Jump to content
The Dark Mod Forums

thebigh

Member
  • Posts

    1383
  • Joined

  • Last visited

  • Days Won

    48

Posts posted by thebigh

  1. Anyway, to get back to the topic of the thread, I think The Builder's Paradise is magnificent. It's what Soulforge should have been, and that is itself already an amazing mission. 

    If, like me, you enjoy small missions and not only enormous sprawlers, the two "Small Thief Series" maps are as good examples of the style as I've ever seen. It's a shame they're so underrated and forgotten now.

  2. I'm sceptical of calls for nuclear energy, at least in my country. Although I'm not phobic of the tech itself, the multi-decade build time and great expense seems to make it a non-starter. It's mostly the anti-green parties pushing it as well, and they think they're being so very clever by promoting nuclear at the expense of renewables, when all they really want is coal coal coal.

    • Like 1
  3. Updated to v 1.2

    V 1.2 Download

     

    Changes:

    * Removed some of the covered furniture models; these are now part of TDM proper and so there was no need to keep including them in the download

    * Changed two textures. When I made this mission three years ago I was playing around seeing what AI can do, but now I want to be 100% sure that everything in the map is entirely human-made.

    Can you update the mission in the downloader please @nbohr1more? Thank you

    • Like 2
  4. I don't think I'd want AI-created material in TDM at all. It gets a bit murkier when people use it to, for example, upscale human-created textures to higher resolution or a non English speaker to use AI to translate things they wrote themselves. The more the use resembles photoshop or GIMP filters the less I'm bothered by it, but outright generation of graphics, code, and voices is not something I'd be on board with. And aside from these considerations, AI's theft of human artists' work and awful toll on the environment present big ethical difficulties for me as well.

    • Like 1
  5. CORNERED THIEF -

     

    * The loading screen still says "Trapped"

    * If I am outside the building when I kill the last thug, the objective doesn't complete. I need to go back inside and then exit again to complete the mission. I don't know if that matters.

     

    PROTECTED COUNTRY HOUSE

    * All the AIs have shouldered names except for the lantern guard outside and the upstairs guard in the house.

    * Snow is visible falling inside the house if you are looking near the door or a window.

    * The book on the desk in the bedroom is floating above the desk.

    * Something is strange with the metal chest. I need to unlock it twice with the key before it will open.

    * Some Z-fighting on this building here:

    apch1.jpg.a091b7cf8fed09dd3089f7c814449c98.jpg

     

    * I got onto the roof of the house without cheating :D

    apch2.jpg.248a131c0f340a350b5c3186cd357be6.jpg

    Can you discover how I did it?

    Spoiler

    apch3.jpg.30edae63761f891d0f82af0569c72d58.jpg

     

    I stacked junk on the roof of the bathroom, got up on the outside wall, and then walked around to the house. I could jump and mantle onto the house from there. :)

     

     

    • Like 1
  6. 45 minutes ago, joebarnin said:

    Looking forward to seeing what this looks like!

     

    I'm hoping to get the mission done before the end of the year. The map itself is unlikely to be too big, but there's a lot more fiddling with material defs and scripting than I anticipated. 

    • Like 3
  7. Okay, I've been playing around with this a bit and it looks like getHead() and getWeaponEntity() are not returning what I expect. If I go in-game and enter ListEntities in the console, I find out that Benny's head and sword are called Benny_head and CMeleeWeapon_atdm:moveable_longsword_9 respectively.

     

    void alphadjust( float x ) {
        entity Sword = $Benny.getWeaponEntity();  //what does this actually return?
        entity Head = $Benny.getHead();           //what does this actually return?
    
        $Benny.setShaderParm( 3, x );             //works perfectly
        
        $Sword.setShaderParm( 3, x );             //does nothing    
        $Head.setShaderParm( 3, x );              //does nothing    
    
        $Benny_head.setShaderParm( 3, x );        //works perfectly
        
        //$CMeleeWeapon_atdm:moveable_longsword_9.setShaderParm( 3, x );    //won't work because variable names can't contain a colon
    
    
        return;
    }

     

    And in any case I'd prefer not to have to rely on knowing beforehand what the name of the entity is going to be, because later versions of TDM might change it and break my mission; and names containing an entity ID number definitely will change during mapping.

  8. I'm trying to get burn-away to work like it did in Doom3. Basically, I've given Benny a skin that's his usual outfit but with an irregular, clumpy alpha channel over the top of it. I also made similar skins for his head and sword. These have things like

    {
    	    blend diffusemap 
    	    map models/md5/chars/benny/benny_body_d
    	    alphatest parm3
    	}

    in the material definition so that by varying shaderParm3 in-game I can get Benny to look like he's dissolving into clumps of ash, like the imps did in Doom3 when you killed them. Works perfectly for all the materials on his body, but not his head or weapon.

    void alphadjust( float x ) {
        entity Sword = $Benny.getWeaponEntity();
        entity Head = $Benny.getHead();    
        $Benny.setShaderParm( 3, x );             //works perfectly
        
        $Sword.setShaderParm( 3, x );             //does nothing    
        $Head.setShaderParm( 3, x );              //does nothing    
    
        $Sword.remove();             //does nothing    
        $Sword.unbind();             //does nothing    
    
    
        return;
    }

     

  9. Hmm, I can't seem to make any changes whatsoever to attached entities, either using this method or using getHead() and getWeaponEntity(). setShaderParm() does nothing. Not even remove() or unbind() have any effect. It doesn't seem possible to cause any changes at all to an attached entity. Oh well, so much for that mission concept, LOL.

  10. 1 hour ago, taffernicus said:

    shower thought : The Windows 11 wallpaper actually bears a strong resemblance to Bloodfly Nest in Dishonored 2 (from a certain angle)

    No wonder I’ve always had a bad feeling about Windows 11

    What's the difference between a Bloodfly Nest and Windows 11? One will leave the afflicted a mindless, shambling husk barely able to imitate human thought and speech and infested with innumerable bugs. The other can be smashed open by Corvo to extract valuable amber.

    • Haha 2
×
×
  • Create New...