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Destined

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Everything posted by Destined

  1. The MD5 animation viewer (under the entity tab) lets you watch all animations that are available for a given entity. The one you are looking for is "idle_warmhands" or "idle_warmhands_low" depending on where the heat source is located.
  2. I am a chemist myself and have recently finished a postgraduate course in toxicology. There are a couple of positions open there, but we will see how it goes. Financially I haveunemployment benefits for the coming year and should I not be able to find a new job in a year (which I doubt) I still have some savings. This also reminds me that I should finally file the tax returns for the last couple of years. This is also some money that I can use if bad comes to worse... Still, I am not too pessimistic that I cannot find anything. In doubt I just have to reduce expectations.
  3. This is really nice! I am currently preparing a campaign for the Witcher pen and paper RPG to get my "daily dose of Wticher". Now I just need people to play with... I also had the last day of my old job today. I was working as a research fellow at the university and may even have had the chance to extend my stay, but I am looking for an indefinite position. However, with the second lockdown just starting, I am also not too optimistic about finding something too soon
  4. There is a whole range of chanceNotice* spawnargs, that handle such things. From a quick search I gathered that ragdolls are considered persons (according to their AIUse spawnarg), so I assume that this is the reason they are recognised by the undead. You can try to set the spawnarg chanceNoticePerson to 0, but I am not sure, which other consequences this has. I assume the player is not defined as a person, so they might still see him as an enemy, but if you want them to interact with living AI (i.e. guards, townsfolk), this will not work anymore.
  5. In this case, you can select the surface next to the end caps (Ctrl+Shift+LMB) select "Copy Shader" (in the Edit tab), then select the end cap and choose "Paste Shader". This should lead to the end caps having the exact same shader as the surfaces around it (so you also don't have any transition problems).
  6. Good to know. In my case this apparently has been the case by chance.
  7. You can try to copy the shader of another surface and paste it onto your patch. If I remember correctly this had worked for some arches I made.
  8. Maybe it needs a trigger entity in between. I think there is a difference between targeting and triggering. But it is quite some time since I last worked with speakers... The trigger (or trigger array) could then also target an objective change entity. If you are used to scripts, they are easier, but if you want to avoid them, there are also other ways in many cases. Not for everything, of course, but you can do a lot of stuff even without scripts.
  9. I missed that checkbox. Good to know! For the gramophone: If I remember correctly you don't need a script. I think you can directly target the speaker with the gramophone and it should switch its on/off state as soon as the gramophone is frobbed. So just use the gramophone, give it the spawnarg frobable: 1, target: speakername and the speaker s_waitofrtrigger: 1. I am not 100% sure that it works, but it would be much easier and avoids having to use another script.
  10. Under the "Map" tab you have the "Objectives" button that opens the objectives editor (Wiki page about it). With this, you dont't have to write the objectives by hand. When you create an objective that way, you have a couple of fields where you can call scripts or activate targets upon completion or failure of the respective objectives.
  11. I am pretty sure that the script with the "kill" option will trigger the "don't kill anyone" objective, because this only checks if the AI dies, not by whose hand. This is why it might be better to go with the "become ragdoll" route.
  12. I believe something like that has been done, but only for a static one. We have the option to project a camera view on a surface. If you use a teleporter on the moment the player gets close to that surface, you could simulate a portal. Having the ability to create portals like in "Portal" is a lot more difficult and will most likely require some serious coding. EDIT: Here is the wiki page on how to set up the surface: https://wiki.thedarkmod.com/index.php?title=Security_Camera Section "The Display Screen"
  13. In the Newbie DarkRadiant Questions you have a higher chance that people will read it. On the other hand, in this thread you have all your questions in one place and can find the answers more quickly, if you want to reread them. It is up to you, what you prefer. You can try to ask them here (maybe change the name of the thread, so people see that it is a more general questions thread and not only about launching missions) and if you don't get answers here, you can ask again the Newbie thread.
  14. I have bought a couple of lockpicks several years ago and even managed to pick a few locks with the instirctions you get from the internet. The visual feedback you have is negligible. The lock turns only a couple of degrees before you can open it. The main indicator is the feeling of the pins snapping in place.
  15. I agree. I liked exploring the areas (not all are just narrow canyons, the larger areas usually have a couple of side tracks and/or bigger clearings). Regarding the disappearing quest markers: I think that these are meant for people who are not able to find their own way, if they are just given the final goal. So, they designed them for people to follow step by step. Would not have been my personal choice, but I can live with it.
  16. I don't think that this is a good idea. You would punish the player for doing, what he is supposed to do (staying in the dark). Also, it is not really realistic: You cannot see inside the lock, while picking it, so you have to rely on touch anyway. So, it does not make any difference, if you pick a lock in the dark or in the light.
  17. As I said before, it has its weaknesses, but being the first game in this world, I hope that if there is a continuation (not finished that game, so I am not sure if there is any potential there), it will get improved like the step up from Mass Effect to Mass Effect 2. I liked Mass Effect, but Bioware improved a lot of stuff that was annoying in the first part. I see the potential that this could get done here, as well.
  18. There are a couple of official DLCs (e.g. Scythe, Zombicide, and some others) that actually cost some money, but all other games are community made and have not further cost. Most boardgame designers seem to have no problem with people recreating their game on TTS. Some even use it as a platform to test their games. E.g. I have supported the boardgame Middara on Kickstarter and they released the first chapter of the game on TTS (for free) and used the feedback they got there to improve their game, while it was still in production. If you are interested in specific games, just take a look at the Steam Workshop page of TTS or ask here, then I can look if they are available for you.
