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thebigh

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Everything posted by thebigh

  1. I got the same low fps problem when opening the footlocker in the tavern and picking up the triangle lockpick. Reloading didn't help; neither did quitting and starting again. huge translation for clip model 0 on entity 1085 'atdm_playertools_lockpick_triangle_1' huge translation for clip model 0 on entity 1085 'atdm_playertools_lockpick_triangle_1' huge translation for clip model 0 on entity 1085 'atdm_playertools_lockpick_triangle_1' huge translation for clip model 0 on entity 1085 'atdm_playertools_lockpick_triangle_1' huge translation for clip model 0 on entity 1085 'atdm_playertools_lockpick_triangle_1' WARNING:idClip::EntitiesTouchingBounds: max count (2) reached. Frame rate drops permanently to about 2. Yuck.
  2. This is a nice, compact mission. The layout is clean and logical, lighting is well placed, and the guards were effective without outstaying their welcome. I finished with all but 5 golds and a stealth score of 0 on the hardest difficulty. I recommend this map for anyone who wants a nice, unpretentious 30m mansion raid.
  3. What is making that continuous thumping sound behind a locked prison door on the first floor? It annoys every guard who walks past and now there's three of them standing there with their swords drawn. If I end up having to go through that door later I will be most inconvenienced.
  4. Awesome mission! A good, old-fashioned mansion heist. I finished with all the loot and a stealth score of 4. I loved how there were multiple ways to get to most places in the mission, with only a few irritating choke points. Grabbing the On the off chance this ever needs to be updated again, I found two tiny oddities: Overall I rated this 9.5 colourful keys out of 10.
  5. Hmm, yes. Good point about the window frames. I'll put a few in now. As for brushes v models, I bet that'll become a lot quicker when I'm more familiar with what's available and where it's stored. Right now I'm scrolling through lists, looking at things and going "nope, nope, nope, maybe, nope nope, hmmmm, nope, yuk, nope, nope, YES"
  6. So here's the starting area of my first mission. As yet unnamed, it's a short mission set in the streets of Bridgeport in which you have to escape the City by finding a way past the city wall and a bunch of irate Watch guys guarding it. I'm still finding my way around with DarkRadiant but I think I captured the feel of the grimy back alleys of the City pretty well. I dialed the ambient up high so you can see everything. In actual play I will be using a combination of a very dark ambient and the "night vision" technique shown by Sotha in his "Bakery Job" tutorial videos. I'm really slow at mapping and I fuss over everything so, with luck, I might have something beta testable by the end of the year.
  7. I've been playing a lot of the really old missions lately. It's clear why Trapped is considered one of the venerable classics. It seemed like there were just enough guards to keep me alert, but not so much that I had to spend forever waiting for them to stop parading around. A good variety of loot made this really feel like a thief hideout. 8.5 sneaky taffers out of 10.
  8. Heh, I can't even get out of my cell. I get that you're supposed to
  9. I finally got around to playing this old classic, and it was worth it just for the nostalgia trip. I finished with a perfect stealth score and all but one loot item. Despite the simplicity of the layout and the technical difficulties in mapping at the time, this is still a well constructed and fun little tiny mission.
  10. Another fantastic mission. I'm super impressed with the level of detail you got in there without frame rates going through the floor. Lots of loot, cleverly constructed secrets, and multiple avenues of entering areas. Guard patrol reoutes were cleverly planned with light and shadow in useful places for planning, and it never seemed like the guards were just parading back and forth in front of you all day. The secret in John's suite was fiendish. A few oddities: 8 creepy Sauron searchlights out of 10
  11. The ability to "floor" things along all three axes would be cool. I find myself forever fiddling with the positioning of paintings and such so that they're flush against the wall, without a gap or clipping in to it. The way I imagine it working is this: go into one of the grid views, say the top-down one. Put your cursor north of the object and use the floor keyboard shortcut, object gets aligned to the north wall. If the cursor is more east than north-south it aligns to the east wall. And so on. Of course, if you used the "floor selection" button on the LHS it would default to flooring vertically downwards.
  12. Those are excellent hints. Thanks for the advice.
  13. Bravo! I loved this mission! It had a nice compact feel: restricted enough to give keep the player from becoming lost, but without being too linear either. The patrol path and shadow placements in Lord Vicker's house were the highlight for me. This mission reminded me a little bit of the marketplace mission in T2X, if you ever played that. If you ever find yourself needing or wanting to update the mission, here are a few little oddities I noticed. 9 squishy brains out of 10.
