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thebigh

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Everything posted by thebigh

  1. ...or have a background with no stripes at all, and just make the stripes with mostly transparent backgrounds to the text.
  2. I mostly prefer ghosting whenever possible. For me it's a purer gamestyle, with greater challenge and more satisfaction when I can pull it off. I often like a quick "knock out everyone" playthrough too though. About the only style I can't stand is forced combat.
  3. I can confirm this happens for me as well. I'm on the latest dev build and I'm not using any mods.
  4. It would certainly be possible for mappers to script something like this up for individual missions.
  5. You can do all that already, just by setting achievement-related persistent campaign variables and then reading them back in just before the post-game debriefing. https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting
  6. Yep. TDM has the ability to save variables that persist from one mission in a campaign to the next.
  7. Nice! I had an effect like this in one of my missions, but I controlled it with a script.
  8. Yeah, this is something the mapper decides on. The engine allows you to give the bodies different names but by default they're just "Body" and "Corpse" IIRC. In prvious maps I've given each NPC a specific name, but I probably wouldn't do that anymore. Reserve those for people whose name the player's character would know, and give regular guards generic labels like "Guard" or "Watchman" or "Servant"
  9. Maybe some day, but not right now. My recording equipment is still trash, and also I'm not sure how I feel about the use of AI for this kind of thing.
  10. Cozy!
  11. I played the mission like 12 times and I didn't find that XD.
  12. There's a really nice touch in this mission that I only just realised: I'm going to assume that was deliberate. So well done on adding this new approach.
  13. You could probably fake this by creating a helper AI, make it invisible to the player (though it won't be invisible to the guard) and silent, and put it on a Team that the guard is hostile to. When the guard "sees" the inert helper AI he'll get angry and draw his sword. Then you just remove the helper or teleport it far away, and the guard should start searching around. He'll even make player-appropriate barks like, "where are you, villain?" and "hiding won't save you".
  14. Thanks for playing the mission! I'm glad you liked it, even if a few aspects of it didn't quite work. The damn book puzzle seemed a much better idea in my head than it ended up working in-game. Still, I think there's a place for missions filling the "medium length, high difficulty" slot and even though I'm now better at making missions I still kinda like this one. That's not actually Newfoundland. It's a Southern Hemisphere location and there's enough info on the poster to find it on a map of the real world. It's an actual real place, kinda! At the time I had plans to set a mission there, but I since realised that's probably a bad idea and difficult to pull off well.
  15. thebigh

    Free games

    The old Unreal and Unreal Tournament games have been made available for free by some diehard fans, with Epic Games's tacit blessing. News and Link I might put on my 1998 hat and see what all the fuss was about back then.
  16. Congratulations on the release! This one was a heap of fun to betatest. It looks nice, gameplay is fun, and it's not so long it overstays its welcome.
  17. Near mirror-image of the last contest we had. Top three places very hotly contested, and two fairly distant also-rans XD.
  18. Count me in! Z-fighting detector extraordinare
  19. I think all the missions have now hit the 15 vote milestone, so how about we close the contest at the weekend of Dec 7-8?
  20. Thanks! I'm glad you enjoyed it. I didn't have a lot of time to build a huge map, so I tried to pack in a few surprises into a little one, and I think you're the first person to make use of the chimney!
  21. Lots and lots of Z fighting in this mission.
  22. Nice mission! I really enjoyed this one, and you weren't kidding about it being hard. It took me forever to work out how to escape after things got scary. I only scored about $3000 and found just one secret, so I'll have to have another play through later to discover what I missed.
  23. I saw that too. It seems to be an issue with the stock asset. Maybe future versions of TDM will fix it.
  24. Did you accidentally turn it off? Hitting the '0' key toggles it on and off.
  25. Ugh, this is why we shouldn't use "magic numbers" in code. If that thing had been named "secret_crank_wheel" or something instead of "func_static_1858" it would have been much clearer. None of New Job, St Lucia, or the Training Mission call the function real_frob_door_delayed so it seems this wasn't intended for any of the "official" missions. Or possibly it was used in an earlier version and the code still lingers like a bad smell.
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