  19. I can also recommend this. The controls are sometimes a bit clunky, but you can get used to it (if you are used to DR, it gets hard to switch between scrolling with MBM rather than LBM; but you can get used to it). I have played Gloomhaven with a couple of friends IRL, but due to distance we played a lot of games with Tabletop Simulator as well, which has the benifit of scripts that really make your life easier in some regards. Recently I have played Middara (which I backed on Kickstarter) in solo mode and there are still some games I would like to try. If anyone is interested in trying out new games, I would be glad to try it with anyone here. In general, I am more interested in co-op games, but I would also be open to some competitive games.
  20. It is a side mission. And I admit the fight is rather tough, but it is manageable (I used a lot of traps and gun shots; kiting the enemies until they very pretty low on health). Still, this should not relate to your problem. I have no idea, what could be the problem otherwise. And just to be sure: you have to take the northern exit, not the northwestern (but you can check out both, of course, just to be sure). This is indeed very strange. I cannot recall having any problem finding the Red Woods. Edit: I just saw that there is also an exit to the east. Maybe you need to take this one? Just as another suggestion
  21. Hm, this is strange. It has been some time since I last played, so I am not 100% sure, but when you reach the globe marker to travel, you are sent to the world map and there should be some arrows for destinations you can reach. You have to travel along those destinations until you can reach your goal. An alternative would be to use a caravan. There is one in the north of New Serene right after you leave town to the right. Apart from that, the only thing I could imagine is, that you have to further the main quest. There you also get the mission to travel to a couple of locations. I am not sure if I tried to travel outside town before that. Who gave you the mission to travel to Vedrhais? Edit: Just checked some older save files, but unfotunately I only have one in Serene and one, where I already traveled to the Red Woods. One thing I just remembered, though: Have you used the correct exit from New Serene? There is one in the northwest and one straight north. The different exits offer different travel options, so if you have not yet unlocked some for the exit in the northwest, you might not see any if you exit there. If you exit to the north, you should see a marker directly north of New Serene called "The Red Woods".
  22. I started Greedfall some time ago (got it on a sale on Steam) and also enjoyed it, especially visually. The gameplay reminded me strongly of Bioware games (Dragon Age: Origins, Mass Effect 1/2), but it also has its flaws. I especially liked the customisation of gear. Stealth is not too big in this game, but can make some fights easier, if you succeed in sneaking up on unsuspecting enemies. I found this is easier outside towns (where you encounter bandits and animals). So far I have played 16 hours and still have the feeling I am not very far into the game. Maybe I should continue it myself... Too much to do (play), too little time. I hope you enjoy it!
  23. You are right, we do not live in the Stone Age anymore. And yes, many islamistic societies live in very poor countries (not really Stone Age, but anyway), so yeah, this is what I was saying. Not theat they are completely undeveloped and barbaric as you made them out, but in many cases not very educated, which makes them easier to manipulate. And yes, I do try to find reasons (not really excuses, at least not as I see it), because I think of myself as a reasonable person and try to understand how others tick. This is, in my opinion, the only way (if there is one at all) to change people's views. If you simply tell them "What you do is wrong / You are wrong", you would just confirm their view of you as their opponent. This way, it is not possible to have a dialogue. Granted, there are people whom you cannot change, I am very well aware of that, but not every person cheering for murder is a sociopathic murderer himself, so the Ted Bundy comparison is also not really fitting. Killing every murderer (convicted or not) is also not the best solution. I would find it better to study people like that, get to know what is wrong with them and try to find ways to notice similar errors in other people's behaviour as soon as possible to prevent them killing others. This would be far better than finding and killing each mass murderer after he killed a couple of people. I know that this is quite idealistic, but it better than the simple "eye for an eye". For me killing for religious motives is not worse than killing for any other reason (as said before). Bombing a country and killing its citicens in order to get your hands on natural ressources is just as condemnable as killing people, because they believe in the "wrong" god. This contradicts conventions of civilised countries just as much as killing in the name of religion contradicts the teachings of the books they are based on. But I agree that it simply boils down to the question of how easily people are radicalised and it is much easier to radicalise people who have a bad life (or think that they have), which applies to people in poor countries easier than richt countries. So, it makes sense that this currently happens much more frequently in poor countries than in rich ones. Finally, if you think that I have any sympathy for terrorists (regardless of their creed, be it islamistic, far left, far right, communistic, fascistic, you name it), you got me completely wrong. I condemn everything they do! I just try not to throw people who live in the same countries and have the same religion and even (in part) the people condoning what they do into the same pot as the terroists themselves. Nazi Germany is a good example for that: Not everyone who lived there was a hardcore Nazi and bought into the whole racial superiority crap. Some people just wanted to live their lifes and if that meant to cheer on the Führer, when he visited the town, then they did that. It had nothing to do with conviction, but with not standing out and in that way avoid getting problems and lead a normal life.
  24. From a rational viewpoint, I totally agree. For me the only reason I could imagine to harm or kill someone is self defense. However, these people do not think rationally. Not saying that they are stupid, they just not consider the murder of infidels a bad thing. Well, a rather cynical view on history suggests, that cheering for murder is as human as can be. Take a look to Rome, where people were slaughtered in the arena, or the Middle Ages, where the hanging of criminals was a public event that large crowds joined and enjoyed. Or look at a random action movie in modern times. I know the latter is not real, but the enjoyment of violence is and apparently always was. As long as you can view the person getting killed as an enemy, most humans have no problem with condoning and even cheer for violence and murder.
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