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Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
I've tested with 2.08 and both are working as intended, even after several repetitions and even if in unusual order. -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
Hmm, that should both be working (and was thoroughly tested), I'll have to retest that with 2.08. -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
Yes, lesson learned. Yes, font selection is always a struggle. For some reason, half of them don't seem to work ingame, despite showing in dark radiant, so the selection is rather restricted. It seemed appropriate for a diary. -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
The invisible wall is unfortunately there because I couldn't get a bug fixed. I think it's ok as a minor annoyance, but will search what causes it. For the lock picking: 3 locks were removed and 2 nerfed in beta, so it was much worse and it's an acceptable number now in my opinion. After all, we are thieves, it's our job. Thank you for the praise! -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
@Cambridge Spy Thank you for posting the video! It was really fun seeing someone else play the mission! -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
Thank you all! -
Fan Mission: A Night Of Loot: One Man's Treasure (2020/06/13)
OGDA replied to OGDA's topic in Fan Missions
Thread updated, the FM is now released. -
Mission Name: A Night Of Loot: One Man's Treasure Author: OGDA Build time: 1 month Version: 1.00 Released: 13.06.2020 Type: Shop/House Size: Small Completion time: 30 to 45 minutes Difficulty settings: Higher difficulties require you to find more loot. Story: The thief discovers a tiny antique shop in the city. Download: FM: https://das-kartell.org/files/tdm/anol.pk4 Installation / Storage location should be: [dark mod folder]\fms\anol\anol.pk4 Promotional Screenshots: https://das-kartell.org/files/tdm/anol1.jpg https://das-kart
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Solved: Trying to run TDM in 1920x1080 on 32:9 monitor
OGDA replied to OGDA's topic in TDM Tech Support
Nevermind, it's always the easiest solution that occurs to one last. I set the windows resolution to 1920x1080, which centers the screen on the 32:9 Samsung and TDM then is also centered with black bars. -
Hello, I'm trying to run TDM in 16:9 (1920x1080) on a Samsung C49RG94 32:9 monitor. What I want to achieve is not widescreen play (which is working), but I want to play TDM in 16:9 centered with black bars on each side. The PBP (picture by picture) of the monitor doesn't seem to support this (left or right side only, but not centered) and the monitor software "Easy Setting Box" also does not seem able to achive this. So I'm looking for way to either run TDM in fullscreen or in window mode with black bars on each side. In window-mode the two best programs I have found s
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Thank you!
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I can't find a related texture for rat monster clips. However there is an entity td_defs01.pk4 > AI > AAS_flood > aas_rat_flood Description: This will generate AAS for rats. Is this relevant for my problem and how do I use this?
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Hello, is there a spawn_arg I can set on a lever/button/switch which is connected to a door, so that an AI never uses that lever? I have a hidden door, and when fleeing and in proximity, the AI uses the lever to open the hidden door.
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Further findings: - only the texture aasobstacle is working (aassolid is not) - Rats completely ignore the obstacle - A city watch guard doesn't enter the obstacle (which has start_on = 1), but as soon as the obstacle has been triggered it never goes back to active. - The guard doesn't leave the obstacle once the door closes again (point above) and when I lure the guard outside the area and reenter it he still follows me (it has nothing do with that he would be already inside the block) It seems I can't get the block to trigger on again by closing the door, once it has been deactivated by
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Time to do a thread-necro. ;-) *cast* *cast* I've created two doors. One is connected to a func_aas_obstacle with the texture textures/editor/aasobstacle and the other one is connected to a func_aas_obstacle with the texture textures/editor/aassolid Both entities are set to start_on = 1 There are some rats in the room. The purpose of the obstacles is that the rats don't block the doors from opening (they are big doors rotating in the center). As long as nothing has been touched, it's working as intended, the rats don't approach the func_aas_obstacles in front of the doors (both of them