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lostbuthappy

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Everything posted by lostbuthappy

  1. I'm usually not that violent, but it just felt right to kill them all once I got my sword back Great mission, had several near hart attacks!
  2. If you can imagine it, you can build it I don't think that it is of much importance which architectural theme has been chosen per se. The more important question is why it was chosen. Constantine had some wicked architecture and it worked because there was an explanation in the game world that the player could understand and that added to the overall experience the player had. It's no coincidence that this one is among the most memorable missions of thief.
  3. If you don't have a problem with people who point out every little thing they don't like and then write a lengthy apology for doing so, then I am your man
  4. edit: too late I think you will need patches to do that in DR. Start by roughly carving out the cave with simple brushwork and then use patches to add some detail to the walls, ceiling and floor. Apropos floor: AI can walk on patches, but afaik pathfinding will ignore them, so if you want to put AI down there, I think you'll have to use brushes or monster_clip underneath the patches.
  5. My two cents: Maybe it would be a good idea to use a plaintext file with comma separated values or something like that which includes all the articles and allows the users/the team to easily add support for new articles/languages.
  6. Yep, ctrl + mmb in orthogonal view iirc. edit: you can also save camera positions with ctrl + alt + [0-9] and then restore them with alt + [0 - 9].
  7. Seems like the number of invitations is determined by user/group privileges.
  8. There are lots of things that take much longer than two weeks to make, like tobacco or babies, so I'm quite stunned that you managed to create this mission in such a short time. I had a lot of fun playing around with the guards and meanwhile looting the place.
  9. What a great christmas present! Grats on releasing this little gem, Nielsen.
  10. Perfeclty understandable considering the other awesome new mods released this year like black mesa sou... oh wait, hasnt been released yet Is there actually some tough competition this year? I'm not really up to date with the modding scene (can't say I ever was).
  11. Maybe you get better results if you use the clipping tool instead. Create a brush of about 60%-70% (for a 30% slope that is) the length/width of the ceiling, rotate it around the x/y axis to slope it (so far I wasn't able to use the freehand rotation tool for precise rotations so I use hotkeys/the rotate and scale dialog from the view menu), align it so that the ridge is directly adjacent to the middle of the building and use the clipping tool to clip off the overlapping part (so that it looks like a parallelogram, trapezoid or whatever). Then clone the brush, rotate it 180° around the z-axis and align it. Works good for me.
  12. That's more than just one room. Select one of it's walls and move it to the side (click and drag the brush) to see what's inside it. Normally you wouldn't see more than the four surrounding walls in the orthogonal view, as the floor and ceiling share the same edges from a 2d perspective.
  13. entity>darkmod>Func>Movers>func_door has this property, don't know how it exactly works though.
  14. That would make the ai your ally afaik. They will share the same friends and foes as the player does and would attack every AI that hates you, including normal team 2 guards, builders, nobles, unarmed citizens, everything but rats Check out this wiki article about team relations: http://modetwo.net/d...tions_(Editing) I haven't used much of what's explained in there, but if I understood it correctly you'll want to create a team that's basically like team 2 (if the ai is a guard), but is also neutral to the player(?). Lots of stuff about AI, including sleeping and sitting: http://modetwo.net/d...tle=Category:AI About your second question: Yes (at least it worked with my func_rotating). Your computer won't explode when you test those kinds of things
  15. Oh, the builders already kick arse as I'm often half dead when I killed them. And they're so cute when they try to stab you with their hammer
  16. I also think that tdm's fighting system is a huge improvement, but the stabbing attack is waaaay too powerful (or the other attacks are waaaay too ineffective (or I am waaaay too stupid)). Mowing down a (non builder) guard is usually pretty easy: block, stab, block, stab...
