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_Atti_

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Posts posted by _Atti_

  1. brushes that seal agains the void, or seal off internal areas that you visportalled. Visportalled areas should be sealed just as well as you do with the whole map, such leak is called an internal leak and leads to visportals not working properly , thus performance drop.

     

    EDIT:

     

    Also one thing to check. func statics are determined where they belong based on where their origin is, set it so it's in the correct room. Func_statics that has their origins out in the void are Leaking!

  2. i think you could select similar func statics, just revert them to world then back again to func_static.this is just 3 clicks, no need to reselect things.

     

    !Note: Bordering brushes should not be converted to func_static as its like a leak!

  3. Yes, i am thinking of some kind of sentry or t2 like camera, i am all in for original ideas however, i really like the lantern bots features of casting light on the player, and alerting by sound rather than running away to guards as t2 bots did.

     

    How about a stationary thing that would do no more than cast light on things that cause it to alert. this would be great if it could work on ai too.. i think a simple team change could make it aware to those too.. so no alarm, nothing, only casting simple light on things that alert it, be it player or maybe ai too(protecting it somewhat by doing so).. on standard it could either be rotating or stationary.. when the cause of alert is unfollowable by the light than return to normal mode. so players could maybe use the time while it has its light on ai to sneak by.

     

    I think that or something like that might work a lot better than the usual camera like method where it alerts, its a bit too trial and errorish sometimes with those.

  4. I've started putting in some ai-s and as i was browsing in their properties i saw something that caught my eye...Do AI-s blink?

    I mean they cant see when they blink? If yes is this really necessary or useful ? isnt that eat up a hell of a processing time?

    Or its handled like the eyepatch? so their actual eyelids block their view?

  5. Well, the pre-mission shop is a balance thing. So that you get your equipment according to your playstyle but restricted so that player wont go on the mission overpowered. I think instead of ingame shop you should consider it a lot of what to put in the shop, and how much money and what items you give the player on each difficulty.

     

    Btw: I think most of the players play on the hardest in hope that it got more objectives;) that difficulties should rather focus on the playstyle than bj restrictions.

     

    I think such restrictions ,like killing , and blackjacking should be done in all of the missions as either simply be hidden optional objectives, or by giving some kind of gift when completed without killing/bjing. For example the mission name after completing would show up bloody when killing was used. And would shine when ghosted, something like that.

  6. Yes , building from inside would have been more reasonable..

    What i did was that i composed from the exterior but from blocks that when carved had the right ceiling height.

     

    The problem i kinda ended up with is when the whole thing was one it looked to me as it will be small...When i carved out and took a walk inside.. it still seemed smallish.. Then i started deviding into rooms and it turned out that its freaking big! :D theres a lots of space..

     

    So my advice:

     

    An area feels a lot bigger when divided up, and may feel small when being one continous space. So i guess things that meant to be monumental should be double the size, but casual things a bit smaller than it looks to be right.

  7. So, what i am interested in is, how you're making , or have made your Fm-s. I feel i am progressing very slowly and i suspect it's because i am not thinking good enough as a mapper.

    Interested briefly in the process like..Do all brushwork only then place lights and AI, or going from room to room, getting started on the new when the one before is finished fully. Things like that.

  8. Well sorry for the wrong use of word , i do know its a whistle, i just couldnt find the word:)

     

    And yes i am clear that they are blind. But they showed variety in going down by water or sounding whistle and going down after.

    Also they turn in the direction of sound, jumps.. to be accurate even after they are disabled.

  9. This is very strange.. I put it again in my map, and now as i shot it with water in the face it reacts with screaming.. yesterday i didnt even see that feature whatever i did around it. Worse than that, i tried putting it down again saving /dmapping, and its behaving like it malfunctions when shot in the face.Guess thats the correct behavior. now dmapped again, and now its screaming then after it finished only then it stops working, however it reacts to a close-by jump , it turns to the player but it wont scream again.

  10. Lockpicks: To be honest as i was revisiting T2 trying out the multiplayer mod for it ( that is great btw).

    I realized how it was better for me that one lockpick was whitish and the other brownish. I often find myself in TDM that i do not judge the pick by the looks but rather by reading its label, or just trying randomly, while in thief 2 i could atleast have a guess..'oh that looks like it goes by the white one'.

     

    Its really a minor thing but i think it adds.

  11. I personally set the mousewheel to cycle items as pressing the middlemouse for block resulted in weaponchange with the wheel.

    Also i think its a lot more practical to be able to cycle fast between compass,readables,keys,lockpicks than change weapon..

    Getting a weapon to hand is a much more planned thing to do and is more comfortable to be activated by numbers..this way i dont have to accidentally pull out the fire arrow while i wanted a moss or something like that:)

     

    Btw: Just tried out the lanternbot(And it's fantastic), if waterarrow is shot in the light in front the game crashes for me. tried two times happened on both occasion.

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