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JackFarmer

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Everything posted by JackFarmer

  1. 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.
  2. 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....
  3. Great, thank you, grayman!
  4. 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?
  5. 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.
  6. Hello stumpy, You've nailed it; that was the problem, the inv_names were not unique. Problem solved, thanks a lot!
  7. 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...
  8. 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.
  9. 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?
  10. Sotha also explains how to create end caps. You can consult this tutorial as well: running time: 3:50 I found it very helpful.
  11. The lamp models are available with skins (lit/unlit):
  12. Have you alreay tried the light inspector? 1. Click on your light entity 2. Press "L". 3. Under "Colours" you will see a white field (not the field with the word "White" in it; it's the field right from this particular one. 4. Click on the white field with the left mouse. 5. Select the colour you want. Maybe you should check Springheel's tutorial videos. Lights are discussed in lesson 4: https://www.youtube.com/watch?v=ShZjGVZCC78
  13. 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: 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.
  14. 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?
  15. Fully agreed. @Biker: I always thought that you were a video game veteran with his roots in the early 1980s?
  16. 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.)?
  17. 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
  18. 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.
  19. Hello Judith & ERH+, That worked! For the first time I am able to include custom sounds to my map and the sounds are now also visible in DR. Thanks a lot for that! *greatpersonalvictory* Stumpy, I will give your suggestion a try as well and will revert to you.
  20. 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
  21. Signs I want to include some signs: 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
  22. 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.
  23. 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.
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