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Destined

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Everything posted by Destined

  1. Oh, I think it is definitely nice architecture-wise. Nice inspiration. Maybe, you could repost in the inspiration thread?
  2. One question: Are the parts you made still worldspawn or have you already converted them to func_static? The former has the advantage, that you can still modify them, but the disadvantage that you will have to convert them later on.
  3. Very nice! Building a house in a couple of minutes is quite impressive. Of course, the modules took more time, but it shows nicely how easy building is, once you have them...
  4. Very nice model! But if I saw correctly, the legs are also red leather. Did you miss this or is it just because it is an early version and you have not yet changed it?
  5. The lore is not developted too far, to grant more freedom for map authors. What there is, you can read on the Wiki, topic Universe: http://wiki.thedarkmod.com/index.php?title=Universe
  6. fllood suggested Heidelberg and Rothenburg. If been to the latter a couple of times. Very beautyful town. For this group the criminalistic museum would also be quite interesting. It's about medieval crime and torture. I just checked: From Nuremberg you would have to change trains one or two times. With Heidelberg it is pretty much the same from Karlsruhe. Regarding Tickets: In Bavaria there is a "Bavaria Ticket" (not sure, if other lands like Baden-Würtemberg also hae something similar, but I suppose they do): With this you can travel the whole day for 23 Euro, if you're alone, but for each extra person (5 max), it only costs 5 additional Euros. So six people can travel for about 9 Euros per person. It is valid for all trains (2nd class) and all local traffic; so this should be the cheapest way to go around in Germany itself.
  7. I see the problem here. I could only think of the solution, that the standard texture of glass is replaced by on, that uses said reinforcements and the "normal" glass texture is renamed to "glass_breakable" or something. But this was just a quick idea, we can just ignore it. Just put it in the general map description for the downloader. Something like "this mission uses breakable glass". Also just from the top of my head...
  8. What happens with a decal on the broken glass? Does it disappear? I assume, it will get cut into pieces like the glass (although it would be very nice, if the moss would still be visible on the shards) The first things that came to my mind would be: 1. Glass that you cannot see through is not breakable (e.g. the window skins with lit/unlit), windows that are seethrough should be made breakable. Are func_fractures moveable by default, so you can put it into a window frame, that is moveable and just link it? I can test it, but if someone already knows, it would save some time. 2. Coming back to tags and map descriptions: The map author can plainly tell beforehand, if he used breakable glass 3. unbreakable glass could have some "reinforcements", like metal bars or something, that go through the glass, so you can still see through, but see, that it is more robust. The 2nd one would be the easiest, but strongly depends on the cooperation of map authors.
  9. Ok. My knowledge of the code is too limited. Just wanted to make a suggestion.
  10. Is it possible to add an impulse to the weapon hit, after damage is applied? If this does the trick for thrown objects, it should also work here. I don't know, if the impulse strength can be influenced, but if we can make it very weak, it should not affect the rest of the gameplay.
  11. I would prefer the weekend. Not only because you don't need to take holydays, but in Germany there are special offers for train tickets on the weekends.
  12. Thanks for the advice! I haven't thought of texture scaling to correct it. But it still leaves the problem of intersections. That is why I switched to rectangular corridors and added some columns. I am not really happy with the results, but I am usually my biggest critic. Still they need some work, befor I can actually use them... I can't post any pictures, because the files are on a different computer. Maybe I will remember to do so, when I get home.
  13. I think subtitles and visualisation of sound are two different topics. They are related, of course, but still not the same. Your suggestion is not bad, but still you will have to find someone who is able and willing to implement it. I myself would not know where to start, but I have no programming experience... Regarding subtitles: As discussed before: If we sould find an easy way to implement these, translation of missions would be much easier and thus some missions would not only be better playable for hearing impaired people, but also non native-speakers.
  14. It looks really nice. I recently tried to make modular sewers, but had massive problems with archs. Especially for bends and intersections I could not shape the patches to a form that kept the arch around a corner. Also on the top of the arch the textures were stretched and did not lok good. But this problem you don't seem to have.
  15. I agree to that. It's just more convenient to watch a show, wehenever you want and not be bound to times, the TV stations decide and to just pause, when you want to. Also, when you stream shows you avoid a lot of ads. Even though most streaming services have thier own, it feels like less than shows on TV have. The only times I watch TV nowadays is for live events (e.g. the world cup or something similar).
