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thebigh

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Posts posted by thebigh

  1. 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.

    Spoiler

    I encountered a bug where the LOD of the hanging lantern outside the manor door overlooking the fountain is messed up. From inside the house the lantern is invisible and emits no light; as soon as I step through the doorway it appears and brightly illuminates me.

     

  2. 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.

     

    • Thanks 1
  3. 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.

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  4. 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.

  5. 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.

  6. 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.

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  7. 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.

  8. 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.

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