  17. Already got one of those. I still have to make it significantly darker by removing the stars and moon to justify the very low ambient_world I'll probably need so that the player can't see the boundaries of the map when he's looking out of the window on the nth floor. I want the player to start right next to the rowing boat he arrived with, so if I don't use any real water and rely on the skybox instead I'd have to hinder the player from going in the (fake) water, wouldn't I? Overlooked the obvious, thanks fidcal
  18. Yeah, that's an awesome skybox. I actually spent at least a minute admiring it and genuinly asking myself whether this was really a skybox However, my tower is currently 3072u (~70m) high, so it would easily be the highest building in the area. I think if you looked down from such a high location you would easily notice that the "city" is just a 2d texture. So the solution I came up with so far contains (almost) total darkness, natural boundaries, new moon, a cloudy sky and maybe a little bit of fog, but this is all new to me so I don't know if it's gonna work without jerk-o-vision. So far the framerate is okay
  19. My apologies. Will do, thanks for the hint.
  20. Okay, I think it's time for me to finish fooling around and begin a serious attempt to create a mission. I want to build a tower much like anglewatch in life of the party, but I would also like to allow the player to climb in/out of windows on the upper floors and walk on the ledges to get to different rooms. From what I know it would kill performance if I looked down from a six story building, so I wonder how I can pull this off. I decided to put the tower on a tiny island to avoid all the problems/work that come with the city settings. If any I'd only put a few huts next to the tower plus some rocks/vegetation and a landing stage. If this is too advanced I could as well go for a typical "Break into a guarded mansion, steal another fat nobleman's priceless trinket and leave quietly" mission.
  21. I wish I could, but I virtually bulldozed it last night twas quite a simple setup actually. I had a huge room of about 2048x2048x1024 in which I created another rectangular room from a 256x192x192 brush approx, like a house in an open area. Walls were 16u thick IIRC and of course I removed the floor brush of the small room. I put a 96x48 door from the prefabs on one side and shift-enter clipped the wall so that the door fit in perfectly. From the 96x48 brush I had left over I made a visportal by assigning the texture to one surface and nodraw to the others. I then shifted the brush so that the portal surface was directly in the door and sealed of the room. In the middle of the room I put a speaker with the properties s_shader = bar_commotion01_loops_volume = 50 (turn down your speakers)s_mindistance = 0s_maxdistance = dunno, but so high that the sphere is bigger than the room itself.Some lights and player_start and that's it. Shouldn't take you more than five minutes to rebuild.
  22. I think Santa hates my family since we decided not to gift each other anymore, so I'll probably have to drag my lazy arse over to the store to get some. And if I pay for them they'll even wrap em up as a present!
  23. Sorry. I didn't mean to imply your observations were wrong. The whole reason why I did this "experiement" in the first place was that an admin stated that he wasn't sure if the information in the wiki was absolutely correct. Furthermore you wrote this part of the article two and a half years ago so I thought "hey, I've got the time and I'm curious so let's bring it to the test". When I wrote that sound travels through visportals I meant that it apparently travels through closed visportals , sorry about the inaccuracy. I also didn't test if the origin of the sound itself was influenced by portals as I don't have stereo speakers . I'm not going to change the article as this are only some minor observations of a DR noob who barely made it through your A-Z tutorial, so don't worry. Btw: r_showPortals was set to 2 the whole time and there was only one visportal in the map. (my test setup, please excuse the crudity of this model...)
  24. Yep, the information seems to be wrong. I built one room in another one, put a wooden door in it and a visportal. In the middle of the small room I put a speaker with a high s_maxdistance and s_volume of 50 (don't try this at home ). I made sure the portal worked properly and then made the following observations: When the door (and thus the portal) is closed, no sound comes out of the room unless I lean into the door.When I open the door, it blasts me away ie I hear something.If the door is open, there's no noticable change in volume no matter wheter the portal is open or closed (I leaned around the corner to test this)Sound seems to travel through portals. Although I was still in the radius of the speaker I didn't hear anything on the other side of the room, on the opposite of the portalI'm not sure if the volume actually decreased as I walked away from the portal, but once I walked away a certain distance (s_maxdistance to be precise), the sound quickly died down.From what I observed it seems that the door does not damper the volume of a speaker when it's closed, but rather decreases s_maxdistance.I haven't tested this with multiple portals, so if you're still looking for a good reason to dedust your labcoat here you go .
  25. Check out the wiki: Source: http://modetwo.net/d...und_Propagation
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