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JackFarmer

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Everything posted by JackFarmer

  1. I know what you have in mind, but there is no equivalent property for human AI. The best you can do is the RIT method as recommended in the posts above (and you seemingly have already applied the method yourself), but that requires you to use many path entities that you obviously want to avoid. However, if there was a patrol mode property for human AI, it would cause a serious gameplay problem: players could not learn the human AI behaviour anymore and that would lead to a lot of frustration when trying to ghost the mission.
  2. @Acolytesix Please post your editing questions here as Geep's beta testing thread is, well, for beta testing his latest mission. As for your questions: I do not know the Komag tutorials, but I imagine that Sotha's and Springheel's tutorials mentioned above are much more up to date when it comes to mapping techniques.
  3. I recommend that you at least check out the following mapping courses from Sotha and Springheel. Let's map TDM (Sotha): Sotha's videos teach you how to completely create a small mission, from the idea to beta testing. It also includes explanations for the readables and objectives editor. TDM New Mappers Workshop (Springheel): Springheel's videos from this course focus on the most important principles (e.g. on the Visportals), but later on then deal with issues such as the use of keys, AI paths, the creation of water and relating surface effects. Personally, I had also worked a lot with Fidcal's Wiki articles at that time, but unfortunately these are a bit out of date in some places. Yet, the principles explained therein are still valid. So, if you prefer something you can print out, then the WIKi articles might also come into handy. If there is anything you do not understand from the videos, please ask in the thread "Newbie Dark Radiant Questions" that can be found in the editing section. Lots of guys there who will be delighted to help.
  4. @nbohr1more Ah, that's the reason; I thought this was already included with 2.08 as this version number was written in the topic header. Thank you for the info.
  5. @nbohr1more How do I get the cool effect you have posted? This was added with 2.08, but I cannot activate it...? When I use the command given here, I receive some sort of "white" frobbing effect.
  6. Sorry, no plans for mapping (except the next update for HHTLC) before September. If there is time this summer, I will just expand grayman's original story draft for TBM. @greebo: All these cool new features in such a short time period, amazing! If you need a break, get on your car or take the next train and come over to my place! I then will organize for a BB (Bavarian Barbecue) with fireworks and loud rock music honoring your efforts future generations will still talk about! Jack
  7. Try shifting the candle a little bit like: 2350.13 525.125 72.9981 Then it works on my end: https://streamable.com/rx13in
  8. Well, received my Subnautica Below Zero BD two days ago for my PS4. Same technology used as for the previous game...but that is what I wanted.
  9. Well, you have invested 24 hours of your free time and you actually managed to publish something playable. Why don't you simply use this draft for the next challenge, something like: 1. Geometry remains, but will be visually dramatically enhanced and polished with new details and assets. 2. Add readables, better patrols, better lights, etc.. And set yourself a time frame of let's say four weeks with subsequent beta testing? Then you can alter everything in a more relaxed way and the result will surely be a cool addition to the current mission portfolio with similar vibes as in this other small threatening mission. Forgot its name, was it "The Creeps"? I'd love to help you, but I don't feel like mapping for the time being.
  10. Just checked the Boy Lag channel and he already added his playthrough videos (4 of 5 secrets), 1900 loot):
  11. Edit: Why did you give my previous post a "confused" ?
  12. It does not look that bad -the ambient and the spare lighting really create a weird mood. It would just need more time for details and so on. I really like the atmosphere of the setting and Have a good nite sleep and thanks for your efforts!
  13. Hm...wasn't that stated in the OP, I mean, showing the result to the audience?
  14. @fllood@Dragofer May I have a look into "The Black Mage"? I would just check it and get back to you guys asap. Thank you.
  15. Yes, see OP and the readme.txt file within the pk4 file.
  16. @STRUNK I am not sure, but isn't that the problem that shows up if something went wrong with the Roaming folder? @A_2 I made no good experiences with sloped brushes for cave floors; the player could not move properly on them. I am with Orbweaver on this; use patches for ceiling, floors and walls. Place Monsterclip below the floor patches for AI pathfinding.
  17. Yes, I recall that darksilence set this excellent db up. Back then, I contacted him and he changed the mission type descriptions for the first three games to something more fitting. However, it's difficult to describe certain missions with the existing keywords (for example: the mission type definitions do not includes appropriate terms for industrial buildings, underground facilities, underwater stations, etc.). @nbohr1more: Please add spiders to the monster list for hhta
  18. Only technical changes - see OP for more information. I have to admit, I never looked into this list before and I just see that the type descriptions for each of my missions are partly till totally incorrect.
  19. Search in this area for a heartbeat:
  20. Oh, yes, you are right! There are definitely similarities...but I am pretty sure they were not intended by Andros! "The Suffering" - with "Area 51" and "PsiOps" three great action adventure games published by Midway around 2005.
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