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Posts posted by ERH+
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If someone needs random notes and manuscripts:
Notebook of Leonardo da Vinci ('The Codex Arundel'). A collection of papers written in Italian by Leonardo da Vinci (b. 1452, d. 1519), in his characteristic left-handed mirror-writing (reading from right to left), including diagrams, drawings and brief texts, covering a broad range of topics in science and art, as well as personal notes. The core of the notebook is a collection of materials that Leonardo describes as 'a collection without order, drawn from many papers, which I have copied here, hoping to arrange them later each in its place according to the subjects of which they treat' (f. 1r), a collection he began in the house of Piero di Braccio Martelli in Florence, in 1508. To this notebook has subsequently been added a number of other loose papers containing writing and diagrams produced by Leonardo throughout his career. Decoration: Numerous diagrams.
http://www.bl.uk/man...l_ms_263_f001r#
Gospel of Luke, ff 2v-89v, preceded by a portrait of St Luke the Evangelist, f 1, and capitula (fragmentary), f 2.f 1v is blank.
http://www.bl.uk/man...d_ms_4951_f001r
Canon tables, ff 10-11v.Portrait of St Matthew the Evangelist, f 12.Housed in a separate volume.
http://www.bl.uk/man...d_ms_5111_f010r
Eusebius of Caesarea, Epistula ad Carpianum ad canones evangeliorum praemissa (TLG 2018.013), ff 1v-2v, preceded by an erased part in f 1.Table of canons, ff 3-6v.
http://www.bl.uk/man...d_ms_5107_f001r
Loads of beautyfull manuscripts. Under main http://www.bl.uk/manuscripts you have search tool, where you can specify just year of requested books.
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Other way is to make "drag body on shoulder" animation for AI (and for player in a mirror as well). We have already 'flee points' , and this will be '2nd person hospital bed point'. AI will place unconscious one in bed and then leave him. Bad things: body on shoulder will sink or collide on every doorframe, and player will just leave bodies in open to set trap for AI as they are more vulnerable on new route.
Maybe instead make "paramedic whistle". If guard don't have it, he will run for help like fleeing civilian (and flee point will be in paramedic room). If guard have "paramedic whistle" we will summon medic and only this specialized AI will take care of unconscious (he could slowly drag body to position inside AAS region, replace weapon, apply potions).
You already want to make AI randomly chop things on kitchen table, work with hammer as blacksmith; some decision chain will be more in place in case on dead/ KO persons.
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My memory may trick me but in OM Kidnap bodyguards were capable of relighting torches, also player can relight mechanist's spheric oil lamps just by frobbing.
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Transition/ cutting at your narration is noticeable, you don't need to erase white noise, but volume fade out could help (nitpicking just for future videos). Relighting torches was in TMA, but we can claim it as our invention .
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It somehow remind me "Severance: Blade of darkness" : learning when to strike between enemy attacks take hours, not minutes -but god how rewarding this game is, one of my favourite. In Thief they should make slooooow tutorial progress, with one hit enemies. Instead they will soon give us Skyrim with horde of dragons at game start, and keep nerfing them until "test group" say: "yeah that was good, no one had to swear even once."
They just go with 15 minutes rule: if it does not catch quick, player will throw it away and go watch tv. Most of players don't finish games anyway, so whole steam in whistle!
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I guess they are forced to tell something because E3. If it is indeed pre-alfa, they can call himself lucky that everything have textures (or shrouds ).
How they manage to play stealth on burning, collapsing bridge??
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To be more specific: http://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etcIt usually doesn't; you can push the entity and texture counts above the limit the engine/memory can handle, but you have to be pushing really hard.
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Hmm maybe your interpretation is going a bit to far. There is a lot of fast sex in Witcher, makers didn't hesitate to use it as a "adulthood proof" in marketing, yet story is smart and mature regardless of such cheap baits.