  14. Two more beginner questions: How come lanterns don't respect the extinguished spawnarg, and how do I make a lantern start switched off? I have a door that I'd like opened by a key inserted into a secret button, but only if the generator powering the door's mechanism is running. That is, key activated but only if a certain switch is on. Turn the generator off and the door cannot be opened or closed. How would I go about making that?
  15. Hello and welcome! It's a good start, with a mostly logical layout and a lot of potential. Obviously things like loot, AIs, readables etc aren't in there yet since it's still a very early iteration. To add to what Amadeus said, I just have a couple of little comments currently the layout is a little bit "boxy". Don't be afraid to put some curved, diagonally oriented, or even slanting walls in there One of the upstairs bathrooms has an openable window and an awning over the window. The support struts on the awning don't reach all the way to the wall
  16. So I won't be going far wrong if I mention things like shillings and sixpence. Cheers!
  17. I hope I'm not doing wrong by reviving these old posts. I like to give the mapper some feedback on how I liked the mission, no matter how old it is, and I know ERH+ is still around. Anyway, it looks like this map has become broken in a newer version of the engine, and that's something the author should be told about.
  18. It rarely comes up for me because I ghost whenever possible and knock out guards only when absolutely necessary, preferably with gas arrows, but there is something I'd like to know. Why do I sometimes hit (it seems) an invisible wooden barrier between me and the guard that protects him from the blackjack and makes a huge wooden thump noise that alerts him? Am I hitting the ceiling or other parts of the map geometry somehow? If so, it's absurdly unforgiving- I must have go-go-Gadget arms six feet long- and misleading because I get the sound of wood even if the only surfaces anywhere near me are made of rock.
  19. I ran into a bug early on where I lost access to my inventory and nothing was frobbable any longer. edit: the first time it happened I was able to get as far as the chapel in the fortress, and then couldn't get out because I couldn't frob the doors. I then started the mission again and now, from the start of the mission,I have no access to my inventory and can't open any doors.
  20. Does the currency of Bridgeport have a name? The pound, or maybe the Crown, or something like that?
  21. Damn this was a fun mission! And that it was a speedbuild makes it even more impressive. Here and there I found a few graphics glitches like Z fighting, but it didn't worry me too much. I finished with about $3,500 loot and wasn't worried too much about stealth; there's one enemy that I don't mind if he spots me. You'll know which one when you play it. 9 screaming skulls out of 10.
  22. Thanks for the advice. It put me on the right track and I finally found what I think was going on. Moved the pillar -> problem solved Replaced it with a simple square brush -> no problem So I took a very close look at my pillar and found a tiny little bit of caulk from my extensive use of the clipper tool that I'd somehow missed retexturing. When I fixed that, the rendering issue disappeared. I'd guess backtracking and finding some caulk tricks the renderer into doing some sort of hasty and stupid "optimization". No big deal. My major worry was that light shining from the cellar to the dining room would nullify all the visportals between those areas and lead to performance issued down the track.
  23. It's definitely on, and it's definitely casting shadows... everywhere except a tiny polygonal bright patch on a wall, as through it's shining through a little irregular hole. Except that little hole doesn't exist. In case my earlier explanation was unclear, here's a rough schematic: The beam of light is passing through two func_statics comprising part of my cellar wall, a brush making up the cellar ceiling/house floor, and a pillar that's currently made of brushes. No light falls on the cellar ceiling behind the func_statics or on the pillar, but there's a small illuminated bit on the wall right behind the pillar. It's definitely that light: it's the only one that I made a lurid blue colour.
  24. Back with another daft question... I'm getting a small patch of light on one of my walls. I identified which light is causing it, (a test torchflame to illuminate a cellar until I get around to lighting the level properly) and there is no direct line of sight from it to the anomalous patch: I drew a long skinny brush from the center of the torchlight to the center of the patch to guide my eye, and to get there the light has to pass through no less than two func_statics and two worldspawn brushes. What is going on? I'm not getting any sealing leaks or even any dropped visportals, and my worldspawns are definitely fat enough not to cause the "very skinny brushes cause light leaks" issue others have encountered. How do I fix it?
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