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Dunedain19

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Everything posted by Dunedain19

  1. Wow, New Horizon...I didn't expect that sharp of a response. If you're convinced he would not do pro bono work, surely it's not beyond the realm of possibility to envision a modest Kickstarter campaign by the community to secure the necessary funds to cover a small VA part for him to read?
  2. Thanks for responding so fast, grayman. I haven't made any changes to that core room between 2.03 and 2.04. I will make that change right now and re-edit this post if it makes a difference. EDIT: I made the change, but no difference in behavior. He does run up the stairs once the door has been opened for him by the Player. Previously, the AI would keep running in circles even with the door open.
  3. Well, Springheel, I supposed it is. But if you don't ask, you won't find out. We might all be pleasantly surprised, but I don't expect him to say "Sure, send me the lines."
  4. This post is unrelated to my earlier question concerning my issue with number wheels. I was doing a bit of AI testing and since TDM 2.04 - which made a lot of changes to how the AI searches - the AI in my one area has now become incapable of opening the necessary doors to investigate sounds on the upper level of the room. The room in question is an open area that features a second floor walkway and the AI is a common, unarmed servant that is currently stationary. I do plan on having him patrol around the area, however. Before, if I was to fire a noisemaker arrow around that walkway, the AI would hear the sound, proceed through the ground-level door that provides access to the stairs, then ascend to the second floor, open the next door to the walkway, and then go directly to where the arrow landed. Now, the AI runs towards that ground-level door and...just keeps running around in circles. Only if I have opened all the doors between the ground floor and the second floor does the AI manage to get himself up to the walkway to investigate the sound. While it may be comical to watch, this does represent a radical departure from the previous search pattern, which was fully functional. Thoughts?
  5. I'm glad you mentioned this brethren, because that was going to be my question. [sIC] Innocent question asked here, which was quickly shut down as misguided by the subsequent posts [/sIC]
  6. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  7. I realize that it's probably too late into the pre-release of DR 2.0.5, but is there any chance that the GUI suggestion I made in this thread (http://forums.thedarkmod.com/topic/18118-dark-radiant-gui-proposals-and-questions/) might be implemented, or scheduled for DR 2.0.6?
  8. I sent Airship Ballet / Merry a PM on this topic, but given her current non-involvement with the TDM community, I am still hoping that someone who is active on the forums can assist me.
  9. Thanks for the thread link, Destined. Unfortunately, scripting is a skill currently beyond me and I am hoping that someone with the requisite knowledge and free time, will kindly provide me with a prefab setup that can then be tweaked accordingly.
  10. Great point, demagogue. Does anyone have copies of the files that Airship Ballet placed in the first page? It would be a terrible shame if these items were to be unrecoverable.
  11. I'm struggling with getting a locked vault door that is controlled by number wheels to work. I know that Airship Ballet did this in the first La Banque mission, but because I don't understand the fundamental script components involved, I am getting stuck in replicating it. There are four buttons in total, two on one side of the door and two on the other. The correct number combination has be inputted on both sides. Once this is complete, a series of unlocking sounds play and then the vault door becomes frobable. Can someone kindly help me set this up?
  12. I hate double posting, but I want to bump this thread because a lot of great items created by Airship Ballet can no longer be accessed. (Will edit to a single post, once someone responds with new links)
  13. Just wanted to raise awareness about the fact that many of the download links on Page 1 are dead. Could someone kindly upload the files to a mirror site?
  14. Wondering about the ETA on 2.05?

    1. Goldwell

      Goldwell

      According to the roadmap page 2.05 is schedule for release on the 26th of December... last year. http://bugs.thedarkmod.com/roadmap_page.php?version_id=73

       

      Looking at that though they're about 1/3 through the list so i'm guessing it's still a while off.

    2. AluminumHaste
    3. grayman

      grayman

      Roadmap release dates have always been bogus. No date for 2.05 yet.

  15. It's great to see TDM 2.04 has been released. Can't wait for the massive 2.05 update!

  16. This was a suggestion I posted a while back concerning the cumbersome nature of the conversation editor. I have copied in my original posts. At the time greebo suggested just opening another instance of DR and then switch back and forth; unfortunately, real life caught up with me and I was unable to test out that method. Nevertheless, I still think that this is a GUI proposal that would be worthwhile implementing.
  17. Awesome work, Dragofer! Any chance you completed some of the unfinished light models listed above?
  18. But the thing is that I don't have Vsync on. In any event, the problem has vanished, so unless it reappears, I will happily continue mapping...if only my new earbud headset would decide whether it is going to play sound through both channels or only one or the other...
  19. Earlier, I was having a rather strange performance issue (it seems to have gone away now), which I will explain in detail below: After careful reflection, I decided that I wanted to modify the way the player enters the grand library in my WIP (shots of it can be seen in the "What are you working on..." thread). All this entailed was simply removing two side doors and replacing them with a large single door in the center of the wall. So, after this process is complete, I boot up TDM, dmap and load in the mission. Everything seems fine as I'm getting 60FPS running around the area. Then, I decided to leave the library and go explore the rest of the map. When I came back, I was suddenly only getting around 30FPS and lower in the library area. I restarted the mission, except this time I was only getting 30FPS in the area from the very beginning. After some head scratching and double-checking my map for any internal leaks, I went back and dmapped and this seems to have solved the problem. Any ideas as to what might have gone wrong initially?
  20. @Bikerdude, That would be very helpful, please PM it to me. @Moonbo, That's a very good suggestion. I will definitely consider using that process when I get around to AI testing.
  21. These are great Ralle321. I have just the place to put them in my WIP! If I may be so bold, could you perhaps try make some old-ish panels? It's something that TDM really lacks, we have ornate but not really plain, simple panels - and especially, dilapidated panels - which are almost entirely absent. :-)
  22. Hey Moonbo, I tried doing this method to no avail, so while it may work in some instances - it just wasn't working for me. At present, I'm busy building primary architecture in my WIP, so fiddling around with AI is something that isn't going to happen right now. It's a laborious process going backwards and forwards between making micro adjustments, dmapping and confirming what the editor changes did. There was simply no way of knowing in advance what would happen - I had some really bizarre results, and eventually gave up.
  23. I'm not sure if steps have been taken to implement this 'new' feature into DR/TDM, but I was wondering if any progress has been made on enabling AIs to "pivot" vertically in addition to forwards/backwards and left/right when sitting down? I raised this idea when I discovered that the custom desks that I had built had the AI's hands clipping into the top because the AI was sitting too low in the chair. Having the ability to raise/lower the AI's sitting position height would a great asset - at least in my opinion. ;-)
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