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Posts posted by JackFarmer

  1. On 9/25/2023 at 9:36 PM, nbohr1more said:

    I was hoping the emergence of mainstream Metallica and Nirvana would lead to a new thrash \ pop hybrid scene.

    Yeah, for a short time back then I had similar expectations. Looking back now, however, I don't think that would have given a qualitative boost either.

    P.S. I didn't realize you were knowledgeable in so many subjects (literature, music, cinema). I always thought you were a video game addicted programmer who hardly ever sees daylight and who does matrix calculations to relax!

    • Like 1
  2. 2 hours ago, Wellingtoncrab said:

    I actually feel like they got a little better as time went on. They aren’t my favorite band or anything, but Nevermind, In Utero, and Unplugged are all great albums.

    Bleach is good but I never felt it was particularly great.

    I found the video for "Smells like" terribly embarrassing. The music was (apart from the fact that KC was neither a particularly good singer nor a particularly good guitarist, but that was probably not the point)  something I partly liked.

    Quite worse I found the almost messiah-like worship by my generation. What went off in this regard at the concerts was just embarrassing. Could well imagine that Cobain also did not like that very much.

    Bart Simpson had once announced in an episode a title in a rock star fantasy, which was called "My fans are all pigs". Possibly there would have been no one better than KC to play such a song. 😆

  3. 3 hours ago, Marbrien said:

      I noticed that in The Anomaly the explosives seem to be defined as a key, so maybe the issue is key-related.

    That's right. The key entity type was used because all other related entity classes do not work when they should interact with world objects as in the above mentioned example in HHTA. For reasons unknown that only works with the key entity class.

    • Like 1
  4. 19 hours ago, thebigh said:

    OK, I'm tearing my hair out over an end-mission conversation cutscene. I'm activating a script along these lines


    void gameover() {
        sys.fadeTo('0 0 0', 1, 2);
        sys.fadeTo('0 0 0', 0, 2);

    Basically I teleport the badguy into position, fade to black, transfer the view to the camera, fade back in, and begin his conversation. Unfortunately, he just stands there and won't do his monologue. Sometimes he even freezes completely, not even doing his idle movements. If I comment out the $gameover_cam.activate and noclip there, the conversation does work correctly.

    What am I doing wrong?


    camera_suppress.map 14.85 kB · 0 downloads camera_suppress.script 609 B · 0 downloads

    Here's a minimal example of the problem. Press the red button, the camera activates but the guy's conversation won't play. The green button triggers a script that's identical except that the camera is commented out- and his conversation does trigger.

    Give the AI the property

    cinematic - 1



    • Thanks 1
  5. On 5/9/2023 at 11:53 PM, Zerg Rush said:

    Good for an heart attack, 

    "Not even Mission Impossible has this level of persecution. The policeman is an ace"

    If this is real, then it is by far the most incredible traffic thing I have ever watched. You must see it to believe it.

  6. In the meantime, I played the first level, which means I was able to activate the first elevator.

    I don't know the original game, I only know System Shock 2, and I have to say that this one is damn close to the latter, but looks and sounds considerably better!

    Absolutely traditional, nothing is explained here, you have to figure everything out yourself. I like that.

    As has benn said before, I also had problems recognizing if you can interact with certain objects:


    The fact that these strange electricity towers or whatever they were had to be blown up in order to create a bridge, I only noticed by chance. I would have gotten stuck on that for sure.

    Anyways, great game.

    • Like 1
  7. Sound shaders used in conversations are given the reverb effect defined in the associated efx file for the defined info location.

    If you have a room with an intense reverb (example: efx cathedral), then the voice files are sometimes not easy to understand. If you could use a different reverb for the voice files (then maybe exf Medium Stone Room), it would be more understandable again.

    Question: Is it possible to define a different reverb effect independent from the Info Location for such voice files?

    It wouldn't help if I converted the voice files with a more "understandable" reverb using an editing program, because the defined room reverb via the Info Location would still be applied, which would probably only make things worse.


  8. 9 hours ago, Dragofer said:

     In this case their advantage would be that you can more easily make it a single-use thing.

    Yes, I had thought of that too, but since @refl3ks hadn't mentioned it, I left that step out. I would have solved this then through a Response on the switch; whereby with the Response "make unfrobable - _self" only a unique Frobbing would have been possible.

  9. 1. Create a water entity (=water_source)

    2. Create a small brush (size does not matter) and convert it into an entity of the class "sliding door" (=water mover) - give it the properties

    a. frobable - 0
    b. noclipmodel - 1

    3. Give the water mover the follownig spawnargs to remove the default sounds:

    a. snd_move - nosound
    b. snd_close - nosound
    c. snd_open - nosound

    4. Bind the water_source to the water_mover

    5. Give the water_mover a fitting translating value, for example "400 0 0"

    6. Target the water mover from the switch in question


    • Like 2
    • Thanks 1
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