Jump to content
The Dark Mod Forums

RedNoodles

Member
  • Posts

    28
  • Joined

  • Last visited

Posts posted by RedNoodles

  1. On 1/28/2023 at 5:41 PM, snatcher said:

    @Obsttorte, @RedNoodles and all,

    Is this available anywhere, please? Can't find it in this topic.

    Sorry for the late reply. This is the file. It was shared by Dragofer on the discord.

    Quote

    Here's the .pk4 if anyone wants to try it out in a mission and maybe also give feedback. Simply place it in your TDM base install. You can access the lantern by scrolling through your weapons, or bind it to i.e. the p key by pasting this into the console: bind "p" "_impulse11"

     

    z_handheld_lantern.pk4

  2. My interpretation of the story:

    Spoiler

    The protagonist never left his room. There's an incense burner next to his bed which I assume contains the drug mentioned in one of the mementos. A lot of people in the city seem addicted to it (there are incense burners all over the place) some take it to try and remember better times (like the protagonist) while the academically inclined try to make sense of the hallucinations thinking there is some kind of higher meaning to them.

     

    • Like 2
  3. amazing mission. finally finished last night, then started over to try and ghost it. turns out I missed a ton of stuff. the readables make more a lot more sense on a 2nd playthrough- there's just one thing I'm missing

    Spoiler

    Lady ursine's safe. The book she stole is known as the "poisoned tome". I found a crazy old man in the plague ward with an interesting name- Crassus of the poisoned page, I think? I searched the area but I couldn't find any other clues. Am I looking in the right place?

    • Like 1
  4. Hey everyone. hope your new year is off to a good start.

    lately I've been taking a break from mapping and trying to learn some Blender... nothing complicated, simple stuff like bottles, boxes, etc. I followed a tutorial on youtube and made this. I put one of the wine bottle textures on it.

    bottle.jpg.25303350d01a304b3a1ea187f296a49c.jpg

    then I tried to import it into TDM. surprisingly the scale was just right. Only problem is that I don't actually know how to apply a texture to it.

    bottle2.jpg.bbb4824582679d309fa69e2efba138ad.jpg

    Am I supposed to export it as an .ase or .lwo? If I export it as .ase I can then open the file in wordpad and try to mess around with the following definitions which I assume have something to do with the texture

    *MAP_NAME "...."

    *BITMAP "\\base\..."

    I'm not sure what these control though. Are they supposed to point to a texture file in the darkmod folder?

     

    • Like 1
  5. I'm trying to give a projectile a special effect... Ive been snooping around the weapon defs to learn more and this is what I have so far:

    1) most projectile entities point to a separate "result" entity which spawns upon impact.

    2) the result entity usually contains a Stim. NPC definition files contain a Response to that Stim (damage, heal, blind, gas knockout and so on)

    I want to put together a response that will trigger a script function- whats the best way to do this? none of the responses seem to use STIM_TRIGGER, so I can't find any good references to use.

     

    one possible solution that doesn't need Stim/Responses is turning the Result entity into a trigger_once that will call the desired function, but Id like to avoid this as its not very practical

  6. Hi, I've been playing around with your halloween sandbox (helloween.pk4) and I wanted to say the lantern looks awesome. I'd love to see this in a horror mission.

    lamp.thumb.jpg.6df0b02fa0238c70901f1332b1274b19.jpg

    do you know if theres a way to separate it from the sword?

    Ive been experimenting with the def files and haven't had much luck.

    first thing I did was go into the tdm_player_thief def file and add a new weapon def (there are 12 weapon slots, but TDM only uses 10)

    Quote

    "def_weapon11"                  "atdm:weapon_lamp"

    then I duplicated the default tdm_weapon_shortsword def from TDM and renamed it tdm_weapon_lamp. I compared it to your shortsword def and copied some of the references while giving the functions new names. At this point I could start up darkradiant, create this new lamp entity, load the map, pick it up and equip it alongside the sword.

    I then tried to repeat this process with your shortsword script file (which the lamp def file is supposed to point to) after including it in tdm_custom_scripts

    TDM doesn't like this new script file for some reason. it crashes on start up citing errors in the weapon_lantern::Idle() function

    Quote

    $playerlamp_light.On();
        $playerlamp_haze.show();

    Quote

    $playerlamp_light.Off();
        $playerlamp_haze.hide();

    Error: tdm_weapon_lantern.script, line 90: '.' is not a name

    I'm stuck. any idea what could be causing this?

  7. I was exploring the files and found an alternative 'sword' model. Looks really cool. has this been used in any FMs? seems to work just fine, all I had to do was rename it to broadsword.md5mesh and drop it in my FM. Makes sword noises, but its not a huge issue. I'll have to look for a way to change the inventory icon and name later.

    spiked club.jpg

  8. 9 hours ago, Jedi_Wannabe said:

    Sexy. Much improved over the test I saw months back 🙂

    thanks, but just to clarify I didn't make that. I'm using the default TDM spyglass overlay. originally i was going to use a thick glass texture and an air filter system (each filter would last 30 seconds or so) but they made navigation too difficult

    • Like 1
×
×
  • Create New...