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demagogue

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Everything posted by demagogue

  1. I would make the tube of liquid pretty fat to be more medieval looking, like alchemical glassware. For that matter, it'd be fun to have a whole set of alchemical tools in the same style, with brass croppings, and a thermometer could be one of them. Then I could make an FM with alchemy. If any of you recall, my T2 area in the Chain Project had an alchemist's room you could visit and turn any lead you found into gold. For that matter, Soren (the bad scientist) in my TDM FM is pretty alchemist-y, with all of his knickknacks on his shelves. I love that kind of mad lab stuff, with the mystical edge of alchemy or astrology or tarot... I love magic science and would love more objects for it.
  2. I think the hammer is appropriate. This is a quasi-medieval society, so most social institutions would be quasi-religious, like European guilds and public admin would use Christian iconography. I see Inventors like masons, mixing a literal craft (masonry) with Christian-like mysticism & iconography. This is just my own vision for them. More generally speaking, I think about FM-based world building like comic strips, where different authors can have quite different visions for their world with different ideas about key characters and groups, as long as it's paying homage to some of the canon pieces (like Batman's or Superman's origin story shouldn't change, even if you play it very differently). So I think even inconsistent visions can co-exist for something like the Inventors. They're kind of designed to be shadowy and unclear anyway, so ripe for different visions. All that said, I think you'll get less complaints & greater appreciation if you use something other than a hammer, but still vaguely in the neighborhood, like masons themselves didn't use direct Christian iconography, but they used religious-like iconography.
  3. demagogue

