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Netos

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Posts posted by Netos

  1. On 8/21/2022 at 8:20 PM, Obsttorte said:

    Black cubes mean a model for an entity couldn't be found. So unless you use custom models the most likely scenario is that you turned something into a func_static and forgot to dmap.

    Ehm, even if I dmap before mapping, the cube does not disappear. And I have no way to solve this unless I take out each and every entity and recompile the map

    How do I search for "func_static_31", for instance? It tells me there is a leak there

  2. Hi, since I am trying my hand at DarkRadiant again, I have started a thread here for questions.

    My first is: when I have created a room, how can I play it in the game? I would like to look at the map from the inside. It has a player start, and the skybox has no leaks so it should work

  3. So, I went *all the way* through the 

     

    Spoiler

    literally no version of the spoiler quotes with one / or \ works. If someone could mention it, that would be great.

    all the way through the flooded basement avoiding each of the invisible monsters 2 or 3 times, to get the new valve for the elevator.

    I insert it with hopeful step, and then

     

    and then I still can't open it? The lever just fizzles as if I had done nothing. What should I add, elbow grease?

  4. Sorry that Grayman passed away. He was a great contributor to the community and a great mapper. In The North was awesome, and so were the subsequent missions.

    Once this is out of the way,

    IMO this mission falls partially into the category "by veterans, for veterans". I have already mentioned the tendency of "puzzle creep" in The Dark Mod missions throughout the years. How did you find all 3 poems? I had to go and read here to find out. The manor is sprawling, there is no map, and there are guards to avoid.

    The phantom warriors were so hard, via the console I spawned a dozen mines and threw them in their way: problem solved; all the while, saying the motto of the Mandalorian, "This is the Way", while blowing up countless skellies.😎🤣

    P.s. The map was still awesome, with good variety in design and environments; the manor was also well thought-out, no drops in performance.
    P.p.s. Frobbing the prison key from the guy was impossible, I had to knock him out
    P.p.p.s Once you have sabotaged the machine and gotten back to the lava room, how do you get out? Another guide-dang-it moment

  5. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets).
    The missions are great. In this one in particular, the navigation is awesome. The city is very good.

    I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. 
    Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice?

    [/spoiler]
    So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. 
    I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol.
    I will try checking the readables and environment with a bit more patience and see.
    [spoiler]

    The old format for spoiler tags does not work, not does changing the '/'.
    Wow, what a way to advertise "I am dumb" XD

    IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.

    • Like 1
  6. I have encountered this problem, too. I have 2 guards that get stuck in a sit down/ sit up cycle after having been alerted, and sometimes they slide back. (It doesn't happen in every case, though).

    What could I do to solve this problem? (Insert a path_wait, insert a path_anim, use no monsterclip on the seat, etc.)

  7. Hello, I am back with another mapping question:

    I made some readables, but I want some of them not to be frobable (for instance, on a bulletin board, the player should be able to read 2 of them, not all 10).

    How do I accomplish this? (I tried using 'frobable 0' but that makes the readable blank)

  8. In my opinion, there are several things that could improve the Mod, but the first 2 that come to my mind are:

    1. Subtitles.

    A good part of the custom conversations the mappers add is lost, because you can't hear them well enough unless you turn the volume very high (and even then, steps/noises may interfere). It would be a great storytelling tool for mappers, that until now have to rely mainly on readables.

    2. Multiplayer.

    A new game mode adds variety. We have already a lot of maps, it would be very fun to play them as a team of 2/3 players; it could also draw more people into the game.

  9. Nevermind, I solved by myself the sitting problem: Corner -> Turn -> Sit with a sit_down_angle.

     

    Instead, I wanted to ask: How can I create the effect of a light beam from a window?

    (I have in mind the beams in Sotha's TP6, on the wooden stairs of the manor's towers; I tried to get a look at them in the map, but they are func_statics)

  10. Hi!, I am a beginner mapper and I have 2 questions that are appropriate for this thread:

     

    I have problems with:

    1. Sitting angles of AIs (I am able to make them sit, but how can I make them sit in the direction I want?
    I tried what was told in the Wiki, but setting a "sit_down_angle ..." on the "path_sit" doesn't seem to work. Does it interfere with the orientation of the "path_sit"?)

    2. An Ai with a path such as: corner1 - sit1 - corner2 - corner3 - corner1 sits down in corner3 with no apparent reason.

  11. Hello to all!,
    I was wondering about making a mission in a place other than Bridgeport.

    the states we know about are:

    - the Empire, of which Bridgeport is a part of; we can assume the architecture in such places is more or less the same (Braeden, etc.)

    - Menoa, mentioned by the Wiki. It is a rival country, West of Bridgeport.
    The Builder church is there too, so it should be more or less European... Perhaps, where Bridgeport is "Provence", Menoa is "Spain"? What did the creators think when they invented such a country?

    About different regions, such as the Moor countries (that would be our "North Africa / Middle East")... we don't have specific assets for that, and we do not know properly the architecture of those countries; a mission in the Middle East would probably resort to copying from the 1st Assassin'sCreed XD

  12. I appreciate the idea, I am quite a fan of DeusEx:HumanRevolution!

    "Can DeusExHR recreate itself in TDM? My answer is, I don't know." And I think it would be too difficult, like a total reconversion.

    Anyway, I wouldn't mind some new assets and variety. What about a bowcaster? The projectiles deal more damage than the bow's and travel in an almost straight line, but it takes more time to charge, and it has the same range...

  13. Thievery is very old. The Dark Mod could be so much better (graphics, ambience, AI, etc.).

     

    The problem is: I don't know if/when anyone will pick up the multiplayer files, unfortunately while I know something about coding and C I don't know C++ (yet).

    Anyway, do not dismiss a new idea just because it has not been done before. Guards vs Thieves, or even Coop, it could be a nice change of pace and absolutely fun!

     

    I wonder how one player could see another one though: now we don't even have a working&moving player model, as you can see in the mirrors; perhaps the Doom multiplayer code implements it. The AI has a gradual recognition system regarding the player... Perhaps, 0 lightgem = invisible, 0.05 lightgem=barely lit model, etc...

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