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JackFarmer

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Posts posted by JackFarmer

  1. Sorry Springheel, I did not put it correctly.

     

    The person shall not interact but the person shall sit in the boat and hold a book, and everything shall bob up and down:

     

    post-37993-0-89999200-1534702680_thumb.jpg

     

    Can this be done as well? What is an ambient AI? I cannot find this term in the Wiki and (as far as I can see) there is no related folder in DR.

  2. post-37993-0-75226500-1534698322_thumb.jpg

     

    All additional entities are bind to the func pendulum.

     

    As long as I do not add an AI, all entities (including the func pendulum itself) bob up and down as I want it.

     

    If I bind the AI to the pendulum, then the AI vanishes.

    If I leave the AI as it is and just bind the rest of the entities to the func pendulum, then the effect does not appear and the boat and all other stuff within it show the regular immobile behaviour.

     

    Does the setup as depicted in the image only work with static entities?

  3. Mooncrash is a drug, trust me :D

     

    First roguelike ever I CRAVE to play and replay.....Arkane guys got the perfect formula !

     

    I have played Prey and it was pretty much what the developers promised; a clone of System Shock 2.

     

    To me, the game was way too repetitive (running always through the same areas) and the story was boring, not to mention the loading times (PS 4).

     

    Is the DLC different from the original (spawning of enemies, diffficulty level, etc.)?

  4. Hello Springheel,

     

    Good lad.

     

    I hereby award you with the new title "MOT" (Master Of Traps).

     

    Thank you very much for your efforts. I will incorporate at least trap #1 as it is perfect for a certain location in my map. Since I sent you my map a view weeks ago, I am curious whether you can tell me which special section I have in mind. :)

     

    Have a nice weekend,

     

    JF

    • Like 1
  5. So... Where was I? Oh yeah...

     

    * Project EDEN: OK, I never liked the combat but, boy, did it scratch the itch of "urban exploration" for it's time. If only they had released the level editor for that game... Oh well.

     

    How could I forget about this one?

     

    You are right; it was amazing as well and showed that Core Design was capable of other game designs as well. I liked the "go further down to find out more" aspect especially.

  6. Objectives: make all objectives from the start - it is tedious but can help.

     

    sound: I assuming you have text file with your_sounds.sndshd extension

     

    jf_ambient

    {

    editor_displayFolder jf_sounds

     

    minDistance 20

    maxDistance 24

    volume 20

     

    sound/ambient/jf_ambient1.ogg

    }

     

    in sound folder

     

    ambient light: it by default adjusts its colour to visible lights, I don't remember well but maybe in info_location entity you have to change ambient_light_dynamic values.

     

    Hello ERH+,

     

    Thanks for your prompt response.

     

    What do you mean with "from the start"? I can only find "Satisfied at start". I have tried that, but it does not work.

     

    ---------------

     

    "sound: I assuming you have text file with your_sounds.sndshd extension"

     

     

    Errr..no, I do not have. What does that mean in detail?

     

    Many thanks for your help,

    JF

  7. Signs

     

     

    I want to include some signs:

     

    post-37993-0-73496700-1533230189_thumb.jpg

     

    How can I center the text?

     

     

    Objectives

     

    In the meantime, I have added three critical objects (steel xyz) for mission success. After completion of two objects in any order, the third cannot be finished. The console reports "Item xxx cannot be picked" (or something like that). What can I do to fix this?

     

     

    Custom Sound

     

    How can I add my own ambient sound files (stuff written and performed exclusively by myself) to the mission?

     

    If I add my own files to the relevant pk4 files of the Mod, the entire folder is not recognized anymore. If I add a new folder to my mission map folder I cannot select the file via DR.

     

    I want to replace the main menu music as well (although the original theme is great) with my own file. How can I do that?

     

     

    Diving into water creates display errors

     

    As always, you can't reproduce the problem when you want to show it:

     

    If the player dives into water, sometimes the screen freezes, but shows a small window in the lower left corner where "the action" takes place. If one returns to the water surface, everything reverts to normal. How can I fix this?

     

     

    Ambient Light does not work

     

    After adding the relevant parameters to the info entities as per graymans suggestion (ambient light dynamic_000) everything worked well, but now, sometimes the ambient does not work.

     

    For example:

     

    Try #1: dmap and map xxx: ambient light off

    Try #2: dmap and map xxx: ambient light on

     

    Is there something I can do about this?

