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JackFarmer

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Posts posted by JackFarmer

  1. What about creating func_teleporting entities instead of a flee point and have all relevant path nodes teleported to the designated exit point once the event has been triggered?

    I remember that someone suggested to do this with one spider in HHVF. And as far as I recall, it worked, but I had to remove it once again for other reasons.

  2. Hints

    1. The code for the metal door on the top floor is visible through the inner window on the same floor. To read it, you must find at first the spyglass. If you examine the front of the building, you should be able to indentify a room in which you most likely should be able to find a spyglass.

    2. In the garage there is a guard sleeping on a chair. You should examine this area...

  3. On 10/4/2019 at 7:58 PM, duzenko said:

    @JackFarmer

    Do you think you can try this?

    @duzenko This should be applied on the roof section to the left in your picture? If so, sure,

    I have applied the other changes (func_statics without shadows) already and have removed a fatal setting I included with certain AI patrolling outside the building which disabled a vital script grayman did for me. :(:(:(

    I will get back to you with a new dmap asap. After that, I will ask nb to upload this new version (if ok for you).

    • Like 1
  4. Well, I have started with season 1 ca. three years ago...and somewhere during watching season 2 I started with TDM mapping. :)

    Currently I am half through the third season. Though these early seasons already carry the mysterious mood, I must says that I think the first two seasons have not aged too well...and they include a lot of crazy storylines one would not want to see here on TDM! :)

     

  5. Thanks, I have to admit I do not recall this one (stopped reading after the 50 mph thing).

    I think I will check it out as the complete X-Files box rests in my DVD shelf! :)

  6. On 9/29/2019 at 7:36 PM, joebarnin said:

    #1 - I found this in tdm_events.script:

    /**
     * Initiates a translation back and forth along the given vector with the given speed and phase.
     */
    scriptEvent void        bob(float speed, float phase, vector distance);
     

    So maybe that's a way to get things to bob or stop bobbing? I tried a few experiments but couldn't get it to work, but maybe you'll have better luck.

    Thanks Jeff,

    Sorry, but I do not understand what you mean.

    Do you think there is no fitting "start/stop" spawnarg defined for that entity?

  7. Ah, is this the desert you went to on your birthday? Then I take it you were already searching for the barrels with the money? :):)

    What was this specific episode with BC about?

     

     

  8. Oh. Oh. Oh.

    I was never interested in crime series, but I love Breaking Bad and Better Call Saul. This Vince Gilligan guy and his associates are incredible. (I think I first learned his name from X-Files credits back in the nineties).

    I am really looking forward to this. Me wonders if this Walters Whitst willst returnst as well? :)

     

     

     

  9. Shadow_casting.thumb.jpg.a96f09ec748ca29f29feac22b57517d3.jpg

    The entity atdm:moveable_lantern_oil_hand_lit creates correct shadows with the barrels (A)  I've constructed from patches and cylinders (have turned them into func statics).

    Using the same light source with a container (B) constructed from brushes (and turned into func statics) does only create shadow casting on certain brushes, but works ok again on another barrel (C).

    What is my mistake?

     

     

  10. On a personal note:

    After watching a gameplay video and reading the experiences from the beta testers and other players here I am quite surprised.

    I had expected, that only the methods work that I had "arranged" for the player to solve certain problems.

    However,

    Seeing/reading that players used architecture differently to reach areas,  arranged objects to create ramps (I never found out how one player did that), transported candles into dark areas  with tricks (I did not even come up with the idea of doing this) and led spiders with arrow and other movements into the traps (thought the gas arrow would be used for something different) is really a great thing.

    Last week I read in a German retro player magazine, that a few years back some players of the "Prey" demo were able to leave the demo level due to unexpected usage/combination of weapons. The developers were very proud and stated that is what they meant when talking about that the player "becomes the director of his own movie".

    I can fully agree with this! :)

    Jack

    • Like 2
  11. On 9/17/2019 at 10:02 PM, Tarhiel said:
      Reveal hidden contents

    I have discovered the pond outside, the freezer and the broken robot.

    Hm, I will have a look then. If you mean that the picture is frobabble and opens secret entrance to the chapel, that I know.

     

    The last gem is there, where you hear a decorative item playing sounds because of the wind...

     

     

  12. @Jehauri:

    What difficulty level are you playing? The trapdoor might be useful if you have to take out all three spiders. If you have already cleared the pest control objective, than you do not have to worry about the trapdoor anymore as it does not fulfil any other purpose (there are three other possibilities to take out spiders, two with collectable resources and one with another "switch".)

    Otherwise I am afraid I have no solution for your problem. :(

  13. 13 hours ago, Tarhiel said:

    Hi JackFarmer,

     

    Congratulations on a mission release! :)

    I am stuck at these two points and help with them would be appreciated.

      Reveal hidden contents

    1.) first clue of 4 of Applefinger - i have the other gems but for the world of me I can´t decipher what does it mean "where one cannot breath"? i thought it´s the pond, but that was the second gem.

    2.) Where are Brother Gilbert´s funds?

     

    Hello Tarhiel,

    "cannot breath" is actually the first gem. I checked the map and the name of the gem is correct. What other gem locations did you discover as well?

    "Gilbert's" fund: Please have a closer look at the area below the large picture...

  14. 3 minutes ago, VanishedOne said:

    I'm not sure from the diagram whether you want a mover that moves from A to B or B to A when triggered (isn't that a regular binary mover, like a sliding door?) or whether you want one that cycles back and forth (func_bobbing?).

    Yeah, you are right.  It just shall move up and down and up and down along the Z axis. Can I do this with func_bobbing?

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