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datiswous

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Everything posted by datiswous

  1. I read it's not actually that easy to implement in code. But you're a dev so maybe you disagree. I think Exstinguish on shortpress is not good, because it's not a simple on/off thing. If you take out the light, you can't immidiatelly put it on again. It's a pretty major downside. I think we shouldn't make the game control worse.
  2. Does the console say something? Was the save file renamed (just a hunch)?
  3. It has a plugin system, but if you are happy with textpad, then no reason to switch I guess. Actually it doesn't matter, you still would have to open 7zip and then probably open every file seperatly. This isn't worable in your case. But I think you should be able to open seperate files in Textpad this way, because 7zip unzips it temporarly and passes the file to the default external editor (I think), so the editor (Textpad) doesn't need to read inside the pk4 file.
  4. So you ask more lamps to be included in core assets and then hope mission authors will try to use them? I would like to see multiple base models that can be coupled together to create different prefabs.
  5. Have you tried to install it in a new empty directory? Have you installed it with the installer that you downloaded recently?
  6. I notice now that the sitting pose of ai is like they're leaning, but in this case there's no back to lean on. I guess there's that shining mirror plate. If you don't want it to reflect, you could remove the reflection from the material?
  7. Thanks for the detailed answer @Geep. I thought I might ask too much, because it was getting a little over my head. Good idea, although I think if you use 7zip for example, you can select "open in external editor" or something, and it will open in the default external editor. When I'm on a Windows pc it opens it in Notepad ++ . Maybe I should check out TextPad.
  8. I think I mentioned Bienie about this during beta testing and thought he fixed it.
  9. It seems placing a mirror in a room with another mirror gives issues. These plates are 2 mirrors.
  10. Idea: Thief 3 style missions.

    One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.

    This could be used for the Thief 3 contest possibly..

    1. Show previous comments  4 more
    2. AluminumHaste

      AluminumHaste

      Just use layers in Dark Radiant. Put everything on one floor in a single layer then hide it.

    3. jaxa

      jaxa

      Seems like the idea is doable, IDK about the fake loading screen though.

      How well can TDM handle large, open areas? I know it was never a strong suit of the engine, but I'm thinking of the recent "A Bridge Too Far" and biiig T2 FMs like "Lord Alan's Factory".

    4. datiswous
  11. Shouldn't these (I cannot find them in DR) have a mirror effect applied, like models/darkmod/kitchen/tea_tray_silver2.ase ? I guess this is some brush with texture bc_teatray applied? Although this texture has the mirror effect applied.
  12. You have not read what I posted (to you) before? I guess not. bind "KP_SLASH" "con_noprint 0;wait;wait;wait;getviewpos;wait;wait;wait;screenshot;con_noprint 1"
  13. One way to fix it, is to override the tdm_objectives.gui file (in mission folder) and change the code from windowDef ObjectivesHolder to this: windowDef ObjectivesHolder { #define OBJ_FULL_WIDTH 500 #define OBJ_FULL_HEIGHT 370 #define OBJ_SCROLL_KEYBOARD 1 rect 30, 60, OBJ_FULL_WIDTH, OBJ_FULL_HEIGHT //backcolor 0.3,0.3,1,1 //for debugging #include "guis/tdm_objectives_core.gui" } Objectiveholder is the objective text, so changing that you can specify how the objectives outline on the background. It would be nice (in general) if there's a more elegant way than overriding this core file.
  14. So how it works is not defined in a script, but in this case in the engine code? How can I know that a GUI::Parameter is pointing at engine code instead of a script? Is this the same for "gui::ModNotesText" on line 593 of mainmenu_newgame.gui ?
  15. Source: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters I think this should be: I don't actually understand this. Where is it defined what BriefingVideoMaterial is?
  16. Just found out by accident how to change the tittle of a topic you made. You long-click (2 seconds) on a topic tittle, then you get an edit dialog to change the topic title.

    The other way I know of is to edit the first post.

     

  17. Why? It looks quite bad. Btw. There is still the crash to desktop under Linux when using the special saveroom option. It does create the save, so after restart I can load from it.
  18. I did an update from an installation of Hazzard pay and it worked fine. Maybe @desinloaded a save made in the previous version? Btw. I don't remember this new objective background paper last time I played. The font seems too large for this or something: Original looks fine:
  19. It's interesting for a mission objective: Let the rat loose in the guards area to distract them so that you can sneak past.
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