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VanishedOne

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Everything posted by VanishedOne

  1. Well, I wasn't counting, and I was still getting used to DarkRadiant at the time (still am, indeed), but I don't think it was very many. It's basically a textured box with various models and moveables arranged inside. The curtains are something I found among the prefabs that come with TDM, but I did have to make the frame for them. The light sources are stock ones. The only major change during creation was that the ceiling used to be higher.
  2. Or find Spoiler behind the 'Special BBCode' button (top row, third from the left); though when I tried that it ate my newlines.
  3. I'm looking at 2.0.0 rather than the pre-release, but I wanted to add to the 'can't press escape issue' that Ctrl+S also won't work for me while a text field in the entity inspector, etc. has focus--so it may be a general problem with keyboard commands rather than something specific to Esc.
  4. I wonder whether LG intended to have more Hammerites in T2 when that preview was written, or they just didn't have Mechanist models ready.
  5. I agree with Moonbo that this did a great job of gradually building suspense. You got a real sense of the presence of I love the internal name readables/exhumed21/clunkyexposition -- but I seem to have missed superseriousambience.ogg if that was actually used anywhere...
  6. Only this, I think: http://forums.thedarkmod.com/statuses/id/2393/
  7. A quick test suggests that it may be possible to bypass the exit zone by hugging the iron fence to the left after passing through the gate.
  8. This turned out quite a bit more ambitious than it seemed at first. To begin with I wasn't all that keen (except on the windows, which look gorgeous from inside): there's some stange collision outside the building (low stone you can't stand on and bushes you can), and it was annoying to investigate the well, only to realise the mapper must have intended it as an exit, not an alternative entry point. But once I started finding readables to give more context to what I was doing, and found how much there was to explore, I had a lot of fun. One little detail I liked was the brother with the risque painting in his footlocker. Was Letch a typo for Lich? I couldn't make sense of it otherwise. A couple of bugs: one of the stockade keys showed in the inventory as something like stockade key1, and for some reason I had to dance around the exit point quite a bit before the mission would end.
  9. Has a pagan language/pidgin been settled upon? For the readable I'm writing just now I'm not necessarily concerned about using it (making the mission internally coherent will be more important than keeping it consistent with the Bridgeportverse, and TDM's pagans seem to be a diverse lot anyway), but if future players are going to absorb expectations that in TDM pagans sound like such-and-such, and future voice sets will exemplify that sound, it would be useful to know about that when I'm using something that sounds different.
  10. I've played the odd T1/T2 FM which featured plates as a stackable inventory item, presumably to be thrown as a distraction. Unless it was a glitch. (I was a bit surprised when they went into the inventory; I only picked one up to find out whether the mission author was using that plate model as loot or not.)
  11. Regarding the cushion/pillow idea, when I was looking for those I noticed that one of the bed prefabs has pillows made of folded patches. The approach it used left gaps in the ends, but I tried using two patches meeting at the edges: The near-upright cushion was a pain to position semi-believeably on the chair, though, and moveables would be better for soft objects the player can knock into, or for use with moveable chairs; so it's not a complete solution, but I thought it might be worth mentioning in case it helps anyone else looking for pillows or cushions.
  12. I had a similar problem to the gramophone one, and in my case what I needed to add was "frob_action_script" "frob_trigger".
  13. Thanks. That makes sense regarding the milky warp; I'd expected alabaster_opaque (which I used for the walls/ceiling/floor in the screenshot) to behave like a normal opaque material, but apparently it doesn't.
  14. A couple of things that are confusing me: 1) In this map, the walls are opaque alabaster and the floating block is milky warp. The only light object is an ambient_world with _color set to 0.0 0.0 0.0. You can see from the lightgem that I'm in darkness. So why do these textures look so bright if there's no light? (It's not my gamma settings; only certain textures act this way. I made a room with alabaster walls and a white marble ceiling, planning to adjust the lights so the higher part would be darkened; the ceiling looks almost black, but the walls barely darken, so it feels like being inside a big, unshaded box.) DR's lighting preview mode looks like this: 2) I tried to make a conversation with the Conversation Editor. The dramatis personae are testman, an armed commoner, and testwoman, a whore. conversation_info looks like this: // entity 10 { "classname" "atdm:conversation_info" "name" "atdm_conversation_info_1" "conv_1_actor_1" "testman" "conv_1_actor_2" "testwoman" "conv_1_actors_always_face_each_other_while_talking" "0" "conv_1_actors_must_be_within_talkdistance" "0" "conv_1_cmd_1_actor" "2" "conv_1_cmd_1_arg_1" "tdm_ai_wench_greet_civilian_to_civilian" "conv_1_cmd_1_type" "Talk" "conv_1_cmd_1_wait_until_finished" "1" "conv_1_cmd_2_actor" "1" "conv_1_cmd_2_arg_1" "2" "conv_1_cmd_2_type" "AttackActor" "conv_1_cmd_2_wait_until_finished" "1" "conv_1_cmd_3_actor" "1" "conv_1_cmd_3_arg_1" "tdm_ai_cync_convo_response" "conv_1_cmd_3_type" "Talk" "conv_1_cmd_3_wait_until_finished" "1" "conv_1_max_play_count" "-1" "conv_1_name" "testconv" "conv_1_talk_distance" "60" "origin" "-851.505 -907.524 24.2703" } What I expected: 1) testwoman greets testman 2) testman attacks (kills?) testwoman 3) testman makes a cynical riposte What I get: 1) testwoman greets testman 2) testman says 'Huh?' or 'What?' 3) A long pause, during which testman might warn testwoman about an intruder if they're on the same team 4) testman draws his sword while announcing that he's giving up a search Log contents: [game\ai\Conversation\ConversationSystem.cpp ( 104):INF (CONVERSATION) FR: 65] Trying to start conversation testconv. [game\ai\States\ConversationState.cpp ( 179):DEB (CONVERSATION) FR: 126] Actor testman is too alert to continue a conversation [game\ai\Conversation\Conversation.cpp ( 329):DEB (CONVERSATION) FR: 126] Conversation testconv: ai testman is not in conversation mode anymore. [game\ai\Conversation\ConversationSystem.cpp ( 164):DEB (CONVERSATION) FR: 126] Terminating conversation testconv due to error. (I get the 'terminating due to error' message whatever I put in the conversation, e.g. if I reduce it to the first greeting it'll appear to play out successfully, but I'll still get the message.) It looks as though the AttackActor command (or AttackEntity if I try that) is making testman get alerted and that's interrupting the conversation. It's odd alert behaviour, though, and I don't understand why this is happening.
  15. Is the revised chair model likely to be accepted? If so, I'd better not do anything with my antimacassar in the meantime:
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