Jump to content
The Dark Mod Forums


  • Content Count

  • Joined

  • Last visited

  • Days Won


Springheel last won the day on April 17

Springheel had the most liked content!

Community Reputation

4675 Deity

About Springheel

  • Rank
    Creative Director (retired)
  • Birthday 02/17/1972

Contact Methods

  • Website URL
  • ICQ

Profile Information

  • Gender
  • Location
    Toronto, Canada

Recent Profile Visitors

31824 profile views
  1. That's not accurate. Guards that have metal helmets cannot be KO'd when they are alert. All other guards can be KO'd when alert as long as you hit them from behind. Civilians can be KO'd from any direction, any time. Yes, we've essentially agreed that we want to do something like this, but it will require someone with the right skill set who is prepared to take it on.
  2. It definitely doesn't have to be 3 boxes wide. 2 at most, and I suspect even 1 would be enough. The player is taller than he is wide, even when crouched.
  3. Put a third box on top of the others and see if it still happens. If the player height when crouched is taller than the boxes, he could be spotting the top of your head. It's also possible something specific was done in that mission that is causing the problem. It is a very old mission, one of the first few ever created for TDM. Have you noticed this behaviour anywhere else?
  4. Guards can't see through objects, but it's impossible to tell what is going on here from this kind of video. AI only need to see a single piece of the player, so if there is a gap between the pillar and the boxes, it's possible a trace went through that gap. Does that AI have special settings on it to increase its visual acuity? Is there another AI down the hall that is spotting the player from another angle? There are multiple things that could be going on. You could get more information using the following console commands: tdm_ai_showalert 1 Shows the AI's
  5. I wouldn't use any site that gives you the above sentence. You can't just find/replace "you" with "thee". And remember, in the TDM setting, steam-beasts would have no connection to Builders, and wouldn't use religious speech anyway.
  6. It doesn't really hurt to leave them, but if you make all non-sealing brushes into func_statics, you can remove them from your DR view quite easily, which can make tracking down leaks easier.
  7. I don't know if they break from throwing at a wall, but movable ones break if you hit them with a sword or arrow.
  8. You can break most movable bottles. When it comes to windows, it depends on how the mapper set it up.
  9. It used to be. If we changed it, I've forgotten, which is certainly possible.
  10. None of the guards in that mission have swords, so it's hard to figure out who you're referring to. If I had to guess, it sounds like you were out of melee range, so one AI tried to throw a projectile, and hit another guard with it. When AI are hit by projectiles, they consider the person who hit them to be an enemy. If you want good statistics, you need to avoid getting chased in the first place.
  11. Are the dials highlighted when you're trying to move them?
  12. The data doesn't seem to support that.
  13. It looks like there is light coming through a grate behind you in the second shot that is not present in the first? That is probably the source of the light, though I'm not sure why it isn't present in the first shot. Maybe the mapper set it to only appear after the other lights were put out?
  • Create New...