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ERH+

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Posts posted by ERH+

  1. 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.

  2. 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?

  3. 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).

  4. Maybe you have a pet owl (bat, rat, cat, kleptomaniac spider, magpie) and whistle on them whenever you need to empty your backpack. If it is a raven, he can talk things like "oh not again a fake. who am I working with" "this one I'm taking for myself" "it smells funny. robbing graves huh?". You could even send different animal for small shopping (one arrow).

  5. @Destined, sure it is worth a try. Different types of player characters is something worth exploring for sure. It could be fun even as a demo map.

    Another idea would be floating soul that can possess different persons. Every one of them have a special ability: guard can kill monsters, thief can use lockpick, priest can perform rituals like burial ceremony, mason can open hidden passages, rat can go through pipes, swim and fetch.

    Yet another idea is just changing player"s "lenses" and try to find invisible traces (i.e. in heat vision) - player's character is a detective inventor like CSI. Transparent textures working as color filters were covered in various threads, I recall Obsttorte and RPGista were working on them.

    Another idea I had was a mirrored map, two altered versions of same environment - I remember it was done before as time travel, but you could make literally up side down map under palace's mirror floor, or something more crazy like same dream city map upside down below water surface. Shifting between two versions of reality was done many times but it have still a lot of potential.

  6.  

    Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who possess genetically-implanted dispositions and technical knowledge that grant them unusual skill with maintaining and developing technology. However, this skill is an unconscious one preserved through genetic memories hard-wired into the Oddboyz's DNA by the Brain Boyz millions of standard years ago. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery into the genomes of all Orks; thus Mekboyz require very little training in their function within Ork "kultur," since they understand mechanical principles at a fully instinctive level.

     

     

    Orks lack individual psychic power, being denied such abilities by the Old Ones. However, they do have a sort of collaborative, collective psychic ability, meaning that if enough Orks believe something is true, then it will actually become so, brought into power by their gestalt psychic ability. For example, Ork rockets painted yellow create bigger explosions, simply because the vast majority of Orks believe they do. This is also why much of the Orks' seemingly ramshackle technology will do terrible damage in the hands of Orks, but will cease to function when used by other races.

    http://warhammer40k.wikia.com/wiki/Orks

     

    This is an interesting approach at cultural differences - mechanical insight on unconscious level from one side, thus hard to mimic as well as to teach. From the other side, collective magic - something will work only in hands of true believers, and in gathering.

  7. Correct, you can't get to the mission finish screen. You have too much power over all variables, so end screen won't mean too much. Maybe I could make up better objectives than "achievements", but it supposed to be as simple as possible because it don't work in any linear way like normal mission do.

    • Like 1
  8. I've stumbled upon this video:

    https://www.youtube.com/watch?v=yNbJb1NEGUk

    And think it apples to the TDM world but it would require an organized (short) synopsis of different missions and glossary of names, too. I'm not sure if there is a list of mission types (horror, mansion, etc.) but it could describe this aspect as well.

    A good place to start would be a bigger and more detailed map of universe than this, especially as we have moors now.

    Map_empire.jpg

    and if you think it should be as vague as it is - it still can if a scale of new places will be marked as a "point" with a number, the distance between Bridgeport and Braeden could be crammed with dozens of new locations.

     

    I think it just will be more impactful for imagination, and there is still a place for a new solitary location that no one have stumbled yet (just think Morrowind map - as tangible as it is, and you can travel tenth time between two cities and discover a new tomb). You could even make a really blurred map of a whole world with dot-like links to images or texts, just like google maps. Or make a few world maps contradicting each other, and make a dispute about accuracy of places and events an ingame subject of controversy.

  9. You mean .ase or .lwo?

    Making text file in /def folder and changing extension to .def, then putting this inside?

     entityDef atdm:aaa11
    {
        "inherit"             "func_static"
        "editor_usage"        "aaa11"
        "model"               "models/erh/submarine/aaa11.lwo"
    }
    

    Or you mean animated models with skeletons?

     

    I'm more curious how to export DR models without this lack of smoothing, I've searched for .ase-to-.lwo converter but 3D Object Converter makes .lwo file that can't be opened in DR.

    Restricting "export to model" function only to boxes without any curves is a poor solution...

  10. Im not surprised the map is crashing, its the large one to date.

     

    You can use the export to model function of DR 2.5.0, to get the numbers down (it noticeably reduce brush and entity count on my SH wip). Just don't do it on cylindrical models, as the export function remove the smoothing.

    You are not paying attention, I said brush-based f_s work better than .ase .

    From the other side - same model in .ase format weighs 800 and in .iobj 109?? That sounds promising...

  11. wip SotL:

     

    cm - 141,299

    proc - 118,434

    map - 68,035

     

    packed map - 120,061

     

    This version is playable but crashes if I just load saved game, but not if I start a new game and THEN load a save.

    In attempts of optimising it came out that turning brush/patch func_static into .ase models cause even worse effects, precisely in dmaping crashing.

  12. You are all talking about the number of brushes, but from my experience it is also related to the size of rooms - i.e. if you have a room 30k/30k in diameter it will run ok, but if enlarged to 50k it will start crashing (And it is not related to AI path finding - there wasn't any in area).

  13. Also compressed gas (any, but CO2 is common) would act as a "frost arrow", as it rapidly cools down while expanding.

     

    https://www.knifecenter.com/item/WIWASPKA/wasp-injection-knife-fixed-bead-blast-blade-black-neoprene-handle

     

    -I don't know how hyperbolic is this "freezes all tissues and organs surrounding the point of injection on land or at sea" but for a sake of fiction it is good enough scientific explanation of freezing enemies with a missile.

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