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ERH+

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Everything posted by ERH+

  1. I have script with sys.setcvar("pm_walkspeed", 300); for fast diving in huge water area, it is restored to 70 when needed - but if I end the game with 300 value ongoing, and restart whole game, I will run fast from the start. So cvar values like this one are stored somewhere even if game was restarted?
  2. I'm assuming skybox material like mountain_sunset works in a same way as cube map, and I can't rotate it by simply rotating patch. Do I need to make a new material definition with rearranged textures, or is there a simpler way?
  3. But I'm asking about spawning random entity from a list, something like that: room = sys.spawn(RoomList); RoomList { room1 room2 room3 ... } room.setOrigin('-352 -64 -2144'); room.setAngles('0 90 0'); And I have no idea what exact command would work in that way.
  4. Use "shift-s" for patch inspector and change number of subdivisions, or select vertices "v" and push green dots into pink ones, if you need jagged shape in one place of the same patch and smooth in the other.
  5. Not really. I was thinking about a randomised maze. Tels was doing something like that and my approach is more schematic. http://forums.thedarkmod.com/topic/14119-procedural-dungeon-crawler-generation-swift-mazes/?hl=%2Brandom+%2Bmaze&do=findComment&comment=295696 Mine is maybe more like the HeroQuest board game; invisible rooms and corridors with visportals are in place, but they are filed with random details: Every corridor intersection and every room would have 1-4 doors, rooms additional hole in floor and/or ceiling. Every model would be rotated randomly by 90/180/270 degrees. So will be room's content. In this form it still can generate "impossible" set with one part of dungeon sealed from another but I don't care atm. So I need a specific place to spawn randomly a model / prefab (is it possible?) from a list, rotated by 0/90/180/270 degree.
  6. How to spawn a model / entity from a list randomly, like a sound from list specified in sound definition?
  7. What free program(s) will be the best/easiest to make an intro video like in "The Accountant 1" - static image, zooming out. Of course I can make a gif frame by frame, copying and scaling source image a bit more for every frame, but maybe there is a simpler way you would recommend? And about adding sounds - Windows Movie Maker will do the job?
  8. That is the point. We hadn't such in TDM. It is just a testing ground breaking the mission formula. We have training mission but this is more like a bot deathmatch with more power of changing scenario given to the player.
  9. Like this? void removeInsideThread(entity activator) { ai a = activator; If (a) { sys.wait(sys.random(1)); activator.remove(); } } void removeInside(entity activator) { thread removeInsideThread(activator); } It shows 'Unknown value "If" ' anyway, isn't AI replaced with ragdolls after they die? And why changing order of these two blocks ends with error: void removeInside(entity activator) { thread removeInsideThread(activator); } void removeInsideThread(entity activator) { sys.wait(sys.random(1)); activator.remove(); } -Unknown value "removeInsideThread" (first one). But this is fine: void removeInsideThread(entity activator) { sys.wait(sys.random(1)); activator.remove(); } void removeInside(entity activator) { thread removeInsideThread(activator); }
  10. Some new things: added a duct with holes around the main area - now player have more shadow to sneak in monster's proximity. Removed ladder, only a chain to climb, also easier to mantle in many places. Lava works better when the gates are not sticking up from the floor, but still got some crashes - but I guess "spawn more and more monsters" scenario is doomed to crash sooner or later. Link in the first post.
  11. Yes, moving control room forward so the player will use chain for going both up and down is on my mind.
  12. Hmmm, I get sometimes game crash even if there is no objects, maybe it is caused by a gate door that is in touch with trigger_touch. I will do some testing later.
  13. Thank you very much! I just want to hint a general mythical feel and purpose of Eden's garden without telling long story. I hope referring to it as a "The First Serpent's garden" won't be to biblical (even if Bible probably borrowed this theme from Sumerian myths).
