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JackFarmer

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Everything posted by JackFarmer

  1. I am afraid cabalistic is right; very high drawcalls outside the manor, probably because of too many visible entities at large distance.
  2. @joebarnin I knew that you would not let me down! Thank you very much!
  3. Hello ladies & gentlemen, HHTA is ready for beta. The mission length is ca. 2,5 hours. This time, no cryptic clues and no complex puzzles. For the highly sensitive beta testers, this mission includes So, if you have problems with then you probably should not sign up for beta testing. It would be great to have several non-native English speakers (I am neither, as most of you know) as the mission includes lots of spoken comments - none of them essential to finish the game, but practically all of them shall add to the atmosphere...and this mission is more about atmosphere rather than gameplay. Thus we would like to make sure that everybody understands the lines and can enjoy them. Jack
  4. Update: the VPs are not on the samep plane. Shifted it even a bit more, no positive effect.
  5. @Petike the Taffer@Shadow Creepr Well, if it is ok with you, I will take over the project and agree all related steps with Shadow Creepr directly.
  6. I know what you mean but I am afraid I just provide text to the voice actors - sometimes accompanied by generic hints like "make him sound like a fool" or "use your Builder voice" or "please try to imitate vocal set xy" and then the voice actors derive the rest from the text. That worked well till now. So, you see, I do not really have experience with voice direction. Hm...let me check what has been done so far and I will get back to you...
  7. The possibilities are very tempting (AI reacting to open doors or missing objects, relighting candles/torches), and I wanted to use this as often as possible in previous missions, but everything comes at a price. For example, Version 1 of HHVF had a guard on the first floor who detected closed doors and tried to close them again. Unfortunately, the character in question was also part of a conversation, which had the effect that he simply broke off the conversation and wanted to close the door. That was annoying, because a) the voice actor in question had put a lot of work into it and b) I didn't know what the consequences would be when I integrated this (then took it out in version 2 after I saw how boy_lag broke the conversation in a YT video). The cool option that guards react to missing objects also has its pitfalls. Also in HHVF I had two Builders who guard a door, they shouldn't leave the door under any circumstances. In a room next door, however, I had set a valuable item in such a way that another character walking in and out had to notice its absence. The result was that the other character had also sent the two Builders to search mode due to his startled search, so the door in question was unguarded, which I didn't want. Fortunately, I discovered that before the beta phase. I had used relighting in two places in HHTLC, but I was able to completely rule out problems (as far as I know), but there are certainly enough other scenarios in which relighting is not necessarily good. It's always easy to say, "Oh, I would like the mappers to use feature X or Y more often, why don't they?" Well, I'm sure a lot of the other mission makers would like to use these features as often as possible for more crediblity of the scenes, but there are usually so many things to consider that often it just doesn't work. As far as I can remember, even only a few of the guards in Thief 3 were able to re-light extinguished torches. The reason for this must have been similar to that which some pre-posters have already written here.
  8. have you tried this approach as well? The entity Trigger Random selects the targets with evenly weighted chances.
  9. I had no idea that Schneider produced PCs after the CPC 8 Bit series....which originally was Armstrad hardware, if I recall correctly. However, very interesting!
  10. 1. By placing and removing a dummy AI you force aas32 calculation in the relevant area because if at map start there is no AI in the relevant area, no aas32 will be generated for it. The easier way is simply to use the entity "aas32_flood" and place it on the ground brush of the relevant area. Thus you can avoid the stuff with the dummy AI. 2. I would suggest that the teleported AI starts with no target path_corner, after teleportation you can add a path_corner with the entity "atdm:target_changetarget": target ---> name of AI add ---> name of desired path_corner That should makes things much easier.
  11. Those zombies with one eye only are already very scary. One of these fellows lies in front of a gate and I woke him up by accident during my first run. Almost got an heart attack. They remind me of some other game...maybe "Soma"?
  12. I will check and, if as you say, will try to shift that. Will report back asap.
  13. I think that depends on the layout. In the image below, I had a lamp light leaking through the wall from the other side of the door in the top left corner. With the spawnarg I could prevent that, but as you can see, there is also a small maintenance tunnel below the grating without a door and thus the VP always stays open creating weird light effects,
  14. @Frost_Salamander I am not sure anymore, but I am afraid this only works when the portals are closed. You should give it a try and see how it works for you.
  15. @Frost_Salamander I had lights leaking through massive walls and ceilings. With the commmands above I could limit them to the areas they were in.
  16. @Frost_Salamander@Obsttorte@OGDA@HMart Not sure whether I fully understand the problem. However, Dragofer provided me with the following property/values for the lights when I had the same problem with electric lamps in HHTLC: "areaLock" "origin" -> ties the entity's visibility to the visleaf in which the origin lies "areaLock" "center" -> ties the entity's visibility to the visleaf in which the center of its dimensions lies Might come in handy.
  17. @Bienie If I recall correctly, I had the same problem with HHVF, but do not remember how I fixed it. (maybe I deleted everything and started from scratch). Somehow have the feeling, that some things are not working correctly anymore (that is, sometimes it works, sometimes it does not work), that goes for triggers, locations, S/R commands...
  18. In fact, since today I have been playing with the idea of adding more recorded messages in certain rooms. I'll get back to you if I follow up on the matter. However, we haven't finished the other narration texts yet, so maybe we won't add anything with additional audio recordings after all as I would like to start beta first week of April. Thank you for your offer!
  19. Man, I love the atmosphere, still have not found a way to but have already 1,300 in loot and experienced several almost heart attacks due to the..."events" ! Maybe gonna proceed this evening, great job so far!
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