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SeriousToni

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Everything posted by SeriousToni

  1. I already stated some of the above. Again, you don't want casuals playing this game, rating this game or tryibg to build maps for this game. There is no gain in my eyes except for popularity which doesn't necessarily mean good! popularity. I don't understand what benefit is there. Players who are interested in Thief style old school gameplay already know TDM..
  2. Can this please be added to the next core 2.10 update? Also I think I should print a t-shirt now. With the model and the headline cabinet1 on it. Nobody will get this, which makes it even more reasonable and funny.
  3. Does this seem to help? Debug cvars: tdm_ai_showalert Shows the underlying values used to calculate alert levels and the roles of AI in regard to search tdm_ai_showstate Shows the final results of the above values along with other state details
  4. @nbohr1more Thank you again for testing this out. Your results seem totally fine by me. So I just have to make sure that the entrance to the room is not lit and there may be a carpet behind the door. I am really happy that I don't need to fiddle around and just can set up the convo. I'll try this out as soon as I have the voice recorded by biker. That's awesome!
  5. Thank you. I appreciate the time and effort you have taken. I'm sure all other mappers and future maps will benefit from this too. I'll eagerly await your test results
  6. I remember that I played original Quake 2 back in the day in the cellar of a pub. There was a guy with his laptop down there and we drank some beer while playing this when the other guests were upstairs at the bar. I can't remember why we were sitting in the cellar however. Suddenly he tried to touch me in inappropriate ways and said "I know a game" and I ran out of the cellar upstairs to the other guests while he continued playing quake 2. No one spoke about it, me neither. Today he is even major of this town. And the pub is in fact the one I built in my fan mission. The one with the cellar. Wow, this really seems to be stuck a bit deeper down than I thought. It must have been around 17 years ago or so. Thanks, Quake 2!
  7. Again, that's not my argument, it's just what I remember from the discussion years ago. I would prefer torches to be extinguished but not lanterns. Somebody has to actually check that out in Dark Radiant. I don't know what the standard is here.
  8. I think the argument was that the water arrow splashes against the wall and hits the flame beneath it. That would not so easily possible with a moving, living target. However that's just my vague remembrance of it. I wasn't taking place in that discussion either.
  9. Back when guards with torches were introduced
  10. I remember there was a discussion (as always) about that topic once a long time back, but I can't remember what was the final reason they now decided to decline this feature. I think someone said that the player could (realistically) never hit the flame of the torch in a way that it douses and would instead (again realistically) only wet the guard. I think it was a decision about how realistic it should be and not really gameplay wise - but I could be wrong. Really can't remember that for sure. Personally I think player should be able to douse the flame still and make the guard alerted and take its sword out. If it is a torch, at least. Lanterns should be invulnerable. So the mapper would have the ability to set up a difficulty level, like: easy = no light (dark) medium = carrying torch (light, but extinguishable) hard = carrying lantern (light, not extinguishable)
  11. Wow that bug tracker commenting was hilarious! As I'm not quite done with the tutorial on how to set this conversation up, I'll wait for your testing results. Then I might try to apply dragofers script if it hasn't already been fixed. Nevertheless this would be good to know for anybody else who might want to setup a conversation.
  12. As far as I know the quick save conversation bug is now solved in2. 09. However as you said, one problem still might be the player alerting the NPCs accidentally. I think in Thief they gave them a low level of visual and audio accuracy until the conversation finished. Does anyone know if this is possible in TDM too? I know that you can set those levels for each NPC, however they're permanently, so even after the convo they'd be deaf and blind. Is this changeable somehow after the convo finishes /with a times trigger / script?
  13. Why would you want to alert a guard at your position?
  14. For this we could just use noise makers or movable objects (throwing) , right?
  15. FYI I am still not sure what caused the error since 2.09 but I couldn't fix the door by rotating it. I was only able to solve this by deleting the door entirely and re-inserting the prefab "vault door" in the map. Then I rotated it in place and tweaked the rotate values for the door and its lock. I reassigned the key and checked ingame. It now works. The prefab name also has a number in the end of its name which differs from the number my "old" door had. So this also could be that the prefab has been updated maybe. Anyways since this problem seemed to only occur in my mission since 2.09 and only for that specific door I think that's not important to sign on the bug tracker. It is solved now. I just wanted to let you guys know, in case someone else has this problem in their mission. I'm still working on a few other fixes and will release the update as soon as I'm finished.
  16. Fine - So can we close this topic now again for another two years?
  17. Hi I'm getting two warnings in the console I didn't find a mentioning / solution here: mage (xxx.yyy.zzz) can't sit: too far from sitting location path_corner_6 (xxx.yyy.zzz) portal 1250 at (xxx.yyy.zzz) is useless Can or should I do anything about this? The mage seems to sit down properly from what I saw. Also I don't know how to find Portal 1250 in Dark Radiant.
  18. Can this please be added into the wiki immediately by someone before it gets lost in this thread?
  19. Are you sure? You could easily skip these lines, they're even grayed out.
  20. This. I also don't think releasing on Steam would attract the right audience anyway. Would they even be able to rate it? Just imagine 12yo Fortnite boy downloading TDM and not being able to run and 360 noscope blackjack everyone. This game hasn't even a 16 missions campaign that is fully voiced and narrated in state of the art 3d renderings. Also, some of the missions are really weird as almost as they weren't built by one development team but by many different people with different skills. I can see the ratings like that already. It's not worth the time, nor the financial risk. People with a love for stealth games or even Thief will already know TDM anyway.
  21. Oh wow that's really cool! As I'm trying to update my mission too in the near future and currently re-learning Dark Radiant I am especially curious to read what we're the obstacles you've encountered and if you've got some tips how to avoid them in the process.
  22. Ah no it also seems to work on mobile if you go to the main menu > account settings > ignored users. There you can search for a name and then put the check marks what to ignore. Then posts of this person will collapse and you have to open them manually. That's a pretty comfortable feature!
  23. Some of them just babble too much
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