  14. That's exactly what I'm talking about . Checking if grammar and sentences are right and understandable.
  15. Known bugs (features): filling the arena with lava may course a game crash if a lot of bodies (more than 10) are already piled up. It supposed to get rid of them, but it went the other way. Also I'm thinking about putting equivalent of console commands "noclip" "notarget" "god" in form of equipment. I've made this map in three days, implementing new ideas have no impact on main gameplay experience and polishing such things would delay release for god know how long. I would be grateful if someone check my enlish in intro text.
  16. ------------------------------------------------------------------------------------------------------------ "Beneath the sands of Al Farum lie the desolated compounds of the Clockmaker's disciples. Before they made time itself become uniform, hours and centuries were pouring into the different lands like summer rains - unequally. Some lands, unimaginably ancient, were worn down by wind and sun, while others remained forever young like gardens of The First Serpent, filled with the creations of yet unskilled gods. Travelling helped to not only develop the sense of space, but also the - now forgotten - sense of time currents. That's where the disciples came from - travelers of time's labyrinth, always aware of its imperfections and splits, skilled in recognizing threats that grazes from the outside of time itself. To prevent floods and droughts of time, the disciples went back as far as they could to the source of time and studied it - they were referring to it as the Great Clock, the Clockmaker, the Time Sun - whatever it is, it tends to lose its impact on random locations, causing the land to fracture and tremble. The disciples managed to develop machines, the Great Clock's pendulums, that adjust its work and makes the world appear as we tend to think it always is. But the travelers are long gone now. It is unknown if they failed to foresee a terrible fate that awaited them in their struggle, or if they mastered their art to the point where they decided to abandon this torn apart world, making a great leap to a better one. All that remains are partially operational machines maintaining unseen matter with growing effort. Sadly, it seems that the only ones who can make use of its bizarre manifestations are the wealthy tourists who find joy in the spectacle of balancing life and death, movement and stillness. Simple minds toying with the scales that used to dose the essence of time, they mindlessly throw sand into the clockwork world's gears. The split is imminent and the momentum unstoppable, yet there is no one to foresee it." -------------------------------------------------------------------------------------------------------------- Simple idea of spawning different creatures on enclosed arena - they fight with each other or with you. Default teams are townsfolk and monsters (both undead and spiders). Thieves are on player's side. Pagans, moors and mages on elementals side. download link: https://1drv.ms/u/s!AoIlw2GQnPGZdyRRqJspMgGsi38
  17. Script change didn't help. By log you mean Darkmod.log? it have 140Mb. condump logfile 2 didn't even made a file.
  18. It works with smaller number of objects, but game crashes when I have 10-20 AI and their possessions.
  19. I'm making an arena map and ragdolls start to pile up fast, slowing game. I want a "fill arena with lava" button to remove all bodies.
  20. How to create some equivalent of trigger_hurt that removes all ragdolls and movables inside?
  21. But forcefield push in a fixed direction, I want player to move faster wherever he actually looks at a given time. Where can I find / edit / put these files? I have no idea about cvar. I've found only this in tdm_defs1/tdm_player_thief: //"pm_crouchspeed" "80" "pm_walkspeed" "60" //"pm_runspeed" "220" So I need sys.setcvar("pm_runspeed", 300); while in water, but how can I make a constant check if player is in water?
  22. Also, who could make for me a script that accelerates player movement while underwater?
  23. Made a modified lantern, but apparently it is designed for simple round texture - it bobs when player moves, it tilt while switching to crouch position, but It don't take mouse up/down movement into account. Binding to head joint don't work, it need some more mouse feedback.
  24. void helmet_light() { vector origin = $player1.getEyePos(); $helmet_light.setOrigin(origin); $helmet_light.bind($player1); } Binding something to player meets some problems not occurring with AI - "bindToJoint" : "head" will make light cone change angles as AI change poses, but if bound to player it will always be positioned horizontally (and will ignore crouching - if bound while player was crouching it will remain at waist level when player stand up, and vice versa) - in original Doom3 flashlight had light texture moving with player eye angles, can I reproduce it?
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