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Posts posted by JackFarmer
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I've never played Galleon, but always have wanted to. Toby Gard said Galleon is what Tomb Raider should of been.
Unfortunately, there is only a XBox version available.
I can confirm that Galleon plays and feels like a sucessor to the original Tomb Raider and I really enjoyed it. I think I will have a re-run after I have finished my replay of Darksiders 1.
Galleon was poorly received. I anticipate that most critics were shocked by the spartan graphics as the game was originally developed for SEGA's Dreamcast and did not receive a visual uplift once it was transferred (or whatever you call that) to the original XBox hardware.
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But TDS isn't that bad.
2nd
And my esteem for it skyrocketed after the release of Thief2014.
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Thank you Jeff,
I just followed your instructions to the letter and now it works.
Great, another problem solved. Now I can create cute little scrolls with the combinations!
Have a nice day!
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Sounds like the same issue I ran into here. My work-around was to do the following:
- create a script called "closeBar". In \maps\<your map name>.script (same name as the .map file), add the following (I had to create the script file):
Hello Joe,
1. The script has to be named "closeBar.script" or "mapname.script"?
2. The location shall be fms/mission folder/maps?
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I mean, if you would have spent hours in creating custom assets for your mission wouldn't you prefer to be asked before it get used by others?
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If the models etc. are customly made for the fm in question and you want to use it yourself, you will have to put them into your own fm. That said I think there have been custom assets been provided by several authors, although I am not sure whether there is a thread that collects them all.
In general:
Is it allowed to use other people's work they published via the Dark Mod although they did not give permission for that?
I am asking since Sotha explicitly stated that everyone can use his custom assets as long as he gets credited. Thus, I always thought you have to ask for permission, but your post suggests otherwise. On the other hand, I have to admit as well that I do not fully understand the copyright rules for DM.
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Hello Joe (that is, if this is your real name),
Thank you very much for your mission.
I have to admit that I have not played through it (till now! I will do it! Word!), but I have checked your design.
What to say? Very Thief-like!
Your mission is a good example why I started to play the Dark Mod after Eidos Montreal released Thief 4: Guys like you know hot to create a title that feels like "Thief". There are companies who had (and have) the opportunity to follow your example, but they are not able to do so. The reasons for that are open to speculation.
I am looking forward to your next mission (after I have played this one! )
Best regards,
JF
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Hello Judith,
Thanks a lot! Will check it out.
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How can I replace the music in the main menu?
I don't get it; I have checked the structure of both Volta 1 & 2 and NHAT but was not even able to find the folder with the relevant ogg file.
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Noted, I will check. Thanks a lot.
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Deus Ex was never a Open World game. Rather a mission based game, with city hubs. In a strict linear fashion, unlike real Open World RPG's. The thing differentiating it from other, similar games is that you can take crucial game descisions, which will affect the story, and outcome of the game.
True that.
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I do not believe it; an action adventure as coded in the old days.
Played the first and the second game on my PS3.
The story is....forget the story, but the gameplay was cool. A combination of both Soul Reaver from Crystal Dynamics and Tomb Raider of Core Design: puzzles, combat (shooting), riding (dark) horses and J&R.
https://www.youtube.com/watch?v=s91PgLA9hCM#
Biker, if you have not played the first game of the series, then I would suggest you do it now. I can really recommend it.
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Gonna fly to NYC and smash your computer. You create missions faster than I can open DR.
Look out for an angry Bavarian asking the locals in your neighbourhood where the man with the grey hair lives....and prepare for a shocking encounter.
Downloading now....
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Great, thank you, grayman!
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Hello grayman,
You are not a TDM hero, you are a TDM god.
That's it, now it works. How can I control the sleeping interval of my guard? The inherited list does not include such a property as well.
In general: Sometimes there are entities which can be allocated with properties not available in the "inherited" list.
Is there some other external list somewhere showing these "hidden" properties for all entities?
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One of my lazy guards shall carry out the following:
1. Sit down
2. Fall to sleep
3. Wait a few seconds and then move to the next path corner.
The setup looks as below:
1 = path_sit
2 = path_sleep
3 = path_wait with target next path corner
Ingame the guard sits down and does nothing else (no sleep, no walk to the next path corner) but uses bad language every once in a while.
I don't get it; it is the same setup as with the path anims I've already integrated; I just replaced the latter with sit and sleep pns. What is my mistake? I have already checked the monster clips and made sure that they do not touch the entities.
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Hello stumpy,
You've nailed it; that was the problem, the inv_names were not unique. Problem solved, thanks a lot!
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Hello Dragofer,
You are right; I have never been able to pick up all 3 items till now.
I just removed the objective entity and had another try. The problem still occurs and I receive the same console report as in the screenshot posted above.
Hm...
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Hello duzenko,
You give me too much credit; I feel flattered but my codings skills are inferior, mildly spoken.
However:
--> the code section you quoted leads to the console report "Cannot put xxx in inventory[...]"
--> my console reports "Couldn't add xxx to inventory of player1"
This seems to be something different?
The items in question have the same class name but differing individual names. I also tried different class names, but the problem remains.
Can I simply add the property "stackable" "1"? I tried that, but it had no effect as well.
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I cannot solve the problem with the objectives: if I complete the objectives in any order, I cannot pick up certain other critical items and thus the remaining objective(s) cannot be completed.
ERH+ suggested to remove the objectives entity, save the file under a new name and start from scratch, but the problem remains:
Sometimes this problem start after completion of just one objective, sometimes it starts after completion of two objectives. Why is that and what can I do to fix this?
Spooks' Mapbook Thread
in TDM Editors Guild
Posted
Incredible.
The walls are made of brushes and the ground is a patch with shifted verts?
How many light sources are in this particular shot?