so for the avoidance of doubt, this is the current version of the script. If you have old versions of the defs, make sure the slow-fall potion has "lift_force" "900".
  15. One problem with (1) might be: why aren't AI also lured by fruit placed on tables by the mapper, or other 'shiny stuff' lying around? Why haven't they eaten everything and stolen all the easily reached coins before you arrive? Of course, if something like this is ever implemented it might get more plausible: (I'm guessing this is the kind of thing the 'invitation' stim was reserved for, based on its description. But that list is from a decade ago...)
  16. Comparing what the OP says to the text of http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#BlackjackingI'm not sure whether s/he's been blackjacking unarmed AI or not. There's probably some ambiguity in 'civilian' versus 'guard', e.g. for atdm:ai_townsfolk_beggar_armed the "is_civilian" spawnarg defaults to "0", but as a matter of regular speech it seems normal to call a beggar a civilian.
  17. Do you get the same behaviour from the readables/sign_text_decals prefabs?
  18. Based on SteveL's suggestion, we have a possible fix for the mantling problem.
  19. Thanks for this! In a quick test the mantling problems seemed to have gone. I'll post the updated script to the beta test thread.
  20. TDM AI get alerted by collision with the player, so in this example it sounds as though you might actually be touching them. I doubt you're doing that in every case, though. As a keen blackjacker myself, I actually play with the AI acuity dialled down a bit, so I can take some of the run-and-blackjack risks I can in Thief. But a sub-5% rate sounds like more than that. You can view the knockout cones by typing "tdm_ai_showko 1" into the console. (Changing the number to 0 turns that back off.)
  21. Shaderparms can also be used conditionally, as in this example from id's page: models/weapons/soulcube/soulcube3fx { noSelfShadow translucent noShadows { if ( parm7 > 3 ) blend add map models/weapons/soulcube/soulcube3fx rgb scTable[ time * .5 ] } } The entire blend add stage gets drawn or not drawn depending on the current value of parm7.
  22. Excellent! By the way, the current status of the beta test is that there's a nasty bug in both potions that can't really be fixed while scripts have no way to know when the player's mantling (which would need a code change).
  23. table myNumbers {{0.5, 1, 0.5, 1, 0.6, 1, 0.5, 0.8, 0.5, 1, 0.5, 0.6 }}
  24. Especially the way they interact with lookup tables. https://www.iddevnet.com/doom3/materials.phpintroduces tables by saying, 'In Quake3, you could do all kinds of neat things with sin waves, saw tooth waves, square waves and other types of waves'--but doesn't say what they are. (Edit: by the second 'they' I mean the neat things in all their kinds, not the wave types.)
  25. We do have lights using parm4 as well as parm3. I haven't checked precisely what they use them for, but it seems related to flickering or strobing tables.
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