We don't know much about overall mood, ways of narration and character development, and even some corny lines from Garrett means just that actor didn't wear his skin yet, and stretch it for exercise. It is just (unfinished) mechanics, I like Thief Deadly Shadows even if technically it is a bit morbid thief.
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If cover/ climb mechanism is similar as Gears of War 1, you don't have potentially every obstacle mantable + invisible blockers if you need them; instead you have everything not mantable + you need to specify cover nodes from every single side of a wall. Every piece of wall separately.
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http://www.benjaminklingler.com/kraven-manor.htmlI went to their website and still can't find what engine this is.
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Oh nice a new FM for... wait what?
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I really like crowbar as a "key" tool, it is so natural choice for a thief that I would even trade it for sword as a standard equipment. And you could even choose spiky side as lethal weapon or rounded side for KO.
I will be patient with judging whole thing, they probably don't have many things finished. If they targeting casual players with some neon signs over objectives or AI -that's fine, as far as I can disable it.
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If you have unpacked mission file in darkmod\fms and load samename.map file from darkmod\maps, all dmap files will land in darkmod\fms if I remember correctly. Just delete "old" unpacked mission folder from darkmod/fms.
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If most of missions going somewhere between categories, let embrace it with "half and quarter" pattern:
Give "A" to dominating category, but no more than 2 times. If there are any minor elements worth mentioning, put "B" (2 or less).
("main areas", "sealed areas" etc is just to break long list into eye-friendly groups).
-------------------------------------------- Mission xyz ---------------------------------------
<Main areas>
City streets --------------------------------- o
Fortress ------------------------------------- A
Outdoor ------------------------------------- B
Caves (sewer) ----------------------------- o
<Sealed areas>
Prison ---------------------------------------- o
Graves --------------------------------------- o
Bank ----------------------------------------- o
Warehouse --------------------------------- o
<Prised areas>
Museum ------------------------------------- o
Sacral ---------------------------------------- o
Mansion ------------------------------------- o
Ancient -------------------------------------- o
_________________________________________________________
<Theme>
Horror ----------------------------------------- o
Contest --------------------------------------- o
Assassination ------------------------------- o
Escape --------------------------------------- B
<Foes>
Builders -------------------------------------- o
Pagans --------------------------------------- o
Thieves --------------------------------------- o
Mages ---------------------------------------- o
<Threats>
Undead -------------------------------------- A
Beasts ---------------------------------------- o
Daylight -------------------------------------- o
Mechanical ---------------------------------- o
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I know even basic objectives can be tricky, but my build works in just unpredictable way. I use objectives editor and I don't know if it is maybe buggy? Objectives are switched wrong, they refuse to work when I apply change in unrelated place, when I have multiple similar objectives some work and some skip to next obj... I extracted whole chain of entities if someone want to take a look.
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Those sketches are like anatomy lessons for mappers. Pure joy.
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Unusable is said too much, but it is tricky for sure.Whoa, wait a second. People actually make maps in TDS? I thought that modkit was supposed to be unusable?
Just a force field with "uniform : 0 0 -400". http://wiki.thedarkmod.com/index.php?title=Func_ForcefieldsNeat! How did you add a current to it?
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@Melan: Waterfall is a thin triangle (or diamond) of water volume, with tdm_waterfall_light.prt here and there, and tdm_waterfall_light_splashes.prt at bottom.
@Biker: This foggy cliff is surprisingly light for engine, at my low end PC I get not less than 30fps at wide angle from far corner of this area. I guess lack of lights is really beneficent.
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Redoing on TDM my TDS mission Abandoned Kingdom. I'm a bit tired of it for now, I will have less time in next months, so here are few more or less raw screenshots - there will be no significant progress in near time. There are TDS version screenshots just for comparison of similar structures on both engines.
Builders:
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
I have brush based func_static hidden at map start, and when I switch them, they turn visible but remain no_solid (I didn't mess with that property). What do I miss?