     

    Many thanks for your help in advance,

    JF

  8.  

    On that I agree. But it can't be said Ubisoft's Prince of Persia trilogy didn't succeed with evoking good atmosphere with the occasional cutscene here and there whether cutscenes using the engine or CGI.

     

    Well observed and I fully agree. Especially Sands of Time does a very good job and - believe it or not - I wanted to mention this particular game in my previous post but skipped it to reduce the paragraphs. :)

    • Like 1
  9.  

    Reduced storytelling is an advantage?

     

    Core Designs's TR 1 - 3 had quite simple stories (explore area xxx and show where it leads you, that sort of thing) starting or ending each level with a short render video.

     

    After said videos, the player was left alone with a hostile and strange environment. The gameplay was not interrupted with comments or further cut scenes and mysterious puzzles/creatures or situations had not been explained. That left a lot to the player's imagination and added much to the atmosphere. Thief 1 and 2 had been produced in a similar way and newer games like The Talos Principles or Dishonoured follow that structure as well.

     

    Please compare this style to the modern approaches as used in Crystal Dynamics' TR reboot or Eidos Montreal's Thief reboot. I don't know about you, but to me most dialogues in said games are - to put it mildly - extremely awkward and destroy more than they add, not to mention some highly illogical actions during the cut scenes.

     

    EDIT: "Show where it leads you" transformed into correct English means: "Look where it leads you". Embarrasing mistake due to phonectic similarities between German and English wording. :)

  10. I enjoyed Dead Space as well, but, never played it through. I surely will do that one day.

     

    I played it on my PS3 back in 2009. The console crashed when I had finished ca. 50% of the game. Had to start with a fresh PS3 and a fresh run. Let me be frank with you: I was really happy after I had "finished" (the wording seems to be incorrect due to what happened next...) the final alien.

     

    I think this was the only game I played during daytime - sometimes I also insisted to be companied by friends and alcoholic beverages.

    • Like 2
  11.  

    Sure. Feel free to do so.

     

    Wanna add Skyrim to my list, as i'm playing Skyrim Special Edition at the moment, and i really like it. :) Not quite as hooked on it as on the Fallouts, but, close enough.

     

    Good. :) Here is my Top 5:

     

    1. Tomb Raider 3: Adventures of Lara Croft --> Unique soundtrack, extremely reduced story telling, but the overall atmosphere has not been reached in any similar action adventure since then.

     

    2. Thief --> The perfect mixture of stealth play and atmospheric story telling, plus: the cast for the German voice of Garret is great and (to my perception) much better compared to the English original (which is also very good).

     

    3. Oddworld 2 --> The video game for the rainbow warriors.

     

    4. Portal 2 --> Tomb Raider meets Half Life and combines the best of both worlds.

     

    5. Dead Space 1 --> The greatest shocker of all times ("Alien Isolation" comes close; I have to agree with NeonStyle) and to me it is the true successor to System Shock 2.

    • Like 1
  12. @Goldwell:

     

    The "rainy street in Grimwood district" video with its hypnotizing calm reminds on the latest Frost/Lynch TV series I watched last week with its long scenes without movement - and I remember your "Red Room" like music in AC2 when talking to the thief...

     

    After connecting the dots I come to the conclusion that you must be a huge fan of Twin Peaks! :)

    • Like 1
  13. Orange cast -

     

     

     

    They are running out of ideas. This one looks like a mixture of Dead Space and Mass Effect. Why does almost every game has to be some sort of RPG?

     

    I wished some company would start once again with good old action adventures as they did back in the day...I still prefer games like Core Design's Tomb Raider or Crystal Dynamics' Soul Reaver.

     

    I am not really interested in good visuals - I prefer good atmosphere, puzzles and mysterious stories with just short video sequences...and most of the new games do not provide for that.

  14.  

     

     

    C64 BASIC was so primitive you couldn't do anything related to sound or graphics without using PEEK and POKE into memory locations, and these operations were so slow it was effectively impossible to write a sound or graphics program without resorting to machine code: not even assembly language, but actual, literal numeric codes looked up on a separate reference sheet and loaded into memory with the DATA command.

     

    Do you recall the sound wizards from back then with names like Rob Hubbard or Martin Galway or Chris Hülsbeck? Sure you do. :)

     

    I am still wondering how they created their alchemy on the C64. What did they use to create their music? Did they fill in hex data via a machine code display tool?

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