    Metro games

    The Metro screenshots reminded me a lot of the Stalker games, which is one of my favorite series of the 2000s, and I'm hearing good things about then. So I'll probably pick them up at some point on sale.
  4. It's under atdm:entity_base and is called atdm:absence_marker. (FYI under "Entity" in the top-menu, you can open the entity tree and just start typing "absence" or any other part of an entity name and it will be selected.) Placing them directly isn't the way they were designed, but my guess is it'd work. Worth a shot anyway. Edit: Note IIRC the AI needs to see it. So it can't be spawned in the dark, and is best if it's spawned under a light. Kind of funny, it needs to "see" an absence, but it makes sense when it's a small object.
  5. There is an absence marker you could spawn in the appropriate place under the appropriate trigger conditions that does this job for missing objects that you could try. I'm pretty sure you can't do it as easily as putting a property in the AI's spawnargs, but you could still just spawn the marker by a script or whatever outright. It would need some fore-thought and playtesting to see that it works logically, but it's one possible way to do this. (There might be other ways.)
  6. Ironically a "lights going out" marker wouldn't work because the AI couldn't see it, because it's in the dark (IIRC). But I think the torch & light "should be on" flag works by ... well I don't remember exactly. Better to go straight to the source code than try to speculate. Edit: I don't think they cue an alert change anyway. For a torch, they cue the AI to mumble and relight it. Edit2: I should have looked at the link you posted first. I was talking about the "light should be on" flag, which might work for this too if there's an electric light version. That link is for a "it's broken" flag, which as the link describes it is in the stim/response system. In that system, a broken item is going to give off "vis" stims, and if an AI "receives" the stim (by seeing it), then its alert rises. That is, it's not a marker-creating class at all; it's in the stim/response system, which objects carry in their properties (IIRC). You'd want to do testing to see if / how it works in practice if you really want to use it.
  7. If you use the same name of an object in a pk4, then the pk4 version will override the mod version in FMs. Well there are hierarchy rules it follows; you have to do it the right way, but I think it's possible. So that's how you could override the normal electric lights with breakable versions. Note it would probably break the game logic of some or even a lot of maps. There's a reason mappers use electric lights, e.g., they want to reward the player for making it to the switch to turn them off or they want some forced stealth so it's not too easy, etc. But gameplay patches are usually for after you finish an FM the normal way and want some variety anyway.
  8. We shouldn't use a real-world logo to an actual organization. A cross of tools and having a gear in it I think would work though to show they aren't completely separated from builder ideology but may see themselves as a kind of offshoot.
  9. I don't recall one being made before. Now is as good a time as any for an artistically inclined person to make one.
  10. Why don't you do it? Our assets & IP (characters and story) are free to use for anyone for any purpose (that allows the assets to keep their existing CC license).
  11. Yes, I was too lazy to read through the relevant thread, so we were missing my initiative to even bother looking. Edit: For the record, I don't have any particular desire to see T1 or T2 remade. They're classics in their own right, and I wouldn't want to see them remade for the same reason I don't want to see classic black and white movies remade. But I'm much more interested in seeing T2 FMs playable in TDM, and I like the idea of a script that could do that. I have an idea TTLG FM makers might not be too happy about it though.
  12. As the Dark Engine was originally built for UU and modified from there, his script would be the obvious starting point, if he ever released the source for it.
  13. The clever way I could see it done is if somebody created a converter script which took the Thief 2 .mis files and converted them to TDM .map files, either substituting best-fit textures and objects, or I guess the script could just outright import T2's textures and objects and other things (and convert anything it needs to), so T2 zip files go in and TDM .pk4 files come out, if we're pipedreaing this anyway. Then they could just release that script which people who own Thief 2 could run, pointing it to their T2 map folder, and get the TDM maps spit out. I think that'd be legal. Not only could we get Thief 1 and 2 maps out, but we could also get FM maps spit out as well, which would I think quintuple the number of FMs we have in one shot. Actually this is kind of an awesome idea, now that I think about it. The thing is that Thief maps use negative geometry (cutting holes out) and TDM uses positive geometry (placing solid blocks). So it wouldn't be a simple conversion at all, and I'd think you'd have to cover a lot of exceptional situations that don't fit an easy mold that you might have to just hack in. But, like many things, we have the source for both games, so it's possible in principle. The question is just how much work someone is ready to put in to study up & do it.
  14. I've experimented more in the other direction, customizing a Windows shell. One can make a very Linux-like shell even in Windows, or pick and choose different elements. In the end I'm also not such a hardcore user that I care enough to invest the time and energy for such things. It's fun to play around with for a while, but then life takes over and you just want to get work done without extra hassle. I'm still very much into the open source & collaborate ethos, but more so for software (like ours) than an OS. Well, one thing, I don't have any motivation to ever use macOS or iOS. Way too closed for my taste. So I do have my limits.
  15. That reminds me of a comic I can't find right now but it's something like: Panel 1: [disgusted looking guy] Ugh, there's 137 distributions and the whole field is a confused mess. Somebody needs to just simplify things with one central distribution that users can easily install and operate and it does everything they want. If no one else will do it, I'll do it myself! Panel 2: 6 months later -- [another disgusted looking guy]. Ugh, there's 138 distributions and the whole field is a confused mess. Somebody needs to just simplify things with one central distribution that users can easily install and operate and it does everything they want. If no one else will do it, I'll do it myself!
  16. Well there you go. And if you can't trust either Troika or Paradox (who bought that IP), which are about the most fan-friendly studios you could hope to find, it only gets worse from there, unless they have some angle for it like Valve which isn't actually all that fan-friendly in the end. In fact, you should probably be suspicious if the company seems too friendly. Cf. the little contact we've already had with Square Enix. I mean they were ok to us -- we had a joint contest & they're fine with our existence and all (that's the good news) -- but they really didn't get what we we're doing and the whole interaction was awkward. I think I might worry if they started caring, even positively, and it's kind of nice to be at arms length. We let them do their thing in peace and they let us do our thing in peace lol.
  17. He didn't say it was free. He said you had to have Thief 1/2 for the game to function, which is effectively saying it's DLC for Thief 1/2. That's being smarter about it, and someone (else) might try that & be responsible for it. But it's still probably a bad idea for us to do it.
  18. I mean it's better than spending your free time selling your body for crack money... You gotta do what makes you happy. I'd personally like to see more outright forks into different gameplay, like a a cyberpunk version (actually being worked on) and mutliplayer ... Well those are the two big ones, but I've also thought about a parkour version, a more outright RPG version... I have a lengthy list somewhere, actually. I'm not one to ever lecture people on what they should work on though.
  19. We definitely shouldn't do that because there's no sense in us needlessly playing with fire at this point. It doesn't matter whether it's technically legal or not; it matters if we piss them off enough they make legal threats and we can't pay to defend ourselves. This is aside from the fact that we already have our own universe developed, and we'd be throwing all of that out too. And even further, if you look at T2 FMs coming out these days, a lot of those themselves don't even really use the Thief universe! All of that said, if somebody really wanted to do this, then they could make an independent fork and add that requirement (the code literally checks for the T1/T2 install) and go for it, as long as they were completely independent of us & bear all of the risk and responsibility. We're open source, so there's nothing stopping them. I'm not against the idea in principle for someone else to do. I just don't think it's the right thing for us, especially now, literally a decade already into our run.
  20. You can control a speaker with a script, and you can put a condition in the script that could get the current state of the AI. I don't know the specific query for the AI state -- off-hand my first idea was just a simple boundary condition that the AI was present inside a bounding-box over the chair or some similar proxy, but that would let the music continue longer than you want -- but I think there's a way a script can get the AI state directly, and any change from the idle lute-playing animation (if != ...) could let you trigger the speaker which turns it off. Edit: Another approach altogether is to just define a new lute object that inherits atdm:prop_playable_lute, so it's basically the same lute object, but it adds a script call to a script which plays (startSounds) the music directly. You don't even need the speaker, although you can have the script play a speaker too if you want. (Or if the original def file already calls a script it needs, you make a clone of that, add the sound stuff, then call that script). Then when the lute is destroyed the script object is destroyed with it (I think), and the sound stops for free. And of course you def_attach your new custom object. Edit2: Come to think of it, that should be the default behavior of the lute object to begin with. Does it really play lute-playing animations without any sound? That should be fixed at the mod level if it does.
  21. One consolidated thread makes it easier for people to find something later that they remember. My rule of thumb would be, if you expect to have a lot of questions, have your own thread, if you expect to just have one or a few questions, the newbie thread is fine. Just for goodness sake don't make a separate thread for each question! I think either way is fine as long as it's not that.
  22. Yeah something like a table. But you could name them in big groups, like of tens of locations to a group, and have a table of only 3x3 groups or so, the smallest number that works. That's how I was thinking about it, well after what I posted. Sorry does PVS mean line of sight, or distance? I thought about that but worried about the player just poking in and out of LOS or range & the switch happening. It'd need some kind of failsafe margin, I thought. Time delay definitely, but it's not completely failsafe. So that's why I was thinking by location. But LOS and distance definitely could I'm sure work too if it had some simple failsafe way to avoid the zip-in-and-out-switch case.
  23. Here's the scene me and Jaxa were talking about, to give a pretty flagrant example. It really starts to get ridiculous after the four minute mark.
  24. That's cool... If it works as well as it advertises.
  25. Some games don't use Linux and FAQs, tutorials, & support for a lot of things assume Windows. But I'll run Linux (or I used to) in a virtual machine for a few development-related things. I was happy using it that way for those things.
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