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ERH+

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Posts posted by ERH+

  1. I think I've encounter situation where removing speaker didn't affect actual sound. Maybe it just mediate sound properties with internal sound player, but when sound is set it don't need the speaker any more. Turning on and off the speaker on the other hand will work.

  2. Are you talking about vine arrows (with a 'v', wine is something to drink ;) ) or about rope arrows? You used both terms in your question and they behave pretty differently.

     

    Rope arrows stuck in wooden surfaces, but only if the surface is facing downwards or towards the side. If it is facing upwards, it won't work.

     

    Vine arrows can be used on stone surfaces that are 'rough' enough. What surface fits into that category is choosen by the creator of the respective material file. The keyword is vine_friendly iirc.

    So wooden surfaces are not vine friendly? Are there any nodraw_solid surfaces designated to work in that way?

  3. Assassin's Creed uses crowd emulation, but its implementation still feels cheesy. It could be pretty awesome for simulating ant streets though (not a joke, having bugs and ants might really improve the immersion of warrens and sewers or even just gardens in TDM).

    Awesome idea for a mission! Make player sneak through a spider nest - one mistake and you will be swarmed with dozens of monsters!
  4. Slopes and wedges tend to generate .99999 error whend dragged around or turned into f_s - in first case it can cause leak if you don't remember to snap it to the grid. If you don't need space below, just make every step long enough to enclouse all space.

  5. attachicon.gifgateblocker.jpg

     

    The gate (A) shall be blocked by a translating stop plate B.

     

    The gate always cuts through the stop plate as if it were butter.

     

    If I place a moveable crate below the gate, then it works correctly and stops.

     

    What can I do to make the gate stop through the plate as well?

     

     

     

     

    -Add atdm:moveable_crate01 to map;

    -make a brush around edges of the gate, use common/collision texture;

    -turn it into func_static and export as a .ase model;

    -add newly created model to atdm:moveable_crate01 as both model and clipmodel;

    -position atdm:moveable_crate01 to match the gate's model, add to the crate "bind" "your_gate_entity".

    -it will obstruct movement only if you try to move the gate through the slob, not the slob through the gate - in this case you would have to make and bind similar movable crate to the slob.

  6. Something about Doom3 mechanics: does it spoiled concept of the player's hands occupied by a light source so much, that you wouldn't find it fun to wonder around in almost completely dark house (only with distant shapes lighted by fog), with lantern/candle in front. You would need to throw/put it down anytime you need to operate anything around. Enemies are present but not much of the threat, and a small (50-100 units in diameter) very dim light is attached to the player's eye position to give him some feedback from hands and feet. Pros: shadows dance as the player is looking around.

  7. I'm fairly sure "Center objects at 0,0,0 origin" in .ase exporting window works backward - it centers at '0 0 0' if you uncheck it.

     

    To the collision model error: for my movables

    1) I have simple box model with collision texture

    2) movable entity have this spawnarg: "clipmodel" "models/clip.ase"

  8. It don't have to be online, it could be a cumulative version of existing mission stats - you could have one "ending stats" save file for all played missions. I see it more like a challenge to play again missions you screwed more than others.

    With maths proposed in first post you would add new value to overall score with every new mission, or have a rank with two values: A= number of played missions/ B= sum of all %ofGold, %ofObjectives, difficultyValue , minus every stealthValue.

  9. That would maybe require splitting present mantling action into two: "catch" and "pull up". And mantling already is merged with jumping, so "jumping" while looking at something nearby will cause problems with choosing the desired action in more restricted areas.

     

    Dw4uYBs.jpg

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