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Nort

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Everything posted by Nort

  1. I don't want to spam this thread, but one screenshot a week, is probably better than no screenshots at all, right? Here are some crates that I just added. There is Daddy Crate, and Mommy Crate, little Kid Crate... (I'm not trying to inspire you to add crates to your levels, though. Crates are notorious for being the worst kinds of fillers.)
  2. Is there a way to prevent the screen shake every time I operate the lever? (I'm not sure that it's the sound causing it - I just can't imagine any other cause for the shakes suddenly occuring.)
  3. Aha. I was completely wrong in my assumption. The console warned that it had removed entities that were bound to eachother, in order to avoid "creating a loop". When I removed those two entities, the map started working again. ...and so now I'm suspecting that it's the "bind":s that I set on them, targeting eachother, that's actually causing the crashes. It's possible that I only need one bind - we'll see... In any case, it's poor error handling. Gonna eat something now - I'll update you later. Update I simply removed one "bind" to get the map working again. (The worldspawn connection is working as it should.) ...so in summary, the engine simply doesn't break "bind" loops correctly.
  4. I strongly suspect that it has something to do with me having set worldspawn to target an entity, as described here and here. However, when I remove this targeting, my map still keeps crashing. Is there any way to get it to work again? In any case, I think there should at least be some error handling for this. In the worst case scenario, I can revert back to an earlier version that hasn't been ruined, but not all mappers make backups of their maps.
  5. I don't quite understand what you mean, but clearly you believe that we're going to survive this multi-apocalypse, and I don't want to get into an argument, so good luck creating a better tomorrow, whatever you envision. I'm just going to spend my last days in my apartment, watching people die on the news.
  6. I actually took that song to mean your average teenage rebellion, so I guess I believed that too. I mean isn't the schoolboy in the music video talking back to a teacher asking him what he's going to do with his life? ...like get an education and a dayjob? ...instead of daydreaming and partying or whatever? Isn't that a rebellion against what's traditional in a way?
  7. I feel like nowadays, everyone is acting like every song must be a promotion. Has people learning nothing from metal? Sure, some bands are all about promotion - yes - but at the core, music is just art. I listen to plenty of music I ideologically "oppose", and I routinely listen to nazi podcasts because they're funny. Ideologies are just pipe dreams, and we're all going to die in just a decade from now, so have all the agendas you want, guys.
  8. While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.

    1. Show previous comments  16 more
    2. Epifire

      Epifire

      Yeah, I actually have an Epi-art thread just for numerous art related questions I had. The goal was more so having all my old thoughts and community responses in one convenient place for me to go back to later.

      For responding to dead threads, we're pretty good about that here. Especially if it's your own topic you're just adding info to. Tagging and quoting an OP from a topic of ten yrs ago to a member who hasn't been online since, might be overkill though. 🤣

    3. Nort

      Nort

      If you mean the thread about attachments, it's a thread that is linked to by the Dark Mod wiki, and it comes up in search results when people search about how to attach things to AI. I do not regret that reply at all. Maybe I did an unusual amount of posts in that thread, but I cleaned that up afterwards, and I'm proud of the result.

    4. Obsttorte

      Obsttorte

      @Epifire Still watching you. :P

      Oh, and my last post in that thread is only a bit more then a year old. It isn't necro if it isn't dead.

  9. See, these kinds of puzzles - completing a motif - are more to my taste, and takes less time to program, because then you only need to check if items are in certain spots. ...but you do what you want, of course.
  10. Woah. Those look super hard to solve. I suggest keeping such puzzles small, or have pieces already filled in (which would present a sort of Sokoban challenge as well), at least on lower difficulty levels.
  11. I'm exaggerating now, but I feel like every time there's a stair in a game, there's a Sokoban game hidden underneath it. You look underneath it and just see ten crates that you either have to smash, traverse on your knees, or move out of the way, in order to get to some little health pickup. Devs love Sokoban.
  12. If you don't have hopes for this particular engine to deliver a Thief game for you, then there is a very similar engine in development, that I stumbled across, called Delightfyl: https://www.youtube.com/channel/UCvdgY_EATxvWNjeLYKeFVuA/videos ...or at least I think it's a standalone engine. It looks a bit different, but maybe it's just a mod of this engine. Anyway, my point is that it's not beyond of possibility for very few people to come together and produce a full Thief-like game. "Nature will find a way."
  13.  

    Map Status Updates

    This status update will be continuously updated (via replies) to contain all the daily progress I make on my map. This will avoid spamming the Status Update list.

    1. Show previous comments  24 more
    2. Nort

      Nort

      Once again my eyes are burning, but since I was in the middle of sowing, I just couldn't stop.

      I fixed probably half of the clothes today. Half of it remains.

      Update:
      I'm finally done with all the clothes. I don't know how many times I've said this, but "now only a few minor things remain". I'm just taking a breather. I'd be lying if I said that I fully knew what I was doing these last two days. For example, the beggar rags are not supposed to look like that, and I don't know why they do that, yet I stopped caring, because at least it's a full set of clothes.

      Oh, fuck. The newspapers. I need to do the newspapers too. ...so it's about four things left to do now, I guess. Should be easy, but nothing ever is.

    3. Nort

      Nort

      It is finally done. I have released a black curse upon the world, that will ruin everything, and the bureaucrats are screaming in terror at the black magic.

