Jump to content
The Dark Mod Forums

VanishedOne

Member
  • Posts

    1235
  • Joined

  • Days Won

    24

Everything posted by VanishedOne

  1. I'd like to trigger something when the player runs out of breath. Is there a way for scripts to query the player's breath level?
  2. According to http://wiki.thedarkmod.com/index.php?title=The_World_at_Large'Missions have established the date of the setting as around 1630 AD. The current calendar sets the year 0 as the date of the official formation of the Builder Church.' However, the tdm_throne_ornate_wood texture looks as though it says AD MCMXXVI. Therefore at least one chair already in TDM comes from the setting's future.
  3. The hanging light here is simply a spherical patch with a glass warp texture (plus particle effects, since it's a light). That should work as a basic crystal ball, especially if it had a custom cubemap; though it sounds as though you may want something fancier.
  4. This occurs in TDS as well, though I only ever saw it after removing a guard from a stationary post.
  5. It's ANH; the release thread credits Arcturus for 'the water droplets'.
  6. Thanks for the comment. Initially I tried just having moonbeam particles by the windows; that works elsewhere (in fact, it's what I have set up on a gallery overlooking this room), but in this room it actually looked a bit odd to me to have a big space with light streaming across the floor, but particles heavily localised. From a logical point of view there possibly shouldn't be particles brightening the darker regions, but they do indicate the shape of objects in shadow, which is useful for navigation: compare the shelf in the middle of the screen, which is barely visible in the particle-free version. I'm just not sure the effect looks natural indoors (I'd like to try a foggy city some time).
  7. Particles: better with or without? (Ignore anything you can make out of the ceiling; it's a placeholder.)
  8. An ottoman can be a stool as well as a footstool, according to definitions at http://www.thefreedictionary.com/Ottoman Back when I was in primary school, an educational broadcast included a song about an auction house, which featured the couplet 'What am I bid for this fine silk ottoman? / Wide enough to fit the stoutest bottom on.' Edit: maybe it's one of those trans-Atlantic things? https://en.wikipedia.org/wiki/Talk:Ottoman_%28furniture%29#Not_an_Ottoman_in_the_UK
  9. The shadows on my library ceiling are actually cast by ordinary shadow2 cones (not by the visible spikes, which are too short for it; that room is complete smoke and mirrors). However, the cones cease to cast the shadows if I convert them to func_static. I haven't managed to replicate the effect in my test map, though.
  10. That's why I was experimenting with putting the ceiling display on its own spectrum (the theory being that while the light volumes are still touching objects with materials in the normal spectrum, they at least won't be interacting with their materials). Performance on my fairly modest machine seems reasonable.
  11. Isn't the keyword usable in light shaders? Edit: I never tried the 'secret sign' idea, but I did try to use "spectrum" with shadow casting. Here's a room I showed on the 'What are you working on?' thread a while back: note the shadows running onto the far wall and down the portrait. Since that room has eight overlapping lights, I tried using "spectrum" to keep the lights - and the shadow pattern on the ceiling - while using a single light to illuminate everything else. Here the shadows don't extend onto the wall and portrait: I'm not sure how much it did improve performance; f.p.s. numbers didn't shift much, but the room feels smoother to me. At any rate, "spectrum" does seem to have done something to affect which surfaces receive illumination from which lights.
  12. I think that's due to the way the engine handles physics; see http://forums.thedarkmod.com/topic/14017-making-traps/?p=294520
  13. I think I've said elsewhere that I play TDM with AI acuity on the second-to-lowest setting so that I can have some of my run-and-blackjack style from Thief rather than playing conservatively. I haven't had much frustration with unpredictable AI, but I do remember once sitting in a dark corner for what felt like ages because the AI had decided to use the room as some sort of thoroughfare. (The opposite case is rooms being left unattended for ages, but as a blackjacker of course I tend to bring that about on purpose.)
  14. This reminded me a lot of the Zelda games that use a parallel world mechanic. It does have the side-effect that the sense of working out what the mapper intends me to do is quite strong, especially since it's divided into fairly discrete challenges with the fixed entry and exit points for the spirit realm, but it's a really interesting way to present an explorable environment, and to my mind better integrated into the logic of the game than what Robbing the Cradle tried to do with its present/past shift.
  15. I think that has something to do with its size (and maybe the grid size), but try playing with fixed subdivisions under View -> Patch Inspector.
  16. Do you want the guests assassinated, or just blackjacked and dumped outside? (In either case, I think I'll be too busy with the same missions. So much for getting any work done over the weekend.)
  17. Currently, there's one steambot, an adorable little lantern bot. It's not very T2-esque, if that's what you were thinking of. http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-223?do=findComment&comment=366623is eagerly awaited. There's no standard security camera system, but there's a custom camera in Breaking Out the Fence.
  18. Darkmod.log in your TDM installation folder, but you need to edit darkmod.ini in the same folder to turn some logging categories on before TDM will log anything.
  19. You could try r_showTris 1 in the console to find out what the actual triangles look like, in case you've ended up with a load of tiny slivers or something.
  20. I have a manor not unlike the one in the diagram (though the path to the courtyard is a tunnel, which makes it more easily portalled off); the original plan didn't include an accessible roof, but I found the rooftops were quite enjoyable to romp over, so now the player can go up there. The actual portalling was largely dictated by the location system, though: I wanted a wind ambient around the rooftops but not below, so now there's a portal ring around the outer base of the roof.
  21. PayPal have been limiting accountless payments for years: https://www.paypal.com/uk/cgi-bin/merchantpaymentweb?cmd=xpt/UserAgreement/ua/PolicyPrivacyWax-outside(paragraph 4). I remember pointing it out to Bandcamp a couple of years ago, since http://bandcamp.com/buying_without_paypal doesn't mention it. Hopefully the split from eBay will bring it to wider attention. As for the relevant ombudsman, probably http://www.financial-ombudsman.org.uk/faq/index.htmbut you could see whether https://www.citizensadvice.org.uk/ have any suggestions.
  22. I used to think the mounted wall mask was a death mask, which always added an unsettling touch. I was quite surprised when I checked the materials and found it was metallic.
  23. Copyright law, by design, converts apples into quasi-oranges (for a limited time). Its job is to make e.g. books behave like tables so that they can be put on a market as commodities. So the analogy is naturally false, but the whole legal and economic structure we're in is designedly unnatural.
×
×
  • Create New...