Jump to content
The Dark Mod Forums

DeTeEff

Member
  • Posts

    1243
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by DeTeEff

  1. Probably intentional by the engine or a graphical setting but is it possible to correct this: The grey marble rim is supposed to be light grey but as I move backwards, it is rendered as a dark grey, like some kind of LoD...
  2. Thanks. It's the first map I started and thus the mission has been in the works since 2010...I made the biggest mistake any aspiring mapper can make; start ambitious!
  3. Just to make it clear that I'm still onto this...
  4. Thanks, Xcen Just out of curiosity, how did you notice the missing bracket? Coincidence or some sort of debugging-prog?
  5. Is there any convenient way to know in whick pk4-file the files are stored? In these situations I usually check for a name that sounds right, in this case tdm_models01/02.pk4 but it's not there...is there a registry?
  6. Is that so? Faschinating... What to do? Do I correct and ship that version with my map or do I wait for the official correction?
  7. A lot of weird stuff in there...
  8. There is a lot of warnings, mostly because I've got dublettes of some skin/material definitions How to export the console to the clipboard? Yes, it shows up in DR but not in game.
  9. I cannot see the distiller ingame models/darkmod/laboratory/distiller.ase Someone with the same problem?
  10. Cannot see the distiller ingame...models/darkmod/laboratory/distiller.ase

    1. Sotha

      Sotha

      tech support section and a post to report bug so it is not missed/forgotten?

    2. Bikerdude

      Bikerdude

      +1 on what sotha said.

    3. DeTeEff

      DeTeEff

      Thread made...

  11. Cannot see the distiller ingame...odels/darkmod/laboratory/distiller.ase

  12. Fantastic that you can have such discipline to map in "layers". I mean first all geometry, then light, then sounds, AI etc...I must complete almost everything per scene to get an idéa on how it gonna look/sound...Sometimes I just want to give up on my mission...
  13. Wonderful episode "Huuuuuhh??"
  14. Let it be a thread where everyone guess how we look Still snow in Sweden btw, has been a nice cold winter without slush...
  15. I'm for that! First of August 2013. I feel it's more important that the missions are well made and have a solid theme to the unusual gameplay style, rather than to hurry out missions in a cramped manner during a period when you feel forced to map...
  16. Also bogged down because of lack of motivation. I'm for advancing the deadline but I'm definitely not sure that will make enough time for my mission to be ready. I don't want to "minimize" it just to finish it in time for the deadline, that's all.
  17. Oops, sorry for late answer...
  18. Nice idea, but feels performance heavy...but I don't know if the fog light affects the surroundings more than that grey mist?
  19. Haha, yeah, ironicly I'm having problems shitting out something for a Unusual gameplay contest
  20. No hope in completing my beast of a level in time...I'll just surf on the "time push" I get with these competitions which mean at least I make progress I'll be bold and say it'll be worth the time it takes It's the mission I started three years ago so be ready for my version of Springheels A Score
  21. It all boils down to the fact that should killing be Unpractical/have severe consequences: Adding guards/sounding alarms, changing patrol routes etc. or Unacceptable: Because "Our guild doesn't allow that" "It should look like a theft" "Don't draw attention" or Be difficult because you are not skilled in killing: Decrease the damage from arrows in different difficulty settings/alert states or Arbitrary rules made up by the player: "I want to finish Zelda without the sword..."
  22. Hmm...I don't find that a relevant comparison. I just don't think it's fair to avoid the fact that an arrow to the head is lethal...You're talking about reprogramming and mentioning stuff that belongs in a movie... That's a more solid argument, I'll accept that. IMHO if an arrow hits in the head, the guard should drop dead, no matter alert level, but as you said, the alertness will change behaviour in "dodging" and the only feasable way to simulate uncertainty and stress in firing towards an charging enemy may be to alter damage against alerted guards. But anyway, I'll think it's enough to add the restrictions in the style of objectives... And as I mentioned, I rarely use the broadheads or sword so the change won't affect me
  23. In my future missions I believe I'll add the objective "Do not alert/kill/BJ anyone" and make them Optional to give a "switch" so i'ts easy to ghost; You'll be instantly alerted when your ghosting run is foiled. But on the other hand, you'll see the stealth score in the end...
  24. If someone wants to take every single AI out with an arrow to the head, that's fine with me. The mapper has total control over if they want to give the players the possibility to Rambo through the mission by restrictions in not giving arrows, no kills etc. An arrow to the head should be lethal, no question about it, and two or maximum three arrows to the body should suffice in killing them, no matter what alert state they are in. What does it matter if you are aware of your adversary if he shoots you in the torso with an arrow? I always found it ridiculous that it was neary impossible to kill guards in T1 and T2 with arrows unless the first arrow was a direct hit to the head...It certainly has gameplay value to decrease arrow damage towards alerted AI but I find it up to the mapper to restrict the player with optional (or compulsory) objectives. As a sidenote, myself I always never use the broadheads or fire arrows as I enjoy the stealthy aspects, but I don't want to force this playing style onto others by nerfing the arrows...
  25. So, Obs, you're about to squeeze out another level in a short time span? Sick
×
×
  • Create New...