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datiswous

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Everything posted by datiswous

  1. Man this sounds already so much better for the monastery map (first mission): monastery.efx Version 2 eaxreverb "SW2_Location" { preset STONEROOM } eaxreverb "SW1_Location" { preset STONEROOM } eaxreverb "Tower_Location" { preset STONEROOM } eaxreverb "Precrypt_Location2" { preset STONEROOM } eaxreverb "Precrypt_Location1" { preset STONEROOM } eaxreverb "PWCrypt_Location" { preset STONEROOM } eaxreverb "PWCrypt_Location1" { preset STONEROOM } Everything is stone and the echo is not too strong I think. I tried chapel first, but there the echo was too strong.
  2. Sdk is before going standalone, right? when it was still a Doom3 mod.
  3. The installer never touches the fms folder.
  4. This doesn't actually have the loot coming over. for that I would've had to alter the mission and (I think) there's no way to find out what he wanted in that regard.
  5. Could you elaborate on the minimal aspect of xfce? I personally think it's not really that minimal and I like it more than kde (too bloathed) for example. Openbox is not a DE. It's a windows manager. Absolutely not comparable.
  6. I updated the text briefing section of the page "Setting up campaigns": https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns . Thanks to information I got from @stgatilov. Since TDM 2.08 there is a better (easier) way to setup campaigns that have advanced text briefings (like the ones from Sotha), but this was not documented yet. Off course if I made mistakes or information is missing, you can update this on the wiki page or mention here. The video section also has to be updated, but I (try to) do that later.
  7. No not yet. still in the thinking phase. But I have an idea..
  8. I don't think so, but you can check out what we have in DarkRadiant. At least for what comes with tdm. Maybe there are some missions that come with their own stuff.
  9. interesting
  10. So the tutorial speaks of vr_vol1, while the current alpha is vr_vol2. Is there a difference in the template files?
  11. Hmm, no. I think I forgot.
  12. I think it's possible (without core modification), but you can't just plonk a new (or old) mission in it. You need to configure it further. I'm very interested in it, but it's probably not going to happen soon, because then I need to build a city map. Although I can just use my own Thief hideout and start missions from there. Then the cityhub can grow over time around the hideout.
  13. I just played it. Very nice!
  14. Idea I had for a mission center which loads different submissions from it without set order.

    Spoiler

    Technically I see 2 possible ways.

    1. One is where everything takes place inside one mission and you teleport to different enclosed areas of the map to do subquests.

    2. Another is a campaign style mission. You start inside the cityhub. When you do a subquest, the mission ends, but the next mission you load the specific quest-map. This questmap you load is depended on what subquest you choose to start inside the map. Afterwards you load the 3th mission in the campaign which will be the cityhub map again, but via persistant info, changes some things inside the map (for example, you can't do the same subquest twice) and you have more gold maybe, etc, etc. So if the cityhub has 5 subquest missions that can be played in any order, the total amount of missions in the campaign would be 10, but the amount of map files 6. Because if you start in the cityhub map, after each subquest mission, you return to the cityhub map again, except for the last mission. When you make missions later you can add them to the cityhub again and make it bigger.
    (This seems all possible with changes made in TDM 2.13 , but I'm not 100% sure.

    It's at least an interesting project to work on)

    I add it to my list of things to add to a (first?) mission..

  15. Ah ok good to know
  16. Ah ok cool, but can they also be updated and stored that way on the tdm mirrors? The changes are only about adding and fixing info locations and adding efx.
  17. I was actually just thinking: You could set the "gui::persistent_builtin_startMap" and at the same time change the gui toward a specific briefing. So you could say: What mission do you want to play? Mission 1 Mission 2 Mission 3 Then if you click on one of these missions, the onaction command sets both the "gui::persistent_builtin_startMap" and moves the gui toward the briefing of that mission. Even more experimental thoughts:
  18. Btw. I got feature "gui::persistent_builtin_startMap" working on a mission. I was trying it out wit Snatcher's Virtual Rooms Vol.1 . It works with the checkbox aproach (copied over from my starterlocation testmap), but I couldn't get a ChoiceDef working correctly. Might have to do with run order or something. It's not good for long lists anyway. Problem with the checkbox aproach is that if the amount of maps is long, it does not fit. The console doesn't give info about what it's doing or not during clicking on the ChoiceDef. Do you know a way to post info of it in the console? I personally think that whenever you click on things inside a gui, the console should tell you what command you executed and what result it had. Or at least a mode for that (like debug mode) would be handy.
  19. @FidcalWelcome back! Could you answer to this post? It's kind of bizare hearing this from you. I hope this is you saying.
  20. I think it's very specific in what you have to do in what order, because otherwise certain scripts don't run. I think some people have finished it in the past. I kind of wonder where it comes from that mappers for their first maps make everything too big. Maybe they have been mapping for arena shooters and bring that experience to tdm? Also I think lot's of AI doesn't make it more believable. It makes more sense to build small areas and later end up making larger areas surounding it or something.
  21. I would not call it Polish, because then people think it's sound in the Polish language.
  22. This is now fixed in newest 2.14 dev version. It's not a huge game-breaking issue, so people can still use the campaign functionality with 2.13, but it's nice this has been fixed in 2.14.
  23. It is indeed fixed. Just tested. Thanks!
  24. Does it also create a pointfile (lin)? The weird thing I just encountered (but maybe it's normal) is that a dmap only checks for one leak and then stops. In DR you only see this leak, while a second leak is not seen, although it might be there.
  25. @stgatilov can you check out the draft I made and see if some of it needs changes? I used some of the text in your posts. The example section about video I probably have to move to the video section below, which also seems outdated.. Here is the draft: wiki.thedarkmod.com/index.php?title=User:Datiswous Here is the original wiki page that I'm trying to update: wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns
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