Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1567
  • Joined

  • Last visited

  • Days Won

    73

Everything posted by JackFarmer

  1. ...and this happens when King Crimson's then main song writer decided to create a successor to the Beatles song "I am the walrus": Album title was "Thrak" and was published ca. 1996 (as far as I recall).
  2. @STiFU: I am pretty sure this was already reported, but I cannot find it anymore. If I recall correctly, somebody mentioned, that this only happens, when the character takes damage. I will try to reproduce the problem with HHI and get back to you. Update: I cannot reproduce it anymore...maybe it got already fixed in 2.07?
  3. Hello 1o8, I am not sure whether I understand this correctly: "Coop mode" means that you will port Thief 3 as a whole into Doom 3 engine, but you will add a coop mode (something like in Splinter Cell: Chaos Theory)?
  4. Hello Joe & Destined, Thank you for the link and tips. Joe is right; with atdm:teleport I can "silence" the lute. Great victory! :) This is really a very good idea. It might also be possible to teleport the speaker back into place when the AI just reaches an alarm level below 5 and resumes playing the lute after another change of the alert status. I will try this as well.
  5. How to put away a quill? I have an AI doing several things, including writing with a quill. How can I achieve that the AI puts away the quill when not writing respectively doing other things? How to mute the lute? This one is driving me crazy. I have added a location brush on the floor (A) in the entire room. When the lute player gets alerted, he drops the lute. I tried to mute the belonging speaker via the objective editor with if item with name "lute" is in location "A", then trigger entity func_remove xxx to remove the speaker. Does not work. Then I tried objective: do alert lute player to level 5, then trigger entity func_remove xxx to remove the speaker. Does not work as well. Is there a standard way to do that? This is so strange, because I know that it definitely works with acquiring items, but I cannot reproduce it with other objectives.
  6. Hello Neon, Somebody also mentioned something similar here: http://forums.thedarkmod.com/topic/19951-fan-mission-marsh-of-rahena-by-erh-201945/page-3?do=findComment&comment=436947 Check post #73.
  7. Anyone else interested in voice acting? Till now, I have Andros, New Horizon and Goldchocobo on board.

    1. Petike the Taffer

      Petike the Taffer

      I'd be interested, but I don't have my new mic bought yet. You can also try to contact some of the volunteers listed here: http://wiki.thedarkmod.com/index.php?title=Voice_actors

    2. Epifire

      Epifire

      I'm pretty tight on time trying to wrap up modeling projects, else I would. But I'd be interested in hearing about the roles in any case.

    3. duzenko

      duzenko

      Zero experience or skill, but I could try

  8. Hello Petike, Thank you for that. For the record: According to Goldchocobo, Builder4 (The Young Builder) was not voiced by him; a friend of him did the job..
  9. I recall this problem - I take it this only occurs when the player took damage before you go for a swim? If so, then I am almost sure it has already been reported somewhere...
  10. Hello Epi, There is an entity called "atdm:target_changetarget" Here is an example from the Wiki section "Conversations" on how to use it:
  11. Hello VanishedOne, I have added a response "kill/enttiy name" and that works. It looks a little bit strange, because the spiderman is not really hit by the barrel, but it works. Thank you!
  12. I want the player to kill a spiderman through a trap door (c ) which releases a heavy barrel onto this obnoxious creature. The barrel (a) is a moveable with 100 kg. I have surrounded the barrel with a no-draw fun_static brush (b ) which I gave the stim "kill" with the parameter "radius - use bounds". The brush has a bind property referring to the barrel. When I open the "trap door" the barrel falls down and onto the spiderman, but nothing happens. It also looks really weird, as the barrel "floats" above the spiderman (surely because of its bounding box). How can I solve this problem?
  13. Oh, oh, another new mission! And three years work. Very impressive. The Federal Republic of Germany once had to save the "Commerzbank" with taxpayers money. Now it is payback time. Thank you for enabling that!
  14. Wow, wow, wow. I just entered the castle, but now I've stopped. I have to transfer this mission to my notebook, connect it to the big screen...and then start again with 5.1...after sunset! Again, thank you for this mission!
  15. Oh man, this looks really creepy! Congratulations and thank you for the hard work!
  16. Hello VanishedOne, Great. Thank you for this.
  17. Hidden Hands: Vitalic Fever Well, the time-consuming things are finished. New ambient and new FX already in place. Same goes for EFX. I want to add loot/items/ammo and all objectives this weekend. Then will try to get some voice actors. Location: a seemingly peaceful, cottage Halfrid is back, and he is crazier than ever! Why is he growing vegetables high above the ground in the first place? Duzenko suggested to re-adjust the light for better performance in a critical staricase. Side effect: it looks much better now! Spartanic builders! ...and as always: alcoholics everywhere! (Even the musician seems to be drunk!) EDIT: Original shots were way too dark, sorry. Just uploaded pics with increased gamma.
  18. Who are the following voice actors and how can I contact them? grumbler_guard_01 pro_guard_01 pro_civilian_01 builder_04_civilian builder_01 My partner in crime and myself wrote a few conversations for the next mission and it would be great to get the original voices to avoid confusion.
  19. That worked. Thanks a lot, VanishedOne!
  20. Hello VanishedOne, I have the same problem. How would I use the func_animate? 1. Insert horse 2. Change "horse class(:)" to animated prop...? 3. Target horse with func_animate...? 4. ...what to set in func_animate? The horses in HHI do have less space compared to my new WIP, but it did not lead to errors. BTW, thank you very much for the hint with the tilted rotating entity. I do not understand the setup, but it works perfectly.
  21. Oh boy, here comes his next mission! Congratulations and thank you very much for the hard work!
  22. Thank you Destined, just fnished reading through this thread. Unfortunately, I can not learn much from it. I tried now to bind the entity to the door model and then tried the same with the target function - both times with no effect.
  23. How do I use the entity "func_peek"? This seems to be something new (at least I have not seen it before) and I cannot find it in a mission. The description says, I can place it on the keyholes of door models. I did so, but nothing happens. This would be extremely cool for my next mission.
  24. Hello demagogue, Thanks for the prompt response. Those absence markers are entities from the entity list? I have browsed through most of the folders, but I cannot find it.
  25. Is it possible to enable something like absence_noticeability on missing guards? Guard A: Guards a door, walks to a path corner, waits there, returns to the door Guard B: On patrol, passes the door in question. Guard B shall change alert status when noticing that guard A is no longer around
×
×
  • Create New...