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Everything posted by ERH+
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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).
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That's exactly what I'm talking about . Checking if grammar and sentences are right and understandable.
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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.
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------------------------------------------------------------------------------------------------------------ "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
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Script change didn't help. By log you mean Darkmod.log? it have 140Mb. condump logfile 2 didn't even made a file.
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It works with smaller number of objects, but game crashes when I have 10-20 AI and their possessions.
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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.
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How to create some equivalent of trigger_hurt that removes all ragdolls and movables inside?
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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?
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Also, who could make for me a script that accelerates player movement while underwater?
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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.
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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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No reflections, sorry. Whatever you are taking for it is coincidental .
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This glowing chasm is oddly similar to my cliff sunset:
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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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I'm not even sure if its related to 2.5 but noticed that my old small scale f_s models deform and are virtually useless. Try to make square cylinder at grid 0.5 and resize it down by .125: in one axis it make it lose one corner and become triangle shaped, resizing down in other axis it will lose two sides. Bigger models change shapes like this:
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How to change the skin for a item spawned by ai as an attachment?
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You may try to play and pause it via script: http://wiki.thedarkmod.com/index.php?title=Pausing_Animations
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My fault that I didn't kept scale on my mind doing this hilly street - you almost can't see that but there is another arch across the street and machinery at the end. There are a lot of details in a straight line - basic mistake I didn't learn from. All transitions are in place and much better explained now than before (the palace is now a city section, an arctic site is the first destination of the main ship) - the only thing I'm struggling are final events, its hard to explain without spoilers.
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Actually my main problem was .cm phase crash, but luckily turning all details into nonsolid allowed successful dmaping. After lot of merging and turning into .ase (so ships interior now can be reskinned during the events) map have 23k brushes 64k patches and 7300 entities. Story and playstyle starts now like standard Thief mission (city section is extended), no confusing flashbacks and more threats. Still thinking about some "why" and "how" though.
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Aren't those beams specific for wattle and daub technique or are they used in brick walls as well? It looks like someone build a brick house next to older one and assumed its wall have enough durability to sustain one more floor of stone one.
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guis/tdm_message_no_art.gui shows text without background parchment - is there a way to add border or shadow to letters? // A GUI for showing little messages to the player, centre screen, no background art. windowDef parchment { rect 120,80,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,400,400 visible 1 text "" forecolor 1,1,1,0 textscale 0.31 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 1 0" "1 1 1 1" "1000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 1 1" "1 1 1 0" "1000"; } } I guess I could add same gui but with black letters and slightly scaled up, but how it should be done within one gui file?
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It looks like standard gui_message don't show when player view is switched to camera (cut scene with text). Is there a way to go around it in other way than translucent texture with text on a patch moving along with camera?
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These options work for an objective in general, you can't set it for every objective component separately.
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Just noticed that statue that already is in proper position doesn't count as in proper position because it triggers set_objective_component_state when it moves to that position (player may be confused and not trying to make a full rotation) - so you need some trigger_once enabling it.