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ERH+

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Posts posted by ERH+

  1. 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:

    o6sonjk.png

    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.

  2. 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?

  3. Interesting.Didn't someone do a Thief Gold fan mission along similar lines?

    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.

  4. 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);
    }
    
  5. 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.

     

    QVCo1E2.jpg

     

    pztNX0J.jpg

     

    RS6roPz.jpg

    • Like 1
  6. Here are my suggested rewrites for you. Although, one thing, the garden of Eden seems out of place to me as it is a real biblical reference. Is that something you want to reference in your world?

     

     

    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).

    • Like 1
  7. 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.

     

    ROn9jox.jpg

     

    brgcRny.jpg

     

    sR56nPh.jpg

    • Like 1
  8. You can use a func_forcefield with the impulse arg for making a player move faster while underwater, call a trigger, ERH+

     

    http://wiki.thedarkmod.com/index.php?title=Func_Forcefields

     

    // Although... tbh... I haven't used one for a few versions, so idk if they still work. Hopefully they do!

    But forcefield push in a fixed direction, I want player to move faster wherever he actually looks at a given time.

     

    The underwater movement speed may either specified in a spawnarg in the player definition or stored in a cvar. In both cases you can change that value.

    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?

  9. Bind it to the same joint as the player lamp is bound to or to the head.

    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.

  10. 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?

  11. @ERH I'm actually really curious how you got the water reflective pass to work? Looks like it's drawing directly from the surface? Any time I've tried to use the pre-existing real time reflective capture, it broke my skybox and skewed the resulting reflection. Would be pretty shook if you revealed how you got that to work. :P

    No reflections, sorry. Whatever you are taking for it is coincidental :) .

  12. I've made door like this based on func_rotating but the problem is with button attached to the door: if player stands in it's way, the door model will stop and func_rotating will make next reversed move from that point, breaking default start-stop position. I've tried "not pushable" and "push player" with no success. You can avoid this if button will not we bound to the door, some sort of a lever or a chain aside of the door (maybe if it will be lever, not button - it will benefit from "not pushable" and "push player", I didn't checked. And no solid makes button not frobable).

     

    https://1drv.ms/u/s!AoIlw2GQnPGZcqnZ6yHFEg1dVN0

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