Jump to content
The Dark Mod Forums

VanishedOne

Member
  • Posts

    1235
  • Joined

  • Days Won

    24

Everything posted by VanishedOne

  1. Have you added any entities that might somehow have their origins there? Edit: some suggestions at http://wiki.thedarkmod.com/index.php?title=Leaking_maps#Problems_finding_the_cause_of_the_leak Does anything get highlighted if you drag-select around there? -------- What's the recommended way to slow the player down (from a script) when running/walking/etc, without necessarily having the player hold anything or have anything equipped, regardless of the player's direction of movement in X and Y, and without reducing the jump height? Applying an impulse isn't working right for me because it moves me faster in the air than on the ground, presumably due to friction. Edit: it looks from http://forums.thedarkmod.com/topic/10680-kalwins-questions/as though it might be setHinderance.
  2. He doesn't know I'm there, even though I'm outside the darkened area: It's thanks to a cylinder of this: textures/darkmod/sfx/smokebomb_screen { twoSided nonsolid forceOpaque qer_editorimage textures/darkmod/sfx/black_matt_ed } (Before anyone asks: if I implement a smoke bomb fully the AI will get properly suspicious about the smoke, rather than standing around gormlessly like this chap.)
  3. For a candle flame on its own you need a func_emitter.
  4. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

    1. Show previous comments  6 more
    2. VanishedOne

      VanishedOne

      It turns out the intended way for a speed potion to work was through a call to PowerUpModifier(SPEED) in Player.cpp, but in its current state that wouldn't do anything even if scripts could access it.

    3. jaxa

      jaxa

      I have to assume guards are going to go haywire around someone using a speed potion, since they are sensitive to movements around them.

    4. VanishedOne

      VanishedOne

      Well, at least you can run away.

