Jump to content
The Dark Mod Forums

grayman

Development Role
  • Posts

    13591
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by grayman

  1. A single pic from WS6: Baleford Museum. I have no idea when this will be finished.
  2. Splines can also be used to move objects other than cameras. Certain doors in The Warrens move using splines.
  3. Do you want to release your mission before anyone else uses these assets in a mission? If so, you need to make a statement to that effect. Lots of authors have introduced new stuff in their missions, and opened the door to others to use them afterward. Gives you--as the creator--the "right of first use", which is perfectly acceptable.
  4. Welcome! Steele's missions from 5 on will tend to be smaller.
  5. @raymeld: Glad you enjoyed it! Thanks for playing.
  6. I committed changes to the trunk for the adjusted visibility factors. See the last note in this issue.
  7. If the audio cues that are currently in the game when the AI switches from one Alert Index to the next are of insufficient volume to hear at greater distances, what audio cues did you have in mind that would be heard at the greater distances?
  8. Do you have an example of this? Visportals don't occlude sound unless the mission author has set them up to do so. If you have an example, please file a bugtracker issue.
  9. Heh! 3 more being worked on simultaneously ?
  10. @zergrush: The problem in your videos has nothing to do with the visibility problem we've been discussing. The func_statics shown in this image: have no clip models, so when the AI is at the far end of the room, looking back in the player's direction, a test for visual occlusion fails, since there's no clip model to occlude the AI's LOS to the player's eyes (pink cube). Result: he can see the player hiding up on the package. So this is a map issue. To check, I removed the no clip model designations and rebuilt the map. The AI comes all the way back to my side of the room and doesn't spot me until he has cleared the corner of the shelf I'm hiding behind. Mischief managed.
  11. Yeah, I debated whether to provide a clue to those, but in the end opted not to. Glad you enjoyed it.
  12. Ha! No clue. These are normal AI. Got a video?
  13. With the release of WS5, I now have some time to look at the visibility situation. Will start in the next few days, with the target of 2.08 for any improvements.
  14. We're all in the same boat. Your comments were much appreciated!!
  15. Announcing the release of the fifth William Steele mission! Summary Steele visits Commerce Bank, looking for incriminating evidence stored away by Captain Marston of the City Watch. The William Steele Missions Commerce Bank is the fifth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, WS3: Cleighmoor or WS4: The Warrens, I suggest you complete those before playing WS5: Commerce Bank. Download The mission is available via the in-game downloader. You can also get it here. Place ws5_commerce.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 3 years. I18n Commerce Bank is currently not set up for translation. EFX This mission takes advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Aluminum Haste, Boiler's_hiss, and nbohr1more. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.07 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS6: Baleford Museum Baleford Museum will hopefully be released in late 2019.
  16. A mapper can place monster_clip over the fire to keep AI from walking through it. If the fire isn't substantial enough to make the player think the AI would be hurt walking through it, m_c can be skipped.
  17. Won't be done. Design decision long ago against this to not hurt ai walking through fires.
  18. You're moving around. Perhaps he heard you. Edit: Since you have a savegame, try loading it, then immediately typing "inaudible" on the console. This suppresses all suspicious sounds from the player. If he spots you again through the wall, then it wasn't hearing that brought him to you. Edit 2: It's also possible that he was close enough to you to see your left shoulder. LOS checks eyes/feet/left shoulder/right shoulder.
×
×
  • Create New...