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ERH+

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Everything posted by ERH+

  1. So you need 3 presses or you want just reversed order? I would go with two different switches with target_set_frobable boxes. One switch target1 something, target2 door via delaying trigger_relay, target3 target_set_frobable over the second switch. Second switch do 1 and 2 in reversed order.
  2. It is for my wip submarine mission (with - I swear to God - is wip). https://1drv.ms/u/s!Aj1DVS465udZgS0KxIMwX2Mde62C
  3. "Books". Rather grocery lists, threats, love letters and secret diaries. It should be designed in the image of Facebook police or detective files. That would consist also of maps and additional daguerreotypes of place where a book was found, like on scene of crime.
  4. .def should contain this: entityDef atdm:er_sub_divinghelmet2 { "inherit" "func_static" "editor_usage" "er_sub_divinghelmet2" "model" "models/er_sub_divinghelmet2.ase" } entityDef atdm:diving_helmet { "inherit" "atdm:playertool" "inv_name" "diving helmet" "model" "models/er_sub_divinghelmet2.ase" "inv_icon" "guis/assets/divinghelmet.tga" "scriptobject" "divinghelmet" "used_action_script" "frob_trigger" } entityDef fadeOut { "inherit" "trigger_fade" } entityDef fadeIn { "inherit" "trigger_fade" "fade_color" "0 0 0 0" }
  5. Here is Obsttorte script for diving helmet (it regenerate breath bar, you equip / unequip it from inventory), you can try to modify it: #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) { $player1.heal("breath_potion", 3); sys.trigger($helmet_breath); } wait(8); } } void divinghelmet::toggle() { if (processing) return; processing = 1; if (inUse) { $player1.destroyOverlay(overlayHandle); inUse = 0; sys.fadeTo(black, 0.0, 1.0); sys.trigger($air_valve); sys.wait(1.0); } else { sys.fadeTo(black, 1.0, 0.5); sys.trigger($air_valve); wait(0.5); overlayHandle = $player1.createOverlay("guis/helmet.gui", -1); inUse = 1; } processing=0; } void divinghelmet::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { thread toggle(); } #endif
  6. These are all room models after filtering out world geometry.
  7. What is it with vertices editor that circles / cylinders are not round -so you need to move corner vertices for about 1/32 to make i.e. rotating gear not look silly. Couldn't be implemented an option "adjust curves for perfect circle" to automate it?
  8. So it happened when you updated DR? Try to open map in previous build. But there is no game related explanation for missing files, update don't remove files isn't it? And if you don't know which file follows other, add "Date Modified" in column headings and switch it.
  9. In Thief "The City" have its charm, it sounds more archetypal that way. In the same way The Forest, The Mountain or The Ocean sounds better in fairy tale than in semi historical story. You shouldn't be too specific if you don't have to.
  10. I await times when all those details could be drawn in one view and pc won't choke on it.
  11. Now I see what I was doing wrong whole time: I've reduced to minimum (by monster_clip) areas where AI can wander -and dmaping went down from eternity to only few minutes. For some reason AAS was computed even if areas are at different level than AI, even behind walls.

    1. Show previous comments  1 more
    2. 161803398874989

      161803398874989

      Hmmm it shouldn't be that hard to reliably figure out where the AI can't go...

    3. demagogue

      demagogue

      For a human maybe. Dmap doesn't even know which side of a wall faces the inside or the void until you put an object in, so it's definitely not going to know where AI can go.

    4. ERH+

      ERH+

      Yet another shocker. I used to merge smaller func_statics into big one. But if your room have a lot of details and whole model counts tens of thousands of tris -dmaping will take literally hours. So - regardless of texture number - making a one big room model is not so good idea.

  12. When you think you kinda understand graphic novel medium, you suddenly bump into Danny the Street ( https://en.wikipedia.org/wiki/Danny_the_Street )

    1. Obsttorte

      Obsttorte

      Funny idea, though. Never heard of it before.

    2. ERH+

      ERH+

      A transvestite male street - I can't even wrap my head around it. At some point he transform into Danny the World, so... he become a mother? It is one of those perpetuum mobile ideas fuelling themselves (pun intended) - put it in any environment and watch how gears start spinning.

  13. Revisiting The Last Door music -and it is sooo good for such a small game! https://youtu.be/rPkdM6T4uE0?t=16m15s https://youtu.be/rPkdM6T4uE0?t=2m26s https://www.youtube.com/watch?v=jdzvesrbJAE https://youtu.be/jdzvesrbJAE?t=2m51s https://youtu.be/jdzvesrbJAE?t=5m44s https://youtu.be/jdzvesrbJAE?t=9m56s
  14. Someone should make idle barks for TDM AI: "With all those thefts in neighbourhood I really should upgrade my windows."
  15. Obsttorte made somewhere a material turning image behind it black and white (or even negative) -so you can bind a desaturation ball to player's head. Also camera attached to func_splinemover may be useful as 3rd person cutscene. Or you can attach camera as AI head and give him any path with animations.
  16. It looks funny how support beam is supported in the middle of door frame.
  17. Script with $trigger_multiple_1.remove(); ? or scriptEvent void disable(); Disables the mover/trigger scriptEvent void enable(); Enables the mover/trigger
  18. Game editor always reminds me this frightening experience of falling through walls of designed reality into endless nothingness. I have this feeling that if I let gravity pull me beyond some kind of limit xyz value, something very very bad will happen. And I don't even know this value. Or don't know if it already happened. Have you ever tried to imagine that whole world around have only paper thin surface, and nothing beneath? Break or pass by it by accident, or just behind a corner where you not supposed to be, your perception refused to "draw" further (hall of mirrors effect).
  19. Sadly I didn't found it helpful in optimization -in fact fps was much lower than same number of "neverdormant" "0" AI's.
  20. How to change "target" "pathnode" in existing AI? I've tried .setKey(string key, string value), but "Sets a key on this entity's spawn args. Note that most spawn args are evaluated when this entity spawns in, so this will not change the entity's behavior in most cases." Multiple AI exchanged by .setOrgin don't work too well on my map.
  21. I have three dozens of AI (one dozen replacing other, bound to other path nodes) and need to turn off their thinking for optimization. I thought "never dormant" "0" will do, but no -after replacement frame rate goes down (old AI are teleported to different area). I've tried "max_interleave_think_dist" "10" and "max_interleave_think_frames" "50" but then they are half frozen with animations out of sync. I can't reduce number of AI (it is ship crew on three different shifts) and been struggling with this one thing for a long time. Ideas? They don't need to react to surroundings, just take one place and play animation.
  22. I thought that 0 0 0 point of map may store temporal objects in this editor, just like in Dromed. Are there any other reasons for avoiding central point, or maximum map boundaries ?
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