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demagogue

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demagogue last won the day on January 18

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About demagogue

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  • Birthday 09/22/1976

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    Tokyo
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    international law, cognitive science, piano/guitar

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  1. Our patch system isn't the best, but the two saving graces are most FMs are in urban spaces and, if you do want something complex, you can just make the geometry in a full-on model app and import it. I mean you can export the scene geometry from DR and then model the patch around it, then import it back in.
  2. Interestingly, over on TTLG we were just chatting about Stalker being the one FPS that's bucked the HL2 entertainment-package mold, and is still probably the most immersive one since the HL2 era. It's going to be limited with mods for the same reason most big FPS are. It doesn't lend itself well to smaller scale discrete missions like TDM. But the real issue is just that no FPS are doing what it did. And mods can't make up for that. We need a series today that's in its mold. (A series like Metro might be trying, but it's not there.)
  3. There are a few ways to cut the entity count. You can combine func_stats into a single entity, although you'll want them in a single leaf, otherwise the other leaf will render. (Sometimes you want to do that on purpose.) The other trick was you can use the SEED system to re-render the same object as many times as you like, good for things like grass and rocks and wildflowers, although if you're clever you could use it more generally. But the point is all of those objects will count as just one entity. I'd be nice to bump up the count though if possible. It's just on the edges where a mapper can feel the limit if they're working on something big enough.
  4. If you want to know my approach to this, it's to lift ideas from other games, books, movies, tv, comics, etc., and just adapt them to my own story. Like I like Lady Rowena's approach of having every NPC in her FMs be related to every other NPC in some way, either they were rivals, or best friends, or secret lovers, or had a bad history, and there are readables all around that fill out all the different relationships which are fun for the player to find. So I try to do something like that in my stuff. The best kind of smaller scale "events" for FMs are in the Thief 2 FMs by Eshaktaar, Lady Rowena, Lord Alan, Gaetane, Saturnine, Purah ... ones where every room or scene also has a little event or story by itself. TDM FMs have done this too, but I guess I'm a sucker for the classics. But don't discount the value of lifting ideas from movies and tv shows. Keep a little notepad around and when you see something write it down.
  5. These are a few threads I found. Don't forget TTLG has a long history of talking about FM ideas too-- https://www.ttlg.com/forums/showthread.php?t=134149 https://www.ttlg.com/forums/showthread.php?t=133048 https://www.ttlg.com/forums/showthread.php?t=33693
  6. I don't have the icon. My avatar image is poorly scaled in the new system, so I was trying to change it a few weeks ago, basically right after the migration IIRC, and found no way to do it. I registered in 2005, so I don't think it's registration date either.
  7. I think the wip maps were put up for adoption. Some of them were adopted for the campaign to begin with. I scripted a big campaign that really excites me, just called The Dark Campaign. Basically it opens with a siege of Bridgeport from the Jazirats (the Arab/Abassids equivalent), and the player is Pakdamani (Persian/Zoroastrin equivalent), which is Jazirat territory (but his ancestors left for Bridgeport to escape persecution) but most people in Bridgeport don't know the difference, so he's kept in the Jazirat quarter which is closed off like a ghetto. So the first mission, the player has to break out of the ghetto and try to escape the city (I like the image of flaming boulders from Jazirat catapults striking buildings as he's sneaking down streets to get out). But on the way out he gets tangled up in the battle preparations and things get complicated. But then again I script & map out FMs all the time. I probably have dozens of maps drawn out & stories written. It's the building part that's the trick!
  8. I can't encourage you enough to give it a try. You definitely have a good eye for the look and feel of our world, so I'm certain you could make a great FM! And if it's any help, Dark Radiant is muuuuuch easier to work with than Dromed. The results also look a lot better. And you also have us who will help you as much as we can.
  9. Really cool! I only remember somebody did a Thief texture pack once, but this is a much bigger thing. Thanks for your work!
  10. I learned (or re-learned) coding with DoomScript and TDM's C++ sourcecode, and I found it valuable. Maybe the best thing that makes them good for learning is just that small bitesized chunks of code can do really cool things that you immediately see in game. It's better for motivation. I wouldn't defend C++ as "good or fun to work with", but I'd at least acknowledge that it forces discipline early on, whereas something like JavaScript might encourage you to be sloppy. All of that said, I think Python is the best for casual programming and is probably best all other things being equal, but you don't see awesome games you want to play around with the coding for in Python.
  11. The model is going to be listed in the spawnarg list, and I think you can just use the address from that. (If it has the address. I don't have DR in front of me now to check that.)
  12. Just use the model and not the entity. That is if you want it to be forever inactive, like it's just a scrap of metal in a heap. If you want to activate it later and have it start "off", then I don't know offhand, but the first thing I'd do is search the spawnargs (click off the box that says hide hidden spawnargs) for one that looks like it does that job, and change it so it spawns turned off but might be turned on later (however it's set up to do that; I'd first look up if that's a thing it does, and then I'd try just changing the spawnarg, and if nothing works I'd just teleport an active one in its place by script). Edit: You could change its visual and audio acuity to 0 so it's blind and deaf. Then it's "on" but doesn't do anything.
  13. Just use the model and not the entity. Edit: I don't see how to delete this. See my revised answer two posts below.
  14. The system originally comes from Thief 2 (and probably Thief 1 and Ultima Underworld before it), and Sparhawk did a pretty good job porting it to TDM, considering he wasn't a T2 mapper so was just going by hearsay. The one tip I sort of remember is that if your stim is static and diffuse and it's sometimes not firing, it's sometimes better to use a proximity stim than a touch one, since a proximity stim will always trigger.
  15. I don't know where to post this, but it feels like it doesn't need a thread of its own. I found a cool article on the history of the BSP Tree algorithm from its origins in military sims to Carmack's implementation of it in Doom. Of course BSP Trees are used in Doom3/TDM as well, so this is in our direct lineage, and I think it's good of us that work with TDM to know some of the backstory to our ancestry.
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