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ERH+

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Everything posted by ERH+

  1. How dmap deals with computer resources? I've made a big change in size of map' main "room" and Darkmod crashes after an hour of computing. But If I dmap half of map - it make it to the end, and if I dmap the other half of map - it finishes processing too. With full map Darkmod uses about 2.4 GB of memory and overall memory usage is maybe about 70%, but seemingly problem lays in quantity - do I have not enough ram (8GB), or Darkmod have some limits in processing huge empty spaces (and no it is not an .aas problem, crash occurs during .cm/.proc faze)?
  2. @nbohr1more, yes this helmet overlay is somehow immune to overlay's level (100 not enough?) and you even have to blindly circle inventory to put down helmet itself.
  3. I hope it will go through testing fast - anyone want to try?
  4. I think it may be complete THIS time...

    1. ERH+
    2. nbohr1more

      nbohr1more

      Gonna test some more tonight!

    3. nbohr1more

      nbohr1more

      Moar hands on deck please! This is an awesome mission! Let's help it get a release. :)

  5. So if I have this whole script: #ifndef DIVING #define DIVING object divinghelmet : player_tools { void init(); void inventoryUse(entity userEntity, entity frobbedEntity, float buttonState); void toggle(); void updateLoop(); float inUse; vector black; float overlayHandle; float processing; }; void divinghelmet::init() { inUse = 0; black = '0 0 0'; processing = 0; thread updateLoop(); } void divinghelmet::updateLoop() { while(1) { if(inUse) { $player1.heal("breath_potion", 1.0); } waitFrame(); } } void divinghelmet::toggle() { if (processing) return; processing = 1; if (inUse) { $fade_in.activate($player1); sys.wait(1.0); $air_valve.activate($player1); $trigger_timer_breath.activate($player1); $player1.destroyOverlay(overlayHandle); $fade_out.activate($player1); inUse = 0; } else { $fade_in.activate($player1); sys.wait(1.0); $air_valve.activate($player1); $trigger_timer_breath.activate($player1); overlayHandle = $player1.createOverlay("guis/helmet.gui", 100); $fade_out.activate($player1); inUse = 1; } processing=0; } void divinghelmet::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { thread toggle(); } #endif how I should modify it? I was trying adding something like float isInLiquid(); void divinghelmet::isInLiquid() { while(1) { if(inUse) { sys.setcvar("pm_runspeed","0.9"); } else { sys.setcvar("pm_runspeed","0.5"); } } } But obviously I have no idea what I'm doing . And water level check make more sense than super speed while only my feet are in water.
  6. So if there is no water specific cvar how can I make a "player in water" check?
  7. Is it something like this: $player1.setcvar(pm_walkspeed, 0.9); How exactly should it look like? Does it mean it need to be refreshed if player save/load the mission?
  8. So this is console command like this? seta pm_walkspeed <value>How to use it in a script? Maybe it would be easier to modify speed potion but I can't find its script.
  9. How to change swimming speed? Can be constant or switched on and off.
  10. Some character types just don't mix well with each other, maybe it's all about opposing personality traits - and sometimes it's easy to take things as personal attack when people feel attached to thing you are questioning.
  11. New Map Reveals Ships Buried Below San Francisco. Lost City buried below living one seems a bit more legit now... wait, no, active volcano is still a little problem. http://news.nationalgeographic.com/2017/05/map-ships-buried-san-francisco/
  12. Yup it plays only beginning of list (a-e): and full list is way longer: edit: if there is a pattern it is 32 mark I guess.
  13. I've noticed that grouped sounds in .sndshd like this: random_words_adjective { editor_displayFolder erh_sounds sound/voices/adjective_abandoned.ogg sound/voices/adjective_ancient.ogg sound/voices/adjective_angry.ogg sound/voices/adjective_arctic.ogg sound/voices/adjective_ascending.ogg sound/voices/adjective_beautiful.ogg sound/voices/adjective_black.ogg sound/voices/adjective_blind.ogg sound/voices/adjective_blue.ogg sound/voices/adjective_bogus.ogg sound/voices/adjective_brave.ogg sound/voices/adjective_broken.ogg sound/voices/adjective_bronze.ogg sound/voices/adjective_burning.ogg (...) } are playing only about 30 first positions from list, rest never occurring - can I somehow force and extend it?
  14. So if my mission was in early testing (playable but asking for suggestions for further changes and direction) about last Halloween does it count as finished or not?
  15. Finally we have a fire elemental. Description says its still WIP, could it be designed to modular and customizable, so author can easily i.e. make default model invisible, bind any custom model or emitter to joints? There is wide variety of small AIs that can be done out of it - flying eyes, hornets, steambots, spectres, fishes - so simple transparent drag-and-drop layout will be really beneficial imo.
  16. In that case I'm assuming science as a thing that modern people understand as technology but will work "in mysterious ways" for medieval folks (curse of monster children up to seventh generation), and magic as a feeling inseparable from event that gives you goose flesh. Fireball in generic fantasy setting is just an oversized lighter, and I prefer Cthulhu mythos magic where you are peeking from the edge of the world - something that makes you think that forces of nature are sentient and hostile.
  17. Steampunk is just an aesthetics for science fiction, and while the TDM world benefits from magic it still works on laws of nature, so there is a place for steam machines. And Thief's Precursors substitute (as I believe we need one) could benefit from technologies that eventually destroyed their whole civilization. Atomic devices is most obvious way to show their advancement without drifting into magical technology. I want my science clear, and I want my magic clear - i.e. AD&D magician is just a scientist in disguise imo.
  18. I thought this is obvious its a reactor rods picture . This blue light is called Cherenkov radiation. Stumpy's water temple could be more deadly than usual haunted ruins...
  19. Behold, the pillars of power! Legend says that ancient ones knew how to please the gods - but now everyone who will enter the pool, will be cursed, and will meet painful death, and his children up to seventh generation will give birth to monsters. Your attempts of bringing its memory back into world of the living is blasphemy and will be punished!
  20. It seems to be a movie teaser, one of those retro flicks like Kung Fury or Turbo Kid. I wonder if whole movie can be like one long music video.
  21. Nice details. https://www.youtube.com/watch?v=er416Ad3R1g
  22. Well you probably need to specify some distinct style, for now its just Hells Kitchen and it looks even more empty than original. Thief is more claustrophobic and more ominous, like cemetery at night. You need to establish some world history, who the protagonist is, what and why he is doing something and what polarities rule the city, or people in general. I don't think many people would be charmed by generic cyberpunk, you should start with some decent story or general road map that make this whole thing unique and intriguing.
  23. I guess whole thing comes down to execution - Thief 2020 is idea that can catch up if fleshed out well. Only you know how it should look, so you need to catch this mood in upcoming missions and infect people's minds with this virus. You could even make it a TDM spin-off with H.G. Wells time vehicle - intertwining medieval wilderness and collapsing future, meeting each other in new unknown branch of time.
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