Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1750
  • Joined

  • Last visited

  • Days Won

    81

Posts posted by JackFarmer

  1. There is no easy way to make a luteplayer react to player's actions.

    Thus, an lute playing AI would be very helpful with the following properties:

    - variable skins

    - at a certain alarm level, lute player stops playing lute and so does the designated sound files...when alert level decreases, lute player, starts again playing the lute and the designated sound file start playing once again

    - at a very high alarm level, lute player drops the lute (and sound file stops) and runs away

    RealPlayer.jpg.5dffb8f84446639590d032da155748cd.jpg

     

     

     

    • Like 1
  2. 9 minutes ago, Springheel said:

    Ooc, why would you want AI to not cast shadows?

    I thought this would increase performance ?

    The guards in question patrol mostly outside the building (I think I have sent you the map earlier and you have seen the overall layout of the mission).

  3. Final adjustment for HHVF.

    I have set several guards to cast no shadows, but there are still certain parts of the body/gear casting shadows. I anticipate that's because these items are def attached. Is there a way to remove theses shadows as well?

    shadows.jpg.2d1990fb7ce687bd4151d835802b6edb.jpg

  4. 4 hours ago, Jedi_Wannabe said:

    Shot in the dark; The Lost Citadel? Did I read some foreshadowing between the lines in Gilbert’s journal?  Can’t recall, but some readable was alluding to an upcoming expedition??

    Congratulations, that's it! :)

    I have already started it, but most of it still consists of blocks only.

    ...but I like Goldwell's try as well! ?

  5. 16 minutes ago, NeonsStyle said:

    Would that be the same Jack Farmer from Live for Speed a few years ago, friend of Reflex (Les)? I was Venus then. 

    Hello NeonStyle,

    I took an extended Internet hiatus between ca. 2009 and 2014 and then did not post on a public forums before I showed up here roundabout 2017 (I think).

    And I have never heard from someting like "Live for Speed". :)

  6. Hm....let's try something different. Let's listen to a band doing a different version of a song they wrote in the 80s.

     

    It was popular among young dudes during the 80s to dislike these guys. I hate myself for following the herd back then.

    Truth is, these guys from Norway already did albums in the 80s including various styles in their music, some themes even very close to "The Cure".

    I can recommend their latest live album. Great music.

     

     

     

  7. Wicked, you guys are in.

    Then we have the following:

    Beta testers: Amadeus, joebarnin & Jedi_Wannabe

    Performance checks: the merciless duzenko (I have checked, there are plenty of hide_distance properties and in addition I have added additional VPs, you will notice this when you receive the latest build)

     

    45 minutes ago, Jedi_Wannabe said:

    What kind of criteria are you looking for us to keep in mind while playing?

    Well, at first try to finish the mission the regular way. If you do not run into problems, then try to break the game by doing things I cannot even imagine and try to get access into areas you are not supposed to enter.

     

    3 hours ago, joebarnin said:

    Jack - I'd be happy to beta test. To be honest, I probably shouldn't be your first choice; I wouldn't count myself as an expert DM player. But I'm here if you need me.

    You have already started and finished a map. I dare saying that qualifies you for beta testing other author's missions! :)

  8. 9 hours ago, Dragofer said:

     If you want the AI to stop immediately it would involve teleporting the path_corner to an inaccessible location, as I recall it. 

     

     

    Does that mean that you could move a path_corner around during the game by binding it to movers and they would still work?

    I tried someting like that but it did not work. :(

  9.  

    I have a problem with adding a final narrator comment at the very end of the mission.

    Once every objective has been cleared, the narrator shall give a final statement.

    How do I do that?

    I have tried adding an objective where I simply included the "Enabling Objects", added the restriction "two items are within a certain radius" with the following:

     

    - created a info location the size of the map (A)

    - for entity I have added "idPlayer"

    - for info location I have added A

    - then I included a very large distance

     

    ....but nothing happesn.

    How can I do that? And how can I make sure, that there is a certain delay before the final comment starts?

     

  10. The Lee Hazlewood/Nancy Sinatra song had one problem: clunky drums.

    Giant Sand & Lisa German fixed it in 1998 with a latino rhythm:


    One can almost smell the American/Mexican desert.

    Hm, yeah, it is fitting for this hot weekend in Central Europe as well.

    Let's hope for rain in the coming days.

    Have a nice weekend, whereever you are.

     

  11. On 6/24/2019 at 5:00 PM, stumpy said:

    I also tried the player1 in location objective which you use to finish a map at the end when all other objectives are complete, and that wasn't working either.

    I also thought it might be the texture, cause the clip texture is usually used for item in location on the location entity as its invisible in game.

    I also tried a custom object in case it was a problem with the door entity, but nothing worked.

    I also thought it might be there's no actual info_location for the room there so I put one in and that didn't fix it.

    This is really strange, I have an already integrated objective where you have to drop a person in a certain location, and this works without problems.

    Anyways, thanks, stumpy for your efforts.

  12. 5 hours ago, stumpy said:

    needs to be on both locations and the door

    But that's what I did:

    - gave the objective location "open" the property "objective_ent - 1"

    - gave the objective location "closed" the propery "objective_ent - 1"

    - gave the door entity (hammer) the property "objective_ent - 1"

     

    ...but nothing happens, see attached demo. :(

    obj.test

×
×
  • Create New...