  5. There are Conversation commands LookAtActor, LookAtPosition and LookAtEntity.
  6. @Destined Holy water arrows apply the stim via the 'result' entity spawned when the projectile 'detonates'. What I have here is a melee attack with no weapon, so I don't know of anywhere to set a "def_result" spawnarg; though since I'm scripting anyway, I suppose I could spawn a stim-carrying entity in front of the priest. That would mean applying the stim within an area of effect rather than directly to a single target, but at least the visual effect makes that seem plausible. My priest/exorcist does throw a quartet of blue-white holy fireballs instead of the ordinary fireball projectile, and their result is basically the holy water arrow's without the water, so he can annihilate undead at a distance. @SteveL Gosh, thanks. You give such comprehensive answers.
  7. I've been trying to get my priest's attack to do extra damage to undead. It's adapted from the mages' melee attack, so it uses the `melee` frame command with a damage def. "damage_mult_undeadbone" and "damage_mult_undeadflesh" didn't seem to make any difference (possibly because no weapon's involved for collision purposes?). That leaves me wondering whether there's a way to apply a holy stim (and give the priest a def_damage so it actually does something to undead). I've been trying to apply the stim via script with an `object_call` frame command, but I don't know how to get an AI's current attack target in order to apply the stim to it; promisingly named functions like getEnemy() and getAttacker() aren't returning any entity.
  8. When I originally downloaded TDM (via a .torrent), it had just gone standalone and the website was unreachable due to popular demand. Obviously those are atypical circumstances, but hopefully they illustrate why I'm dismissive of 'as a newbie I would...' arguments. But since you asked how I felt, let's say if the downloader lacked bulk downloads now they'd probably be my suggestion in a thread called 'Improved mission menu', and it would certainly bother me if the bulk download option were removed from the downloader that already has it. I have never sat before the downloader thinking, gosh, I wish I could do less with this, and had to switch to my web browser when I want to queue downloads. I agree that the current layout uses excessive space for queueing, but I think design should accommodate functionality, rather than functionality being stripped out for the sake of design.
  9. There's a cvar - tdm_door_control I think - which lets you hold down the frob button and open doors with mouse control. I think it's off by default for a reason, though; for one thing, if memory serves it has trouble with double doors.
  10. Of course it could be done externally. Heck, Thief has no downloader at all. And sometimes I miss Darkloader's 'notes' feature. But the existing approach (1) already exists; hence minimises set-up and maintenance. (2) keeps full functionality within the game; no need to leave it mid-play-session in order to download missions. (3) hence keeps everything easily findable; you don't need to know that bulk downloading has been offloaded to the website or something, because it hasn't, it's right there in front of you.
  11. Unarmed priests may not be as harmless as they look:
  12. You can already download in bulk, no external downloader needed. It's not beyond improvement (working Alt+Tab would of course be nice, and I believe downloads currently pause if you exit to TDM's main menu), but it exists and doesn't introduce the need for somebody to maintain a (multiplatform) external downloader.
  13. I suspect that a sprint mechanic along the lines of the original suggestion would be often used for running blackjacks: reduced time for the AI to react, and you'll be moving slowly afterwards anyway because you need to hide the body. Then there are uses like dashing over Gatehouse-style pressure plate traps. It could change the tactics of the game quite a lot. As for any version that limited running in general--typically in Thief/TDM being slowed is a penalty for having a weapon ready. It's set up to favour running and hiding over standing and fighting, despite the downsides of running RPGista cites. Making running harder presumably could make direct combat relatively more attractive.
  14. How heavy is a caltrop? (I'm thinking of the physics system's usual problems with small, light objects.)
  15. There's a model for a Thief-style speed potion, but it currently lacks a def. and script to make it work. You picked a strange name for someone wanting gentleness. :-P
  16. There are three undead models (zombie, regular skeleton and revenant), though the zombie and skeleton act pretty similarly. Plus various experiments in skinning existing models for use as ghosts. Aside from undead, there are a couple of models awaiting rigging at some point: a werebeast and a pagan (I'm guessing that's the female pagan; there are a few assets for her in the core mod, and more in The Heart of Lone Salvation).
  17. I routinely download multiple missions at a time; it saves me return trips to the download screen. These days I typically put TDM into windowed mode so I can leave the queue downloading in the background. So one person's normal usage differs from another's.
  18. http://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM No mapper has yet used Inconvenience Mode, but you can always iron-man it as a self-imposed challenge if you want to.
  19. Goldwell and Obsttorte had the idea of using a camera view on windows, though Obsttorte reports that you can only have one remote view active at once. I don't know whether anyone's tried it, though.
  20. I'm not sure another lord would be a bad thing; we have two ladies but only one lord, so if you want to put two male nobles together and would rather they didn't have the same voice, currently the obvious thing is to make one of them a commander (tones of superiority) or a critic (gentleman scientist set). Sea dog/pirate might be a nice variation on the ruffian theme: I mean, something subtler than full-on 'Arrrr, me hearties!' On the topic of sinister voices, the current options for mages are okay for your wizard about town, but maybe a bit generic for a necromancer's secluded tower or something. I remember playing Briarwood Cathedral and thinking, 'Oh, what's a commander-type doing down in these crypts?' before I saw his robes.
  21. You can examine/edit the individual brushes and patches on a non-model func_static by cycling through them with Tab. (Or revert them to worldspawn via the right-click menu.) Middle-clicking to copy their shaders works too. I don't know offhand what Sotha used, but there are moving light ray materials under textures/darkmod/sfx. There are also tdm_moon_rays particle effects. Recently I've been playing with "deform tube" shaders, which can be nice so long as the player can't reach them (they pivot around the patch's lengthwise axis to follow your view instead of being obviously flat, so if you get close to intersecting them and look down them lengthwise they pivot wildly). Here's a "deform tube" adaptation of the light ray texture; if you want to try it out, apply it to a rectangular patch, convert to func_static and colour it with "_color": textures/darkmod/sfx/sunbeam // Just the name I used for testing; these should work fine for moonbeams with a suitable "_color" { qer_editorimage textures/darkmod/sfx/light_rays_ed twoSided translucent noshadows nonsolid noselfshadow deform tube { blend add map textures/darkmod/sfx/light_rays colored } }
  22. That would be less convenient in some cases, e.g. if you change your mind and want to deselect one of the missions, which you now have to find again. If you're trying to do something like download the complete Thomas Porter series together, it's probably more convenient to have the selection list available at a glance.
  23. An unlit bonfire lights just fine; it's only flames that were already lit that get extinguished. So if you stand firing fire arrows directly at a bonfire it will 'toggle' the flame on and off.
  24. It seems they do. I originally started wondering why lighting one bonfire was extinguishing the one next to it, but it turns out that even a direct hit on a lit flame can put it out. (Of course, by 'direct hit' I mean on the model, since I can't see exactly where the flame entity's origin is; but I can stand right on top of a bonfire and extinguish it with a fire arrow.)
  25. I found this thread while trying to find out why a direct fire arrow hit on a bonfire extinguishes it. Is the blast of air intended to override ignition even on a direct hit?
×
×
  • Create New...