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Dragofer

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Everything posted by Dragofer

  1. That'd also be a good idea - you could place a force field in the cabin that immobilises or pushes the player downwards and gets toggled on whenever the player has the gold bar in his inventory or is holding it.
  2. I think the main issue with that mission-failing gold bar is that it's strewn in along with numerous other loot pieces. That makes it easy to misclick onto the gold bar, or even just forget that the new objective forbids taking it, considering that players have been conditioned to quickly & thoroughly clean out safes in other missions. That all makes it possible to fail the mission without realising why because it all happens so fast. I think this is the key message to take onboard for future missions. It could maybe have worked if the mission-failing loot had been more clearly demarcated, i.e. the safe contains nothing but these alluring heavy gold bars, while the much lighter real loot is scattered about the cabin (in fairly visible places). Though really I think there should be compelling story-driven reasons for a mission to fail, i.e. you can't afford the alarm going off if your mission is to rescue a hostage / you can't murder the person you're supposed to shadow etc. Even then, it'd probably be better to find a softer punishment than ending the mission, i.e. the abovementioned hostage gets moved to a heavily guarded location (similar to the Lord Regent in Dishonored).
  3. In the testmap the frob stim has ID #1, while the frob response has ID #2. When you delete the frob stim the frob response keeps ID #2, and it looks like the S/R system doesn't work if there's no ID #1. That looks like a bug. If you start from scratch and create only a frob response that'll be ID #1 and it'll work. Here's your test map back without a frob stim: fakebook.map
  4. That's good to hear - but you don't need to give the book a frob stim, only a frob response. This is because the frob stim comes from the player's action. If you give the book a frob stim it'll emit "frob" to surrounding entities, and if they have a frob response they'll react as if the player has frobbed them. Similarly, trigger responses only need to receive a trigger (i.e. from a trigger brush/objective completion/script) to perform their effects. You can get very diverse effects in response to a trigger event thanks to the S/R editor.
  5. @JackFarmerYes - the fake book is frobable and has a S/R towards frob that frobs the real book and deletes _SELF. It'll look like you added the fake book to your inventory, even though it was destroyed and passed on the frob to the real book that's far away in your blue room.
  6. @JackFarmerwhat you can do is make a fake func_static book - frobable and bound to the bookcase - and give it S/R to frob the true book that's in your blue room + remove _SELF. I'd like to ask you to use a different video hosting site though - i.e. Youtube - because I could barely see anything due to severe video compression, and it takes a full minute before the video starts playing.
  7. This looks great, I'll be sure to take a closer look at this at a later point. For now - if you want your .pk4's to overwrite stock .pk4's you only need to name them so they come later in the alphabet. So z_TDM_HD.pk4 or tdm_z_hd.pk4 in the main darkmod folder would do the trick for making this apply universally to FMs (unless the FMs provide their own versions of the files). And yes, it'd be appreciated if you provided this as a .pk4, which is simply a renamed .zip.
  8. I hear that quite a lot in recent times. I suspect it's also the official reason why carneval was permitted to take place in the most populous region of Germany (while Venice has called off theirs this year). Now several German carneval-goers have been found to be infected. And I've heard that communication from the health ministry to general practitioners has been scant. It's somewhat more "panic"-causing for me that the government doesn't take such basic measures when it's clear the virus will soon take a foothold in Europe.
  9. A sound or visual alert that's just enough to cause an AI to stop what he was doing adds 1 to the score ("suspicion"), while a full visual detection adds 5 to the score ("sighting"). Inbetween those extremes the AI searches for the player and a score between 1 and 5 should be added ("search"). If the AI just grumbles a bit while carrying on it's still counted as a suspicion, but nothing is added to the score. As for bodies, it counts every time an AI discovers a body, so a single body can be counted multiple times. IIRC bodies don't add anything to the score. The code for calculating the score for "search" events is more complicated and doesn't always up the score right away. A few posts higher up demagogue, one of the devs involved in the stealth score, provides a breakdown of how it works.
  10. Could clone & modify the scriptobject of the atdm:gui_message to create your overlay on a higher layer number and see if it overrides the cursor then. But the default 10 is already very high, so I think the chance of success is low. You can have interactive elements on an ingame GUI. Probably can look at briefings of the type used by my missions to find a functioning skip button.
