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ERH+

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Everything posted by ERH+

  1. Are you playing TheDarkModx64.exe or, 32 bit version (TheDarkMod.exe)? Does it make any difference?
  2. New version of the map in the first post. Tweaked errors in readables, fixed bugs, also few changes in the mission: now second floor have two more entries from the windows, there is more loot, one more secret. Added a short cutscene at the mission end, and a mainmenu custom screen. I will finish walk-through in the first post this evening.
  3. Is there an established mechanics for secret counter like in Thief 2?
  4. I will finish the walk-through in first post soon, also finishing a tweaked release to address few bugs.
  5. The key become frobable when you will be told you should search for it, so maybe you need to fulfil some other objective before you can explore the cellars?
  6. Loot is scattered across whole building, mostly in the living quarters - often in chests, or on shelves in rooms of nobles. I will make the mission's file update tomorrow and increase value of some treasures, then post hints with their location.
  7. bodies: second "lockpick": I'm glad you enjoying it.
  8. I'm glad I've made something entertaining, through some ideas (like occupying player's hands with lantern) were risky.
  9. *Red crystals are just a different light source, like a lantern. *compass texture wasn't modified, so it may be a problem with stock TDM assets on your side. *floating objects are as they meant to be. *I don't know if anyone else had a problem with missing sounds during playing?
  10. Lockpicks are exchanged by two tools you can find during exploration. You probably missed a crowbar:
  11. Oh dear, it supposed to be north EAST, just in the corner of accessible area. I'm sorry for this misleading mistake . I make it harder that it should be, shame on me.
  12. It happens from time to time, I thought I've got rid of it. I will try to give "cinematic" "1" to few more entities - maybe the apparitions got in the way of the cutscene and something is going off the rails.
  13. Thanks (for the solution)! Lets see if there are some more bugs that will come out soon, so I can make a fast fix for more than one. I've already forgot there was a custom music in the menu.
  14. Still I think exchanging an ambient light with a fog light (plus small ambient light bound to the player so you can see any textures) makes a nice spooky setting.
  15. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road cl
  16. Now when we have working security cameras I was hoping to have a shooter bound to it, but it won't work (shooter don't shoot in other direction than starting one, also camera triggers its targets only when alerted, but not when resuming sweeping). Also there is a spotlight mentioned in camera's args, but I don't see any light coming out. Anyone trying to make a Thief2 style shooting turret maybe?
  17. According to this wiki AI have a box defined by min/max in def file - but I couldn't find these values. http://wiki.thedarkmod.com/index.php?title=An_AI_consists_of_6_Models What partially resolved the problem was adding argument "size" "32 32 .1" and lifting doors. I will make a slightly shorter clipmodel for them, maybe someone will help me get better solution soon.
  18. I think you need an .ase or .lwo model to "remember" it's axis before rotation. Or bind brush-patch based f_s to such model.
  19. Made a fully nodraw skin for AI (and it's head), changed it's aas to aas_rat, lifted doors 32 units above floor. AI still is blocked by obstacle. "big_monster""1" + "nosolid" don't work nighter. How a collision model is created for AI? Maybe different material than nodraw will do?
  20. I thought my AI at submarne at some point was passing through doors, but can't find that version. Could you make a fully nonsolid AI for me?
  21. I've checked Mother Rose and it is something more like a fire elemental, but ignoring even brushes - I was thinking about a walking human AI. I'm not sure if in earlier variants of Seed of Lodestar the apparitions couldn't go through closed doors. I have to check how they were made, and if I even remember it correctly.
  22. I would really be thankfull if you could, I have no idea how to make a custom AAS.
  23. Do you have an example of such AI, collision box and AAS?
  24. I wonder if one could made a more interactive tool, e.g. one with a tray so the player can put small objects, then use a microscope. It would trigger a camera in blue room with a spyglass overlay, and the given sample could match with a patch or a model showed below. Maybe even moving mouse could move and rotate the sample. Btw check stereo microscopes.
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