Jump to content
The Dark Mod Forums

NeonsStyle

Member
  • Posts

    1784
  • Joined

  • Last visited

  • Days Won

    29

Everything posted by NeonsStyle

  1. The only time you really want to have Vsync on is when you are recording a video as then it records it in Constant fps rather than variable, and most editors today don't like variable. So as long as your not recording, just turn it off.
  2. Stay with it, it's amazing buildings https://www.youtube.com/watch?v=B_Hfmp-z7AE https://www.youtube.com/watch?v=ffxGB2j9ADo
  3. Oh, some really good info there. Thanks heaps Destined
  4. Awesome video of Asian temples https://www.youtube.com/watch?v=MhifUwbQj6o
  5. Ahh thanks Dragofer. I was thinking for a future map, would be a nice detail.
  6. That character hanging from the pole up there, how would you do that with a ragdoll? Is it possible to hang them? What about the algerian hook torture? Is that possible? (butchers hook through one side, and out the other and hung face up). Could be interesting drama to add to a level.
  7. Do you know what .roq format is? I saw in the file tdm_gui01.pk4 in videos was briefing.roq so I'm guessing that's where it goes. I'll go through some other fms and see if I can find it. Then google it. In case I don't find it, if you know just post it here pls. Thanks Neon
  8. Ahhh thank you Destined. Another, is there an easier way to do a intro video briefing that the wiki says? Or do we have to do it that way?
  9. I need to make this drop objective hidden from the player at the start, and when the player finds the item, then gives a new objective for him to drop the book at a certain place. I tried using hidden objective but that just stops it completing at all. So how do you do this? While I'm at it, is there an easier way to setup a briefing using a video than as mentioned in the wiki? Sounds awfully complicated and the video intro is definitely how I want to go.
  10. WOW that is amazing. It just looks sooo good, be amazing to have that in levels. I know my level is in need of grass lol.
  11. I found blood. It is there. In darkmod/decals/blood, Not so much a pool, but combining a set of patches with varying splatters makes a nice pool of blood.
  12. Isn't it just? My whole life I wanted to go to space, but of course not going to happen lol, so Space Engine allows us to get a feel for it.
  13. I could sure use that characers voice in my FM. It's a slimy merchant character with nasty secrets
  14. Hey, I just finished this, and I know there are ppl here who like physics/astronomy. Enjoy, and please like, comment & share it if you like it, Dislike it if you don't. https://www.youtube.com/watch?v=GCjlLQLw8iI
  15. There is a problem here. Whichever one is triggered, it will need the AI to trigger one or the other speakers will will play a conversation. So I figured, use trigger_relay to set the AI's off on their way (that's already working for one of them (not setup the 2nd). Then two triggers at the speaker location that are triggered by the AI name. ie trigger_entityname. That should give me one sound or the other depending which entity shows up. Yes?
  16. Ok thanks Destined. I'll go through that. Also End of mission, I'm guessing final objectives with Ending Objectives set to 1 AND 2 etc, set to enter trigger_once EscZone. Yes?
  17. Question: I am considering two possible endings for the player to choose. So how do you do this: ie; Obj A OR Obj B. but not A AND B. The player should be able to choose one and only one. Both A and B are drop item objectives and I know how to do that, but don't know how to block the other one in case the player picks up the item after completing A and uses it to try to complete B.
  18. That worked beautifully. Thank you Dragofer.
  19. Ahhh thank you Dragofer, That works, though I need to get a delay. I tried to use the delay spawnarg but it doesn't work. I'm using the same trigger that triggers the conversation is triggering the atdm:target_changelockstate.
  20. Yeh it doesn't work. Before I had the relay with the stims, but changed it to the door as you said above and it still doesn't work. I'm going to test with a trigger if a stim can unlock a door at all and if the delay works.
  21. Ok, the first way didn't work. I'll try the second tomorrow. Thanks once again Destined. Just this and the briefing to go and should be ready for beta. Everything else is done, and it's performing as fast as I can make it. Hopefully beta's can get some more out of it. Still, the fps is pretty much the same as I get for Bikerdudes PD3 map so should be good.
  22. No the conversation is simply trigger_once_22 targeting a speaker (target conversation_01). The issue before was there were two triggers so it was possible to hear the conversation twice, so I just used one trigger to cover both doors. This way was a lot simpler, and it solved the issue of the repeating conversation. Now it triggers just once. Yeh I think I'm a bit confused on getting this door unlocked after the conversation., All I need for the door is, 71 seconds after trigger_once_22 starts the speaker (target conversation01), it unlocks the door. Also could you tell me why this blood splatter won't show up in game? It's a blood decal from textures/darkmod/decals there's a series of blood decals 01 to 09. However in game,it just won't show up.
  23. I sorted the sound issue. I still need to unlock the door to let the player in after the conversation finishes (since I can't do animations). So this is how I tried to do it, but it doesn't work. trigger_once_22 to start conversation Stim Response (SR) on trigger_once_22 with effect Add Target on Trigger_Relay_2 Trigger_Relay_2 spawnarg delay 71 and SR with effect change spawnarg on library (door to be unlocked) locked 0.
×
×
  • Create New...