  16. I think it is a noble goal to try to make TDM available to hearing impaired people, but I also think that the game all in all depends too heavily on sound (like OrbWeaver said, you not only need to hear for lockpicks but also for guards). I also like to listen to music while I play from time to time, but for TDM and other stealth games, I do not like it. It not only makes this kind of games more difficult, because you cannot hear guards etc, but it also hinders immersion, which for me is quite important for these games. So I think, visualisation of all sound elements would be just too much for such a game and the number of beneficiaries would not justify the effort needed. Subtitles on the other hand would be very appreciated. I also am no native speaker and although I believe my English to be pretty good, I sometimes have difficulties understanding everything. Just recently I played the Thomas Porter Campaign in TDM and sometimes the dialogues were just too low in volume for me to understand. But as OrbWeaver said: For existing missions you either need third party contributors or the authors have to be kind enough to provide subtitles themselves. That leads me to the question: How difficult is it actually to create the subtitles? If its mainly typing the dialogues and the linking to the audio file is easy, it should not be too much work and thus you will find more volunteers to do this. I could imagine, that most authors already have the script somewhere (if they did not improvise the dialogue, which I highly doubt) and just need to copy and paste it (or provide it for other people to do just that). If the linking is quite complicated, most people will shy away from it. Another point for me, why I would like subtitles, is, that I do not have good recording equipment (and do not know how talented I would be as a voice actor) and with subtitles I could include dialogues without recording them. But as I said before: It strongly depends on how difficult it is to create the subtitles.
  17. I also never heard of it, but it looks interesting. The lockpicking system you see briefly in the interview can also be quite interesting, although it has nothing to do, with how it actually works. On the other hand in TDM it's also not how it actually works and is still fun...
  18. If it really will be in Germany, there is a chance, that I will join in. I am currently unemployed and thus relatively broke . But if it is not too far, I think I can manage.
  19. I know this thread is quite old, but I just found an interesting article on "I fucking love scinece", I thought you might find interesting: http://www.iflscience.com/technology/how-horror-games-give-us-fright-we-re-looking
  20. I use Firefox with AdBlock Plus and NoScript
  21. I only see his normal sig image
  22. There are a couple of games, where you can "feel" the effect of alcohol. From the top of my head, I would name Skyrim and The Witcher, but there are more. If you want to introduce something like that, you can write a script with a counter for consumed food. If the counter hits a critical value, you can change the walking speed and add some camera effects (with the latter, I am not that sure how, but it is nothing you can't find out). The problem I see here, is that you also need to decrease the counter over time (simulating digestion). For that you need a reasonable amount of time and have to define somewhere that this value may not be negative (otherwise the player can stuff himself without any consequences after fasting from the start). All in all it would be a nice gimmick, but I am not sure, if it is worth the effort.
  23. Ages ago, I have gotten my hands on a DOS-games collection (8 GB of zipped games, so you can imagine how many games that makes ) and actually found Guild of Thieves. Sadly the pictures overlap with the text, which makes it hardly playable. I will have to try a bit, if I can find a fix for this. The game seems to be fun, although I have to admit, that I have only limited experience with text-based adventures (the closest to that I played was Space Quest). Anyways, thanks for the tip! Well, I think it is more practical to not ghost about, if you really only want to steal a few bucks. But when I imagine to break into some house etc I would try to avoid damage as far as I could. The main advantage here would be, that people would not know, that there was a break-in and thus might even just think that they lost the things you take with you somewhere else. At least as long as you do not take too much...
  24. You will have to extract the file "tdm_defs01.pk4". In there you will find all the def-files, in which item properties (and a lot more) are defined. In the def-folder you will need the file "tdm_moveable_food.def", where you can find all food in the game. I just checked, the healing amount really is 1. The max health of the player is 100.
  25. I like the fact, that AI is not as predictable as in other games and am on the same page as Sotha there. But I also understand, that it usually increases difficulty, especially for people KO guards. I also thought about that point for my WIP and my plan is to increase the number of RITs with increasing difficulty. I do not know how much work this is. In my simple world it only means, that I have to deactivate "Target" lines for easier difficulties, which shold not be too much work. Maybe I am mistaken here and I have to write loads of script, but I think it is a nice way to tweak the difficulty. Maybe this is something, that other authors just haven't thought of yet and see it as an impulse to implement it. But at least for existing missions it is most likely too much work to implement now...
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