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Shadowhide

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Everything posted by Shadowhide

  1. because it was built upon a leaked source code
  2. to avoid possibe problems with eidos
  3. 1.20 http://www.ttlg.com/forums/showthread.php?t=141028
  4. is there a chance that the some of the missions wont be working correct with standalone version because of script function missing ect?
  5. i never knew that where was it mentioned ?
  6. i dont get it yeah,good advice,i'll try that
  7. dunno,new Square Enix game about that homeless wench which is jumping around scrapyards is quite nice,so maybe Th13f4 wont be that bad (but yeah,no wonder it will be not the game we loved)
  8. it might be a good idea,but it will be tricky to make each scene look interesting and unique Melan said that he tries to make every building unique and he is my idol when it comes to the city missions yeah,i'll do that when i drop the map
  9. finaly found some more or less inspiring picture and after a few hours i recreated only 1 house and (still not happy with it though) should i go on if i getting burnt out after creating a 1 little map piece like that ?
  10. how much time it took too recreate that scene ?
  11. its mostly about optimization and visportals,still not enough to inspire... where can i look on TDM city map ? and yes,you're right,storyline is must.To be fair i never had a story before i started to work on previous fms
  12. maybe you need specific (86x / 64x) version of it ?
  13. all previous fms will be working with 1.09 the way they supposed to work ?
  14. thanks,glad you like it,though i didnt made any progress on it so far... i can upload it as prefab if somebody want it btw i failed everytime i tried to build a city (except 1 time i actually built a little city area i was happy with in DromEd,but it was long ago) perhaps i could try to build relying on somebody's plan of city layout from above ? what do you think ? maybe someone would even draw one for me,though i promise nothing
  15. @RPGista:i too lazy to draw anything,so i a made a little concept with simple brushes right in DR,though i dont have a plan,story or even idea for a mission... here what i end up with :
  16. i havent mapped since september or whenever my mission was released unfortunately,even looking at the photos or art does not inpire me... remaking is not a good idea either,because its impossible for me to get close to the image/photo level of detail
  17. what to do if i have no ideas for mapping and getting tired after creating a 1 simple room (which is going to a trashcan anyway) ? PS is there any is tool to preview a D3/TDM GUI ?
  18. thanks,its much better now,i would never end up with code like that on my own without proper learning of C++ glad it was useful !
  19. dunno,i haven't find one i think its a bug of TDM itself,because displayed loot count changes when player picks loot but as i said,everything will be fine if player scroll inventory
  20. ok,simple ingame shop ( ) for example we want to buy broadhead arrow for 50 gold (NOTE:there is something wrong and total loot amount can not be decreased,only 1 type of loot - jewerly,gold or goods,so we will be buying it for gold only) Step 1 : create a func_static with a broadhead arrow model,give it "frobable 1" property Step 2 : select it,then click on Entity (menu) and select a Stim/responce Step 3 : give it a new responce of "Frob" type,add a "Run script" effect and choose a script name.Let it be " getbroadhead " (without the quotes) Step 4 : creat a script file in your "maps" folder,then paste a code ... : void getbroadhead() { do { if ($player1.getLootAmount(2) >= 50) { ///the function says for itself.We checking if player has a 50 loot in your inventory."(2)" is a type of loot (gold in our case). $player1.changeLootAmount(2, -50); ///this function says for itself too,we removing 50 gold from inventory sys.print ("it works"); ///print if it works sys.cacheSoundShader ("frob_loot"); ///cache a neat sound $player1.startSoundShader ("frob_loot", SND_CHANNEL_ANY); ///play a neat sound entity broadhead1 = sys.spawn("atdm:ammo_broadhead"); ///we spawn a broadhead arrow entity with name "broadhead1" $player1.addInvItem(broadhead1); ///we add a "brodhead1" entity to players inventory return; } else { sys.wait(1); } } while(false); } ok,thats it NOTE:if you have a loot selected in your inventory when you buy something - displayed loot count wont change,though the REAL loot number will change as it should be.True loot amount will be shown when you scroll your inventory. btw,i cant update my status
  21. i know no one would listen to me,but i recommend Zeno Clash its a very fun shooter/fighting game set a strange steampunk universe
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