  11. @Geepyou could try triggering an atdm:gui_message entity that calls your new video GUI
  12. It might be a way of translating "Ich werde mich an Sie zurückwenden", which literally means "I'll turn back to you". In this context, "revert" would mean going back to the state of looking at & talking with me. In Danish something similar is going on with "jeg vil vende tilbage til dig med resultatet", meaning "I'll come back to you with the result". "Vende" means turn, while "vende tilbage" means return.
  13. @JackFarmer If the flame entity is def_attached to a torch you can trigger the torch to toggle the flame. If it doesn't work for a torch, then I 100% know it will for an oil lamp like atdm:lamp_oil_wall_hanging_lit. Can start with that lamp entity and modify it to your liking. If you want special properties on the flame, i.e. custom light_radius, you can use "set light_radius on flame" etc. spawnargs. Check the name_attach spawnarg on the lamp/torch to see if the def_attached flame is really called "flame".
  14. @JackFarmeralright one last thing before we descend into S/R, how does it work when you use start_off 1 and extinguished 0?
  15. Might be because you have start_off 1 even though you only need extinguished 1 for a flame light?
  16. Ok, seems my view of the forums was a bit out of sync, now all grayman's replies showed up making mine a bit redundant. First time I saw the "HOT! 9 replies" tag on a forum thread, hehe.
  17. If it's still the way I remember it, if the mapper makes a path_sit node without defining at least "angle" the AI will just sit down behind himself. Don't think there's any way to get around this without input from the mapper where he's placed the chair.
  18. Typically a mapper should specify the direction in which the AI should face when the sit animation plays ("angle"), then a second direction for which way the AI should face when seated ("sit_down_angle"). If an AI approaches the chair from the front both angles are identical (so sit_down_angle is superfluous), while approaching from the side or behind they'd be at a 90 or 180 degree angle to each other. But I don't think this is an issue. After grayman's clarification it'd be just a check if AI origin is within a certain distance of the path_corner origin (move_to_tolerance): skip path_sit node if failed.
  19. In the worst case, standing next to a chair or bed still looks much better than sitting or sleeping in thin air in my book, so I'd support this. Some chairs/beds need a lot of slide_distance though, so it'd probably need to be fairly generous before it skips the path node.
  20. It would seem you can make an ingame video GUI overlay, but at this point you know more than I do. If this were me working on it I'd try to start with a standard message scroll GUI and convert it step by step into a fullscreen video.
  21. @duzenko if it helps any, you can create new entities in Doomscript like this: entity new_entity = sys.spawn("classname_of_entity"); //the .def defining the classname contains inherit new_entity.setKey("noshadows", "1"); //change spawnargs of the spawning entity if wanted ... sys.waitFrame(); //entity defined in previous frame is now fully spawned, this step might not be necessary though ... sys.wait(5); new_entity.remove();
  22. You can make a skin that swaps all existing materials (~= textures) with a tiling gold material. Rename a .txt to .skin and create a skins folder in your fm, then put this into it: skin name_of skin { model name_of_model name_of_original_material name_of_new_material } Can have multiple models and material swaps in one skin definition. Then in DR click on File -> Reload Skins and in TDM enter into the console reloadDecls (can bind that to a hotkey). @Geep yes, that's still feasible. Voiceovers are generally prime solutions, but in this case it'd also be reasonable to go a more subtle route.
  23. Here's the very latest link: https://discord.gg/fP32yEn The old one had issues with kicking users if they were considered as guests. @grayman please update your OP with the new link
  24. @acolyte6 Here's where the alpha testing is taking place, it's only accessible to logged in users.
  25. Had another idea: tried calling the overlay on the camera instead of the player, since they both have their own viewports. Still no dice, so it looks like we've got a proper bug here. Also tried a different GUI, guis/underwater/underwater_greengrey_thickmurk.gui. Having thought about this I can convey my meaning more than well enough by a change in sound and lighting alone - maybe that's the best way anyway. But it does feel like cutscenes would be a fairly common usage case for messages.
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