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Everything posted by JackFarmer
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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
I have created for the very first time a pk4 of my WIP...and found out that the issue with my last objective ("Go to xxx when finished") simply does not pose a problem in the packaged version of the game and everything works as it should. Another problem solved and I can see the end of the tunnel now! Hidden Hands: The Joining Explore Blackstone Island and become a fully-fledged member of the "Hidden Hands" union! Mansion! Infiltrate the home of a late nobleman and steal one of his most appreciated values from the bedroom of his widow...very cold-hearted! Cemetry! Explore a lively graveyard and prepare to challenge an unutterable evil presence! Banks and robots! The local bank possesses the newest security technology and the bank's very own vault was considered burglarproof...till you came along! A custom script written by Destined enables spider bots to crawl through tunnels and small openings. No place to hide for anxious rookies anymore! Clerics! St. Adrian is one of the Builder`s most appreciated cruisaders. Befoul his reputation and pilfer his legendary "Axe of Anger"! Beware of the mad scientist! He oversteps the borders of morality and decency...but he does not mind, because he is a mad scientist engaged in an unholy alliance! ! In addition, the mission includes several custom ambient tracks and sound effects I wrote and performed by myself. Mission Status: A few more lights, four or five additional AIs and relevant paths, placing of three more special items and a ca. six readables are missing. Is here somebody who could help me creating two or three ingame maps? That would be much appreciated.- 9265 replies
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You are right; this works as well! Very simple and effective! Thank you very much. Is this a general rule: If you pick up an item, then you can (depending on the item status) switch on/off another entity or does it in this case only work because the pickable item belongs into the "loot" category?
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Hello ERH+, Thank you for that; I will give it a try.
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Hello AH & ERH+; Thanks for the prompt reply. But how do I arrange for the muting of the speaker via DR and remove the light at the same time?
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After the player grabs a critical objective item, the completion target from the objectives editor is set to a func remove entity. It shall remove both a light source and a looping speaker. My problem is, that the entity always removes the light source, but never the speaker. I have already changed the priority (target 1/2), but the effect is the same. Is func remove not suitable for speakers?
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That works perfectly! Thank you very much!
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The gate (A) shall be blocked by a translating stop plate B. The gate always cuts through the stop plate as if it were butter. If I place a moveable crate below the gate, then it works correctly and stops. What can I do to make the gate stop through the plate as well?
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Back in the day, Eidos USA promoted the release of TR 1 (or was it TR2 or TR3?) with the slogan "Go back to Indiana, Mr. Jones!".
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Truer words have never been spoken. It is so depressing. :(
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Hello VanishedOne, I have tried what you said, but no effect. I made a new map and re-produced the basic seeting. Here you go: moveable.txt Thanks a lot for your help. Much appreciated.
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Hello VanishedOne, I have doublechecked: - the classname is correct - the file structure is: WIP/Models/modelname.ase (same goes for the collision model) Since I have added the path as per you suggestion, the map compiles, but the object behaves like I have described above. I have also checked the console for this testmap, but it does not report any error during and after compiling. The report for the collision data reads: ------------------------------- collision data: 1 models 40 vertices (0 KB) 85 edges (2 KB) 36 polygons (2 KB) 6 brushes (0 KB) 1 nodes (0 KB) 36 polygon refs (0 KB) 6 brush refs (0 KB) 84 internal edges 0 sharp edges 0 contained polygons removed 0 polygons merged 7 KB total memory used 0 msec to load collision data. ------------------------ Hm...
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Unfortunately, I cannot learn anything from the link above. In general: is my set-up correct or what else could I do to fix it? I have the feeling that said Wiki page does not include all vital steps in the correct order and that something might be missing.
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Just revisited a few of your other shots you provided here on the forum. Your application of shadows reminds me of Friedrich Murnau movies. I am looking forward to seeing your future works because this is really outstanding.
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No official emulator from MS available?
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A - Model 1. Turned the brushes into func_static 2. Changed the classname to atdm: moveable_base 3. Gave it properties for mass and friction 4. Used Script/Export model and save the .ase file in the WIP/Models folder 5. change property model from "func_staticxxxx" to "WIP/Models folder" Like that? If I add step #5, then the origin of the pillar changes and I have to put it in place again. Dmap then works and the model appears, but: - model sank a little bit into the ground - model is not frobable - model is not solid Sorry, I do not understand what you mean. Could you be so kind and elaborate?
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I have tried to create a moveable as described in the wiki http://wiki.thedarkmod.com/index.php?title=Moveables but I do not get it working. A - Model 1. Turned the brushes into func_static 2. Changed the classname to atdm: moveable_base 3. Gave it properties for mass and friction 4. Used Script/Export model and save the .ase file in the WIP/Models folder B - Collision model 1. Covered the model with a brush and made sure that the origins correspond 2. Gave it the texture collision and converted it into func_static 3. Used File/Save selection as collision model and stored it under WIP/Models folder Result: The model folder includes both the .ase and a .cm file. After compiling, I always receive a game error because the collision model can't be loaded. Is there something I am missing
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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?
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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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Since I was bored I played Thief Deadly Shadows again
JackFarmer replied to Oldjim's topic in The Dark Mod
2nd And my esteem for it skyrocketed after the release of Thief2014. -
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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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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The entity browser includes an object called "combination lock" As the description says, I have linked it to an appropriate target and set custom numbers. In game, TDM always crashes to DT when I start cycling through the numbers via the mouse wheel. What can I do to fix this issue?
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2nd
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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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Fan Mission: Mission of Mercy (by joebarnin) 2018/09/14
JackFarmer replied to joebarnin's topic in Fan Missions
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