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OGDA

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Everything posted by OGDA

  1. I've tested with 2.08 and both are working as intended, even after several repetitions and even if in unusual order.
  2. Hmm, that should both be working (and was thoroughly tested), I'll have to retest that with 2.08.
  3. 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.
  4. 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!
  5. @Cambridge Spy Thank you for posting the video! It was really fun seeing someone else play the mission!
  6. 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
  7. 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.
  8. 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
  9. 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?
  10. 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.
  11. 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
  12. 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
  13. At this progress state of the map I don't want to waste your time, for something that is merely finetuning. I implemented some stretching and turning for the work in progress. Thank you very much for your help and offers!
  14. Well, I think getting into TDM animation creation would be too much for me as I'm still learning the editor. Some stretching animation and a little path will do as an alternative. Thank you for the info!
  15. I need a guard to inspect/count his loot. Is it possible to make an AI to kneel down and don't stand up after a few seconds (except when alerted, but it should return to the kneeling position when no longer alerted)? I tested with path_corner and path_cycleanim but the kneeling animation seems to have the stand up included so he would constantly kneel down and stand up again.
  16. I use Gamma 0.97 and Brightness 0.95. I tried to calibrate according to the gamma room in the training mission but it turned out that I would need to set both settings to 0.75 to meet the instructions in the book, which pretty much distorted the look of light sources. So I'm staying on the above mentioned levels and set the ambient_world light for my first mission to rgb(6, 6, 6).
  17. Another question: Is it possible to create a group of objects (lets say a doorway consisting of an door-entity, a visportal, some monsterclips and the doorway as a func_static), make it the "source" and when I update that the instances of that doorway-group update every of that instances of the doorway where they are placed on the map? So that I don't have to manually again delete and replace all doorways with the source if I make a design change to my original doorway?
  18. For whole 5 minutes I didn't understand the point as I was thinking that I'm looking at TDM screenshots.
  19. Hello Sotha, here are a few findings and suggestions: I extremely enjoyed your Let's map and I hope you'll make other ones, superb work!
  20. It's working! Thank you very much!
  21. Hello grayman, sorry I have to ask again. So I have 1. a door with name:atdm_door_96x48_2hinge_1 2. a brush larger than the scroll and in contact with the door (also tried a func_static) with frob_peer:atdm_readable_immobile_paper01_2 bind:atdm_door_96x48_2hinge_1 frobable:1 3. a scroll inside the brush with name:atdm_readable_immobile_paper01_2 frob_bias:2 Is this correct? It does dmap, but when I try to load it, TDM goes back to the menu and gives the error: Tried to bind world to "atdm_door_96x48_2hinge_1" Can you please tell, what I'm doing wrong?
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