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thebigh

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Everything posted by thebigh

  1. Huh, it's that time of year again. Time flies Make sure to vote!
  2. Me too. I especially like the tiny little island visible in the distance.
  3. thebigh

    Free games

    Those Build engine games were great.
  4. I just didn't care about the characters and I didn't find the scenario particularly interesting. Also, I don't like being on a timer. In the base game I could plan ahead and sneak around slowly and stealthily. In Mooncrash you have to Rambo it, and that's not my style.
  5. This is a really nice mission. It's just the right size and difficulty, looks great, and the mission objectives provide plenty of challenge without being obtuse. The manor seemed to be absolutely swarming with guards but there were always opportunities to slip by if you were a bit patient. I finished on the hardest difficulty with a perfect stealth score and about 1800/2024 loot.
  6. I like the base game, but I really dislike the Mooncrash DLC.
  7. Triggering a rotating prop with a target spawnarg makes it stop/start rotating. So you have a couple of options. If the AI doesn't patrol, you can just target him to the prop directly and he'll trigger it when he's killed. This is a holdover from the old DOOM3 days. However, don't use this if he patrols because he'll also trigger the propeller every time he reaches a path_corner. You can also use a hidden kill objective to target the propeller. This is likely only useful if you've only got very few propeller guys in your mission because you'll need a separate objective for each AI. I think you can use the "unbindondeath" spawnarg to make the propeller fall off.
  8. The placement of the mushrooms varies slightly depending on difficulty. Also, you can make the return to the attic easier by lowering the staircase the first time you're up there. Just pull the iron bar out and it will swing down into the store room.
  9. That's pretty much how I did it in my last mission. I also set the object to become unfrobable to prevent the player taking it away again.
  10. The pickpocket counts are known to be bugged at times See here, for example
  11. As of today the forum and all the mission reviews are locked behind a paywall, so I won't participate there anymore. EDIT: never mind, it was just a bug on the site and not deliberate
  12. Could a campaign be wrangled to produce the effect you want? I've never tried, but it seems like it should be possible to set the campaign up to play the same mission again and again. Then you just use the atdm:campaign_info entity as well as persistant args to keep track of what needs to be remembered for each playthrough. You'd still need to find a way to suppress the intro briefing and end-of-mission stats though.
  13. I've watched less youtube lately because of the excessive intrusive ads interrupting the videos all the time. Also it's getting harder and harder to find interesting videos. To get picked up by The Algorithm it seems that everyone has started pulling stupid Youtube faces and scream-babbling in annoying Youtube voices, and it's impossible to get an idea of the content of a video from the thumbnail because everything is in the same uniform clickbaity format.
  14. I'm guessing findEnemy() would require that the AI already thinks of you as hostile. As for inventory icons, when I needed one that didn't already exist, I put one in my map and screenshotted it in TDM, then used GIMP to cut it out. Have a look at how I did it in deLisle for the white mushrooms if you want to see a very grotty and amateurish example.
  15. I've idly wondered if you could have a monster that reverses the light gem. That is, it can see you in darkness better than in the light.
  16. I think you're looking for the visScan() function. I've never used it myself, but from the documentation it's supposed to check whether the player is in an AI's field of view, taking into account obstructions and light level. From there you'd just need to trigger some checks for whether the player is doing something forbidden like picking a lock or being in an area he's not supposed to be.
  17. There was a mechanic like that in SOMA, where one of the monsters could detect you more easily if you were looking at it. I hated it and I don't think I'd like to see anything like it in TDM. Anyway, there is one case where moving the mouse can affect the light gem and that's when you're leaning.
  18. A really grubby hack for that is to make a live AI with the def_head you want and then use a script to kill it on map start.
  19. It was a good opportunity to learn how to do it.
  20. I suppose option 5 would be to edit the mission itself to patch the caulk. Something like this was done to In a Time of Need to fix the LOD on some torches that a TDM update had turned into game-ruining proximity detectors. I'd be very wary of making changes to other peoples' missions though. Does the stray light in WS1 affect the light gem if you walk on it? If not, I'd say just leave it. It's a minor cosmetic issue.
  21. That's weird. I just tried it with the exact same setup (linux, dev16829-10455, fresh install from the in-game downloader) and I am not getting that bug. Are you using any mods? I don't use any except the stealth stats one, and I haven't tested the map with various mods installed. Maybe one of those is interfering.
  22. If you get to the locked door at the end of the cellar there is a crumpled note on the floor that mentions a secret hatch in the bedroom.
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