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SeriousToni

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Everything posted by SeriousToni

  1. Thank you Sotha and Mr. Moderator Yes indeed. The Earth Saga is a good example - I should try these out! They even have completely different sides to choose Warzone has many problems with pathfinding expecially if you had many troups, yes. But I almost sacrificed them all in the battlefield so early that it never really came in my mind to have to micromanage them all ^^ I looked in the springRTS thread - seems interesting! If I find the time I'll go check it out - but it looks like I'd had much to learn o_O Hmm..
  2. Why do you stick to the button controlled briefing?
  3. I would link the TP missions together to a campaign for 1.08 - seriously.
  4. Maybe it's just the green color, but it sort of reminds me of an alien Would it be possible to make the head less stretchy (vertically) and the hands a bit smaller (too big / fleshy in comparison to the forearms)?
  5. Cool, but: Is this available in 1080p maybe?
  6. Hey there all you forum trolls! *just kidding* Some of you might remember Warzone 2100? http://wz2100.net/ I tried to play it with my cousin some time ago, but there was always the problem that the multiplayer games got asynchron, even in LAN. I don't know if it was solved with the latest community patch (its still beta), but nevertheless I wanted to know from you guys if you remember more of those kind of games? They can be older or just fresh. Only thing I rely on is that you have a big tech tree to research and combine it to different units. Best suits if the game is LAN compatible and real time strategy, but that's no must. My example for this would be "Thandor - die Invasion" http://thandor-world.de/index.php I don't know if it's a game that only was contributed in Germany, but it's much like Warzone (though not that big tech tree it was made with love). A shame that it didn't go open source like warzone did. You still would have to buy it if you find it somewhere and I don't know if it is running under Windows 7. I hope that I find my old Thandor CD some day, insert it and cry lucky tears
  7. You miss him! Hah! Got'cha! ;p But seriously boys: After letting the posts from STiFU, deadlite and grayman coming to your hearts - don't you think the discussion is unnecessary..?
  8. Awww.. But I'll search for your Thief map
  9. I can't say what will happen in the future, but I know that people will grow in time. This means the beginners learn from the elite as well as the elite will go on someday and get replaced by the once beginners. Everyone finds his / her place and will get better there. People change, but they also get replaced.
  10. If you place both, interior light (e.g. torches) and moonlight, aren't this performance killers for every single room? Because more and more lights hit several objects and tris..?
  11. I really don't understand why everyone is debating on who has released which content and who is too busy in real life, etc. I mean looking at what's already there and looking forward to what's coming should get every pessimistic thought out of the way. It was getting a bit quite in the last months but that is a good sign for me personally, as it means that everyone is busy in the background (with TDM hopefully;) ) Let's not get lost in anguish, guys. Come on - only two weeks until the Beginners Map Releases! I never said, that my map has some nice, decent, fancy, whatever stuff. I won't ever do, because it's my first map and I just learned DR, so I won't compare with e.g. Biker's missions or something. I'll let the players decide, if there's some "decent stuff going on" in it. Though, I hope the best, because I put much work and time in it. I believe the other participants did the same effort and maybe even more - I don't know. But we will all know - in two weeks. Until then let's not whine about the silence - let's celebrate in anticipation!
  12. Nah - you're all just melancholic because the forum feels very empty since you kicked out Shadowhide! I'll say:
  13. Does the console say anything or is it just crashing with the whole doom3 process? Are you placing the vis portals in the streets like the ones you did in the buildings? Maybe you did something wrong like grayman said. Use "make visportal" at its best.
  14. Have you guys ever played "Ominous Bequest"? Very sad story but great FM with lots of twists ;.)

    1. Show previous comments  3 more
    2. lost_soul

      lost_soul

      I highly recommend Wicked Relics. Great design, and scared the crap out of me near the end.

    3. Sotha

      Sotha

      I think that is one of the few T1/2 FMS s I've played. It was very atmospheric.

    4. STiFU

      STiFU

      It is my all-time favorite. The author Eshaktaar even said once, he'd maybe try mapping for TDM.

  15. Hello Tels, thanks for your post! Where can I find this? It is not listed in the wiki tutorial, nor in the "add spawnargs" for the alarm entity. For what is snd_propagate? I mean yes "The name of the sound you want to be propagated to the AI. Default is 'alarm'." is okay, but why change this? Isn't it regardless for the AI which sound file is propagated to them? The question for "alert_volume_mod" is what is this "factor"? How can I estimate the area in which it operates exactly so that I know which numeral works for me? Is it a multiple of the s_maxdistance?
  16. Besides this, I noticed that the AI will not use "alert_only paths" (why is it called alert_idle_only in DR btw?) after calming down from the alarm. I guess this really is depending on the situation: If you raise an alarm (maybe by a trap) when the player steps in, the AI would search for the player and if he don't find him they may say "Hm, false alarm, maybe critters). Then they'll follow their idle_only path. Thats nice. But what if the mapper says: "No, if this alarm has sounded, there must be an intruder so the guards should use their alert_only paths!" It would be cool to have a spawnarg letting the mappper deceide what happens. Or maybe you can set the "raise alerm level this high" spawnarg. Tels, would be nice indeed if you could help out with the documentation of this entity. I did a little test map for myself to explore the functionality and it's still quit unsure about the things listed above. Besides of my previous questions and the suggestion, I want to ask: Currently the alarm could be triggered by the player itself. That is nice to set up a trap or something like that. But let's say we want the alarm switched on by the concerned AI? This could be a serveant who runs to a flee point and uses path_interact for switching the trigger. It could also be a guard who, when he's raised to a high alert level, goes to the switch instantly. I can't think of a solution for this yet. Don't know if it's even possible somehow. The only thing is setting up an alert_only path with trigger_interact at the very beginning. But that's kinda inappropriately because the guard would see a body / player, then search for the player, then after calming down setting the alarm, and then search again..
  17. So how do I change the actual alarm sound then? And what is defining in which area the AI will come to the alarm sound? Is it s_maxdistance or alert_volume_mod? Do I need to set a atdm:stop_alarm entity all the time? I inserted just a duration for the alarm and after that the alarm seized (the AI stopped searching too). So I guess this stop_alarm only necessary if I want to stop the alarm manually. It isn't possible to stop the alarm with the same switch that pulled it on, is it? Mysterious entity I would say..
  18. I missed this map somehow and played it today the first time. Outstanding gameplay! The guards and patrols are placed so carefully that it was both fun and work to get inside the house. This is now one of my absoulute favourites and it should be one of the maps, that the new players should play at first. It is small, not too hard and doesn't have any complicated objectives in it. Mark it as beginners favourite! An extended version would be great indeed, but I fear that if not done carefully, the lovely gameplay will might be destroyed.
  19. You can try playing "Dungeons" which is sort of a Dungeon Keeper mixed with Theme Park aspects. It is more about redirecting the enemy heroes than care about the own creatures. It's a matter of taste.
  20. Why not making it like in Thief 1 and 2. There you had a chance to get past, even if you were in full brightnes as long as you were quick and far enough? So that means that if you've been spotted, the AI checks: set timer 2 seconds every 0.5 seconds raise alert level +5 (-distance / 80) I don't have much clue of these coding things but you might get what I mean. Some kind of routine that prevents the AI to snap to highly alertness in 0.001 miliseconds including some distance checking.
  21. Thanks! I'm afraid I can't give you any console errors for the language problem, because doom 3 crashes while loading so that I can not dump it into a file :-/
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