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ERH+

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Everything posted by ERH+

  1. 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.
  2. 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"
  3. 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.
  4. 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.
  5. I thought you can chop wooden doors with sword like in Thief. Btw making mines as a breaching charges to demolish things, even weak walls, validates them as a tool for a thief who is not a killer. And a timer on a bomb is fun as a game mechanism!
  6. Will it be a kick to the door or ramming with shoulder? If first one, I wonder how Thief-like game would benefit from kick attack like in Dark Messiah of Might and Magic. Even if not allowed for live creatures, it is reasonable way to deal with crates, chairs while running away from guards. https://www.youtube.com/watch?v=kJWGJde6b1A
  7. It mostly depend on monitor I use and how it displays colours (very old CRT i.e. shows sky texture imperfections that were seamless on a bit younger LCD - the same scene will look totally different on different monitor), and if I want immersive spooky gameplay, or feel like "cat eyes" is what I enjoy at the moment.
  8. I want to make a fade in/out effect in 2D animation and used to import images as planes, but tutorials about fade out effect are describing transition between two materials, and it looks like a whole new level in the Blender handling - can I make it in some fast simple way? (previously I've made separete movie clips and added fading between them in a dedicated movie editor).
  9. Thats a bit dissapointing, as it encourages blocky, old game era look of most of condignations. But still, even rows of stone wall protrusions and beams lying above is something that I don't recon seeing often enough.
  10. Maybe it is not the proper thread, but I have question more about architectonical realism than DR technics, and I'm wondering if someone with technical and historical knowlege may answer it. In stone vaulted ceilings you see arch type of stone alignment distributed in four directions, but how exactly the space between stone ceiling and next floor is filled? I'm not talking about fortifications and cellars, but upper floors that requre careful thinking about weight distribution. In pictures of colapsed arches I've seen only mortar and stone filling but it looks way to heavy for tall buildings. So does the planks of the next floor will be suported along the ridge of the ceiling like that? or will the crossing arches be elevated into floor's support? (here you don't see actual ceiling to ilustrate more clearly how arches are structured).
  11. Yes I had a problem with transparent triangles occouring on 2.06 dmap, while same place was fine inne previous version.
  12. Do whole objectives list again. Save map under new name, delete atdm:target_addobjectives, and start writing objectives from clear start. You can open second darkradiant and look at previous build, and even edit/copy edit/paste selected elements between two open darkradiants (upper menu).
  13. Objectives: make all objectives from the start - it is tedious but can help. sound: I assuming you have text file with your_sounds.sndshd extension jf_ambient { editor_displayFolder jf_sounds minDistance 20 maxDistance 24 volume 20 sound/ambient/jf_ambient1.ogg } in sound folder ambient light: it by default adjusts its colour to visible lights, I don't remember well but maybe in info_location entity you have to change ambient_light_dynamic values.
  14. But be aware of traps that comes with this kind of map - my Crystal Grave was hard to visportal, the structure have to be quite enclosed looking from afar.
  15. There was a firearm project for TDM guards, but looks like an airgun have some advantages compared especially to muzzle loaders: https://www.youtube.com/watch?v=sCoUWJHhDZ0 https://www.youtube.com/watch?v=2dZLeEUE940
  16. Just finished all three parts of William Steele... Interested in next part of the story.
  17. Right now I'm going to work, but I will phone my boss and quote you.
  18. I didn't played previous parts, so if you want a totally fresh view...
  19. It indicates that you maybe even don't care at all, hence it could be any bigger number measuring "stealth".
  20. Surely it needs at least one person with programming skills to show any actual potential, but whole system could work as an upgrade to mission selection list: % of missions finished, plus a summary of all scores. The problem with this list is that it's gone once you make a fresh install, so this data could be stored just as other save files and copied between old and new install.
  21. I was thinking if TDM could exchange data about mission's endscreens with player's account and merge all of them into one big player's score. I know it rises a lot of problems (like required internet connection and online database), but I found fulfilling general thresholds and goals very entertaining in many games, making me play them again and again even after I satisfied my initial curiosity. Of course the whole system would need a rebuild and it is not said that things will stay one way forever, but... --does endscreen shows all "rewarding" and measurable things about players performance in this new light? how different missions can be compared in unified way? --how players score could be measured?: (mission score) = (% of objectives) * (% of gold) * (stealth score) * (difficulty level) (overall score) = missionXscore + missionYscore + missionZscore +... --how it can deal with console commands like "notarget"? I could use a command and don't even remember about it, could the game recognise use of console and make a note in a savefile, and later refuse to use it in overall account score?
  22. ERH+

    Chains

    How about various L and U shapes that's will fit these, also inlets and wheels to form visible parts of mechanism.
  23. I didn't found any clues it does, but couldn't AI use two aas exchangeable just with different stance? I found this article https://www.rockpapershotgun.com/2017/04/03/why-fears-ai-is-still-the-best-in-first-person-shooters/ I would thought jumping from a higher ground or go over a table would demand more calculations than "change stance here".
  24. I fear that dmaping old maps under 2.06 will cause some hidden unexpected troubles, not only graphics' glitches but i.e. AI getting stuck for no reason, as it sometimes occurs between builds with small unrelated changes. Heritage versions of AI, models and other should be very clearly separated from the rest or newer mappers will get confused, but we definitely need aas that fits actual AIs. Even now we have TDM version compatibility sometimes mentioned in darkmod.txt but you need to exactly know what it means to use it properly (and I don't see older versions of TDM in download section anyway). If this distinction will ever take place we need "TheDarkMod part2" and missions specific for TDM2, casual players want just turn it on and go, not some 2.54744578547 build of seemingly the same thing. BTW will ever humans be able to crouch in lower passages, does anyone care about this option? (I know we don't have animations for even less complicated things but it could be a game changer).
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