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boissiere

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  1. That's a pity because I was going to ask him about adding subtitles to 'Noble Affairs' which has quite a lot of speech in it.
  2. I think this happens when script code causes a new image to be loaded. The script (I think) is running in the front end code so the load has to be deferred. However, I don't understand why this should cause a problem at all - the point at which images are actually loaded shouldn't be noticeable by the player.
  3. That shouldn't be necessary, you can deactivate it (and then pick it up) using the lockpicks.
  4. My comments Maybe clarify to include in-game conversations and sotto-voce comments by the protagonist. Also, what about FMs that rely (intentionally or (most likely) otherwise) on a TDM bug that's fixed in a later release but that breaks the FM? I am not (yet) a mission author but if I was I would prefer that my mission would be fixed to still run.
  5. A topical one for the season which I don't think has been mentioned is "The Night of Reluctant Benefaction".
  6. Would using an atdm:absence_marker entity be of use here? These are, I think, used to indicate when loot has been stolen so an AI goes alert when it sees one.
  7. Are you thinking of perhaps putting some random element into the initial briefing? I don't think that the gui-scripting language (such as it is) is up to it - for a start I can't think of any way to generate a random value, whereas the regular scripting language has a random() method.
  8. Erm, you can get into that room from the kitchen.
  9. You might consider setting the 3 following CVars. tdm_ai_debug_blocked tdm_ai_showdest tdm_ai_showtasks They give visual indications as to what an AI is actually trying to do. Compare what happens when it works against when it doesn't. I've seen AI stop patrolling from time to time (but they're not using teleport) and think there's a bug somewhere.
  10. I just happened to have a save just before this point so I loaded it up to remind myself what happened. What should happen is
  11. Hard disk performance might have a bearing on point 2 as it's continually writing the render info to the disk. For point 3, I don't think the overall size of the FM particularly matters just 'busyness of scene'.
  12. This. The overlay handle is only valid when the overlay is displayed which only happens when you're looking at the readable. You can see how it works by looking at tdm_readables.script which handles display of readables. There are methods in there that are called by the game code when opening, closing and turning pages, though the whole thing is quite tricky to understand. You don't really say what you're trying to achieve but it looks as though you want a randomly generated combination for a safe or somesuch so that it is different on each run through a FM. I imagine that this combo is placed in something like a diary that the player must steal first. Unfortunately I think that any attempt at string concatenation in a script will fall foul of the 127 char limit.
  13. Have you read the wiki page on setting up an Automap (Creating Automaps)? I think you're on the right track but the map doesn't use the inventory's overlay - you have to create it yourself in a script object.
  14. @Ansome there's almost certainly nothing wrong with the entity itself. dmap is just telling you that the particular entity can 'see' into the void (and it stops at the first one that fails). I suspect that you have moved your 'solid' brushwork a smidgen and it's no longer actually solid.
  15. What licence is the Doom 3 mod Phobos (which recently issued its third episode) released under? I've not played it myself (and their website doesn't appear to say) but in the various blurbs they say that they've produced a number of new assets, some of which replace the standard Doom ones.
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