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demagogue

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Everything posted by demagogue

  1. I can only hope with Vampire Bloodlines apparently getting canned that Paradox turns to one of my most anticipated games since forever, Victoria 3. (Yes, I understand VB2 was actually being made by another studio; but I think it's still part of the equation in terms of financing, and I'm just speaking rhetorically off the cuff anyway.) Vicky 2 came out in 2010, and the series has been noticeably skipped over as Paradox has made sequels to other games that came out after that one like Crusader Kings & Magicka. But asking them about when Vicky 3 is coming out has been a running joke for
  2. You know you can change their team in the .map file if you really have your heart set on it.... This is one of those cases where a little DIY tweaking can be fun (just for your own personal local version).
  3. Not bad, about a mission every 1~1.5 months for 11 years straight. As time goes on, we get more very ambitious ones too.
  4. Which is to say, even in "retirement" greebo (who codes DR) is still one of our most prolific workhorses.
  5. Cobalt blue, uranium green, and amber glassware sets would be really cool to see. I think Victorian style glassware might fit our world.
  6. My first advice is, it might be good to open up another FM and see how it set up a custom speaker and double check every element with the tutorial in case you misinterpreted something. It could be something like a typo in a spawnarg in the speaker, or in the soundshader, or not have the shader in the right folder, or it not referring to the proper folder where the sound file is, etc. Worst case, if you still can't figure it out, then you can just flat out copy and paste a custom speaker & all the relevant stuff from another FM into your map and change it from there.
  7. I bet you could still make a 1- or 2-room FM in 30 minutes. But anyway alright, we can consider these threads as your creative contributions then.
  8. I can't recall a zoo-themed FM in Thief or TDM off hand, so it'd be original fare that's for sure. Animating quadrapeds is a serious challenge. But it would be admittedly amazing if someone pulled it off. You know you could use some of your apparently boundless imagination & creative energy to actually make an FM one of these days...
  9. Since Arkane already made a spiritual successor to Thief (Dishonored) and System Shock (Prey), they should be due for one for Deus Ex to complete the gaming golden age's Gaming Trinity hat trick. Recently I've been playing Hades, among some other games. It's slick. Cool kind of aesthectic, quick gameplay loop for each room (what was sorely lacking in, e.g, Void Bastards trying the same model). Story is cool. The tone is a bit overbearing, but it's easy to get caught up in the gameplay and trying to make it a few more rooms in each round. I don't think it's an all time masterpiece, but I t
  10. They're probably fishing for support, so want to keep it up as long as they think there's an offside chance. The fiasco with Underworld Ascendant unfortunately probably did compound their difficulties. My general view is there's a time and a place for a certain game with a certain team to come together with a certain design philosophy where it all comes together and a great game emerges. And if it doesn't have that alignment of pieces, then the gates to development hell are always open and never far away.
  11. Thanks, it sounds good, and I didn't notice any broken locations. If anyone needs it from me, I'm fine with this being uploaded on the official mirrors as the official release version as it fixes the efx to be basically as originally intended (if I had been able to hear efx when I first set it up).
  12. DoomScript is weird to begin with (to me, an amateur at coding) because it's using C++ forms (made for compiling) as a script language (running real time on an interpreter). I don't mind too much because I basically learned C++ just by learning to code for TDM anyway.
  13. @Dragofer That's a great public service you're doing! I was always meaning to make a scripting tutorial, but I just managed to make a simple page because it's practically a mini-course in coding by itself. So I recognize how much work goes into it, and what you've made so far is great. I think it will get more mappers to get into scripting, as I think a lot stay away not because they couldn't get it, but just because the step-by-step instructions weren't there. Then that means we'll have better FMs, which is a win for everybody. Thanks!