      ...or something.

      In any case, I can finally rest now.

      It really feels great to have nothing to do. I'm going to spend this entire day just happily relaxing, feeling content.

    4. Nort

      Nort

      New day - a new pile of clothes. This is just nuts.

      Well, screw 'em. I spent the day fixing the entrance instead. It looks better now. Not good, but better.

  14. I haven't looked into the various clip textures, so I don't know exactly which clip texture to use, but I'm thinking that you could use some sort of collision shaped like a pin or a V, that goes along a track. Ball collision shapes might also do (if paired with a visual box) if the physics engine can handle rolling balls to begin with, but V shapes or U shaped pins, moving along a track, is probably the way to go.
  15. I tried my best to get the nocloth female pagan skin to work, but failed every attempt, and so good luck.
  16. I did it! I finally did it! After 48 hours of frustration and confusion, I managed to finally sort out how to attach equipment to NPC:s properly, and write down coherent instructions on how to do it, both in my manual, and in this forum.

    I can finally rest. I can finally eat breakfast.

  17. I assume that you're not so young that you don't know about this classic:
  18. I get what you're saying, and I do have a tiny bit of music in one of my maps, but there's also a charm in portraying a part of the world, let it speak for itself, and then let the player decide what to feel about it - let the player explore his own emotions instead of being told what to feel. Sometimes music just feels like an uninvited teenager sperging out. You could argue that music would make any map feel less dull, and I'm not going to pretend that my map doesn't have dull parts. ...but I actually kind of like it dull and uncaring. I guess it's because I'm old, and my ticker can no longer handle excitement - I don't know. I also listen to podcasts while I play, and then the music just gets in the way. ...but I get what you're saying too.
  19. Thank you for always being so helpful. However, as I said at the beginning of this thread, I don't actually expect to finish any missions. It's sad but true. For me, finishing a mission would take years of work, and usually I break down before that. It's the progress that's a delight for me, and the music I use, is the normal ambience music, which I actually turn down to 5 ("-55") decibels, so that I won't get bored with it. If I'd ever release a mission, I'd probably keep the old music, but play it at maybe 15 ("-45") decibels. It's enough to just barely tickle the recognition of the tracks, for the players, in a subliminal way, but not loud enough for them to groan and roll their eyes over it.
  20. ...and the fun thing is, what I learn the third time I tried this: Not only can you push through brushwork, but you can also jump on top of a vertical texture face, by pushing into the vertical texture above it, and then walk along the bottom/top texture edge like a tightrope, to get all sorts of places in a map.
  21. Also, if any of you guys are into editing the Dark Mod wiki, feel free to add my instructions to the attachment page, because I bet they will clear up a lot of confusion and frustration.
  22. I would also take this time to appeal to the developers to fix/move/rename the attachment points on their models, to something more correct. (The belts on the citywatch AI is rotated 90 degrees, for example, and with five belt attachment positions already existing (although misaligned), I question whether using a sixth is needed at all.)
  23. Be sure that you're using a prop entity, and not a regular entity. They look and work deceptively similar, the only difference (I've noted) being that props (for example “Props\Keys\atdm:prop_key_simple”) come with default attachment angles, while regular entities (for example “Keys\atdm:key_simple”) do not. Take care to attach belt items to the "belt_back_right" attachment point, and not the similarly named "belt_back_r". If you would still like to attach a regular entity, or rotate a prop to a custom angle, you can use the "attach_pos_angles_[attachment point]" properties. However, take note that in the case of attachments to belts, the names of the attachment points are wrong, and so the property you want to assign angles to, is actually the "attach_pos_angles_hipbackr" property (its default values being "90 90 0"). Do not use the "bind" method unless you really have to. It's not meant to attach equipment to AI, and you won't get the AI to interact with it properly. (They won't use the correct animations, automatically unlock doors, and won't say the right lines when the item gets pick-pocketed.)
  24. While I was climbing a set of fairly steep stairs, I pushed against the wall (pressing both the <A> and <S> keys). I don't know if I was crouching or not. At first I sort of got stuck on some kind of a bump. I thought that was strange, because there shouldn't be anything to get stuck on there - I know because I am the maker of this map. Perhaps the brush wall transition above me sort of hit my head? Perhaps the AI walking a fair bit away from me, sort of was pushing me? ...so I tried it again, and this time I could push through the wall I was rubbing my back up against, and quickly wiggled my way out into the void, and began falling. If you are puzzled as to how I did it, I could send you that section of the map, but I currently have no idea whether I'm able to reproduce this feat or not. I'm running the latest stable build of the engine, downloaded just a few days ago. Update: Yeah, I can reproduce this bug. I think what's happening is that I am somehow sometimes hitting my head against the texture transition of the wall that my back is rubbing against, and that I'm then getting squeezed between the ascending steps and that transition, and the engine doesn't know how to get me out, and so it tries to push me slightly backward, and after 2-3 such pushes, I'm through the brushwork surface completely.
  25. Okay, so maybe I'd describe it as "Walking sim." or "Weaponless." instead. There can still be plenty of choices regarding what route to take - I'm not just going to make the map a long corridor. I more envision it as a sandbox playground. It's just that your playmates are mandatory.
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