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thebigh

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Everything posted by thebigh

  1. One of my missions has a door that patrolling guards will freak out about if they see it open. But it leads to a sewer infested with undead, and the mission briefing mentions it, so I think that's fair. The trouble is when the whole mission has been full of doors that guards don't care about and then towards the end they decide to lose their minds about one particular door. Same with suspicious missing loot.
  2. I'm just aware of my limitations as a mapper, and also aware that the rage these days is for enormous sprawling missions that take hours, where I prefer smaller maps. I might be able to make a few missions that are fun to play, but I haven't got a Volta or an Iris in me.
  3. I suppose it depends on mission goals. If the primary mission objective is to steal a certain item, an additional loot goal on top of that could be a bit superfluous. If it's a more open-ended exploration mission, where the point is just to break into houses and burgle everything, it's a lot better. I don't think I've seen anyone make use of the difference between loot types. When was the last time you saw a mission that wanted you to steal 500 in gems? The new "secrets" functionality effectively adds an objective to missions without being official or mandatory, which is nice. When I put a loot goal in, I don't decide how much it should be until I've finished building it. Then I think something like, "On Easy mode, the player should be able to find half the loot excluding the secrets" and round that off to the nearest nice number. For Expert it might be 70 or 75%.
  4. Yeah, seeing work that quality just makes mine look crummy and inadequate. Well, I mean, it is garbage but you don't need to rub it in.
  5. thebigh

    I will be 65

    A good day indeed.
  6. If you're using transparent textures, remember they need to be visportaled. A worldspawn brush with transparent textures won't seal. Not sure if this is the cause of the issue you're having, but I remember having trouble with it once.
  7. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  8. Can you maybe kludge this by creating a non-solid invisible and completely inert AI, and binding it to you? Then the AI that's meant to be pursuing you will follow the invisible dummy.
  9. IIUC it is for the original trilogy. It might be technically possible to convert the assets for TDM use but, because TDM does not take place in the Thief universe, there'd be thorny copyright issues in doing that.
  10. Can the elevator take us to the secret level?
  11. I confirmed they work within the same map, and persist over save-quitgame-load. I haven't tried a campaign before so I can't verify whether persistent args survive moving to a new map, I'm just going by what the wiki says.
  12. What exactly are you trying to do? There is an acos function which, with some wangling, should be able to give you the angles you need? The angle between two vectors is given by acos( A·B/(|A||B| ) If you're after theta here: the angle theta is indeed atan(b/a), but it is also acos(a/√(b²+a²)) You just have to be careful about angles greater than 90, or greater than 180.
  13. There's some scripting features that allow campaign-persistent variables to be stored: see the wiki Right at the very beginning of the first mission you'd call a function that looks something like this: void setup_campaign_vars() { float coinflip; coinflip = sys.random(2); if(coinflip<1) sys.setPersistantArg("person_is_male", "1"); else sys.setPersistantArg("person_is_male", "0"); return; } In that map or any later map in the campaign you can look up the persistent variable with float person_is_male = sys.getPersistantFloat("person_is_male");
  14. I have an idea of a mission that might fit. I very much doubt whether I can compete with the master mappers around here though.
  15. Look after yourself and get well soon.
  16. Ooo... nice! Excellent use of the new "god rays" functionality, and I can see your usual attention to detail in there as well. I'm looking forward to playing this.
  17. It's been a while since we've seen such an avalanche of spam.

    1. Show previous comments  3 more
    2. JackFarmer

      JackFarmer

      Fly to Bavaria! To meet with good old Jack!

    3. datiswous

      datiswous

      Can you recommend Ingolstadt as a good vacation destination?

    4. jaxa

      jaxa

      Lobster Thermidor aux crevettes with a Mornay sauce, garnished with truffle pâté, brandy, and a fried egg on top, and Spam.

  18. Leaky geometry, particularly portal leaks, happen all the time to everyone. Annoying and time-consuming as they are, they're absolutely not a sign of being bad at mapping. I'm looking forward to seeing your mission- I don't think we have any with a Wild West feel yet.
  19. That sounds a lot like your map is leaking. Are you getting .lin files being produced? If so, load them in DR and follow the red line to the gap in your geometry.
  20. I agree. It's one reason why I maintain an absolute potato to test missions on, because that's where the performance issues will show up first and most severely.
  21. [irrelevant remark]...I always thought it was grain spilling out of that bag.[/irrelevant]
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