  14. @Kin, the subtract tool is bad because it very often leads to shattering a brush into countless triangle shards, which is almost always going to be bad news no matter how the engine is optimized. It definitely (okay, probably) shouldn't be used if the surface or wall is separating leafs, i.e., standing between two visportal-separated areas, and it's best used, if at all, basically in contained places where you'd feel okay putting a 10,000 triangle model or the like. Or you just do it in a way that doesn't make so many small triangles; but if you could do that, then you can probably do tha
  15. This whole situation is looking like No Man's Sky, which has probably been noticed a lot before. Overhyped, pushed to release too early, massive backlash, but people can still see some of its potential, and in a year or two or three they'll probably come out with enough patches, or some great overhaul patch, to make it the game it was meant to be, not necessarily perfect, but as good as Witcher III for better & worse. It apparently already looks great (for the people that have the rig for it) anyway. But anyway, this is the reason I'll hold off on buying this until those future patche
  16. Yes you can put looping on the soundshader to have it loop, omni makes it sound from anywhere so you don't have to literally have it near the player, and some other spawnarg makes it environmental (coming from the direction of its source, e.g., if you wanted distant thunder), but I think you're not doing that here. And just by triggering a speaker, e.g., from a trigger brush, button, or activating it from inside a script, you turn it on and off, so no need to spawn it in. Also note that I added a feature to the location sound system where you can override an ambient and trigger a sound di
  17. I'm looking forward to this too! I think you've got a good set of panelists from this thread.
  18. That would be do the trick if that's how it works. All the objects call one script, then you get the frobbed object from that & put a conditional up front that routes the script based on what object was frobbed that called the script. I mean if it gets the very object the player frobbed that called that script, as opposed to the last object the player frobbed or the object they happen to be frobbing right at that moment, which may well be a different object. That's what I'd want to double check.
  19. I remember those states in the sourcecode but wouldn't be able to remember how to get them from a script in-game. I just wanted to post to make a side rant (sorry)... It's an old issue that all or most actions like frobbing pass the player object and not the frobbed object, when obviously the key piece of info is the thing being frobbed not that the player is frobbing it (since unless/until we get multiplayer, it's always going to be the player1). Tels actually fixed it, but I think because it would break one puzzle in one FM, we didn't go with it... So now we have to make a new script fo
  20. Cool. Just so I understand that, does that mean you can have one big snow emitter across the level, and put in some buildings, and the particles will not pass through the roof so it snows inside? If it's that, that'll be really handy!
  21. Somewhere there's a good tutorial on visportal placement, which had top-down drawings of examples. You don't want long lines of sight where where you can ever look through three visportals in a row, or at least not until you right next to the first, and at least when we're talking about open outside areas with lots of triangles. One way to do that is make hubs where the streets/hallways go off in T-like or Y-like intersections, where each opening is about 60 degrees offset. And then you can make the entrances have a quick horizontal displacement like a Z-shape, and you can put a seco
  22. Isn't there an option in the settings to make the blackjacking more forgiving? I don't have that much trouble with it since in the end it's just muscle memory, or the eye-hand coordination analog of that.
  23. If melee combat is our weakest point, I'll take it. It's functional and not obviously broken, and for our typical gameplay or plots, it does the job just fine. I mean it's not meant as a fighting game, and the most memorable fights are usually for story reasons or, e.g., if you're boxed in and have to fight your way out, where you remember the fact you fought the guy at all more than the mechanics of the actual fight. And on those grounds, what we have works well for the game. It's focused on a boiled-down big picture than memorizing little details.
  24. Yes, the .pk4 is just a zip file with the assets already set up to drop into a mission and you get the bonus of seeing them in-game. It's not really meant as a mission at all. As for a separate one for each modeler, the idea I mentioned before on that is just to release successive asset pk4s for all of the asset sets that were either made, discovered, or anyway got packaged since the last set. So it'd be like Asset_Pack1, Asset_Pack2, etc., and each one could be like maybe a few 100MB. I didn't think it was good idea to break them up by author because they'd be so lopsided, some of them
  25. These are great, but it's kind of a problem for customs assets to be spread out among links buried in threads. I don't need these now, but maybe I will in 6 months, and then I worry it's going to be hard to find what I saw before again. One solution I mentioned before is that an FM be made that basically collects all the custom assets from every source into one place, where the player can just go in and it can be basically laid out like an Ikea store, lol. But you can look around and see what you might want, and it should have a title plate with the author & name of the asset, so you
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