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Everything posted by AluminumHaste
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Select the group, press TAB to cycle through the items. That's how I always do it. You can do the same thing when you convert a bunch of patches/brushes to a func_static.
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Okay, I think I see what you are trying to do. You can use brushes to fill in the gaps like this. EDIT: Just make sure that the your patches line up with grid points to avoid sparklies/seams in game.
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No, you can have different bottom curve.
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You need to select both patches, end cap and bevel, and select the vertices for both patches to avoid what you see in the second image.
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Filcher - Thief and Deus Ex-inspired stealth game
AluminumHaste replied to Carnage's topic in Off-Topic
Just bought it, runs way better for me also than the demo, running at capped 240 fps for the most part. -
Naw, update the objectives to mention that guards will notice when things go missing, and change it to just certain items like loot that's in the open areas.
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I just checked the map file, looks like it's set to 10% notice when missing. absence_noticeability 0.1 So yeah the patrolling guard in and out of there will eventually notice as he goes in and out of that room. EDIT: That's not the only item to have that spawnarg. // entity 149 { "classname" "atdm:moveable_loot_vase" "name" "atdm_moveable_loot_vase_1" "absence_noticeability" "0.1" "origin" "4 650 142.875" } // entity 150 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_1" "absence_noticeability" "0.1" "origin" "-108 621 179.5" } // entity 1030 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_9" "absence_noticeability" "0.5" "origin" "-238.38 692.25 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1031 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_6" "absence_noticeability" "0.5" "origin" "-241.38 691.25 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_7" "absence_noticeability" "0.5" "origin" "-239.38 690.25 386.5" "rotation" "1 1.11022e-016 0 -1.11022e-016 1 0 0 0 1" } // entity 1037 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_10" "absence_noticeability" "0.5" "origin" "-240.63 692.75 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1038 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_11" "absence_noticeability" "0.5" "inv_loot_value" "5" "origin" "-241.13 688.88 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1039 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_12" "absence_noticeability" "0.5" "origin" "-238.75 688 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1307 { "classname" "atdm:ai_guard_elite" "name" "CaptainOfTheGuard" "canLightTorches" "1" "can_unlock" "CaptainRoomDoor" "can_unlock1" "BackDoor" "can_unlock2" "gallery_door1" "can_unlock3" "gallery_door2" "can_unlock4" "WinecellarDoor" "def_attach10" "atdm:prop_key_simple_steel" "def_head" "atdm:ai_head_baseguard_saxonhelmet_goatee" "def_vocal_set" "atdm:ai_vocal_set_commander_armed_01" "name_attach10" "CaptainRoomKey" "neverdormant" "1" "origin" "-483.139 640.937 155.268" "pos_attach10" "belt_back_right" "rotation" "-0.819151 -0.573576 0 0.573576 -0.819151 0 0 0 1" "set absence_alert on CaptainRoomKey" "6" "set absence_noticeability on CaptainRoomKey" "0.5" "set inv_name on CaptainRoomKey" "Captain's Room Key" "set name on CaptainRoomKey" "CaptainRoomKey" "sit_down_slide_dist" "12" "target" "captain_corner_2" } // entity 2315 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_2" "absence_noticeability" "0.1" "origin" "-108 681 179.5" } // entity 2316 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_3" "absence_noticeability" "0.1" "origin" "-795.968 926.97 321.451" "rotation" "-1.11022e-16 -1 0 1 -1.11022e-16 0 0 0 1" } // entity 2970 { "classname" "atdm:moveable_loot_gold_sugarcup" "name" "atdm_moveable_loot_gold_sugarcup_1" "absence_noticeability" "0.1" "origin" "-615 393 344" "rotation" "0.519621 -0.854397 0 0.854397 0.519621 0 0 0 1" } Some of them are as high as 50%
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Is it possible that some of the guards notice loot missing and they draw their sword to investigate without increasing their AI alert level?
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So, what are you working on right now?
AluminumHaste replied to Springheel's topic in TDM Editors Guild
Looking good man! -
Ouch, the game is getting eviscerated in Steam 25% right now.
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Some textures are listed as no shadows, so if you apply that to a brush, it won't block light, something to keep in mind. If you see a texture that ends in _ns or noshadows, don't use it.
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DarkRadiant 3.4.0 released
AluminumHaste replied to greebo's topic in DarkRadiant Feedback and Development
You can remote into my desktop and run whatever tests you need to. -
DarkRadiant 3.4.0 released
AluminumHaste replied to greebo's topic in DarkRadiant Feedback and Development
Thanks for all the awesome work!!!! I still have the issue with the brushes not being highlighted when selected in ortho views, clearly an AMD thing though. -
EDIT: whoops, that's 7 not Vista. Sorry
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Why there should be restrictions on quicksaves
AluminumHaste replied to marbleman's topic in The Dark Mod
Unbind your quicksave key. -
Sorry I can't follow, I'll shut up.
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That was fantastic
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WTF are you talking about?
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So interesting. I use TortoiseGit, so I normally do a GitSync->Pull. Well it says everything is fine, but that file is missing. I deleted the radiantcore/patch directory, did another gitsync, but it didn't restore it like I'm used to with SVN. So I used the repo browser to drag and drop the patch directory and now I have all the correct files, but I'm assuming now that directory won't be included in gitsync?
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Trying the latest code and it fails, Severity Code Description Project File Line Suppression State Error C1083 Cannot open include file: 'PatchConstants.h': No such file or directory (compiling source file ..\..\radiantcore\patch\algorithm\Prefab.cpp) DarkRadiantCore C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\patch\Patch.h 11 I cleaned up all unversioned files and VS2022 downloaded latest windeps and extracted them. Everything seems to work fine.
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And get the F off Vista, even Windows 7 has much better support for more advanced video technologies. You should be able to get a free version of Windows 10 with that product key.
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That's a windows Vista (ew) issue I suppose. The default for Darkmod is Borderless fullscreen which was a new thing in Vista and probably isn't supported that great by microsoft. Try changing game settings Settings->Video->General->Fullscreen