Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/damage/q=/tags/forums/damage/' or tags 'forums/damage/q=/tags/forums/damage/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  2. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  3. What's the conclusion here regarding fall damage for unconscious body? I just tried it as well, and basically can't get a body to die, or even take damage after tossing one from 600 units up. Is it safe to say one shouldn't rely on this mechanic (say for a mission objective)?
  4. Here is the MUCH shortened script, and screen grabs (portion anyway) showing the before and after damage bar and console output. escape.script
  5. Just read this whole thread, and here is what I learnt: Player can carry body up ropes, vines, and ladders. All of them are quite situational, but still it shows that it was never planned to restrict possibility of lifting a body up. Of course, we are not going to change this behavior. Mantling with a body: I think everyone is OK with allowing about waist-level mantle with a body. If you can put body down on a table and mantle on it, then it's surely safe to allow mantling with a body, although I wouldn't keep this 100% strict and minor bump in this height should be OK. Throwing body from rope: I'd say I'm OK with that. I personally hate that the game does not allow me to throw a body where I want. Fall damage: I think it is very hard to balance this, since it depends much on physics, and that is today also frame-dependent. In case of unconscious body it depends on ragdoll physics, which is very hard to control. How high player can fall without damange/dying should be more or less fixed, but as for body... I'm eager only to fix major issues, like "falling from any height does not induce damage".
  6. I think you should just see it in a console, it's similar to player damage, e.g: Btw. that "51 landing damage" was actually dealt by a falling barrel, so this syntax is rather misleading. "Dealt" should rather be replaced with "received".
  7. I think I misunderstood. Are you saying that dropping a body on a rope is ok, but the issue is that an unconscious body will take massive damage? Yeah, a difference in damage is not good.
  8. In order not to complicate things, and to keep the world rules fairly easy to grasp, I guess the body shouldn't take much more damage than player's fall damage? At least as a player, I'd expect something like that. And also to prevent players from accidentally killing someone, reloading a save is never fun.
  9. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  10. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  11. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  12. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  13. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  14. I just submitted a new bug report: https://bugs.thedarkmod.com/view.php?id=6292. In certain specific cases, projectiles don't collide with the player. I've got a test case where a atdm:func_shooter shoots an arrow right at the player, and it goes 'right through' them without damage. It seems to be related to the angle of the projectile (and whether the player is moving or not). This is new to TDM 2.11. It's the cause of the problem that @JavaGod reported playing my mission:
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  15. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  16. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  17. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  18. There are also some rather strange oddities about Duke Nukem 3d. For one, walking in the slime without the boots causes damage to the player, but submerging and swimming in it does not. Yes, even without the boots. Basically as far as the game is concerned, slime is no different from water when you submerge, in the areas where you can. Same rules apply about not running out of air, but other than that, swim away. The boots don't deplete while submerged, either. Also, if you happen to shrink or freeze a hatched egg, when it thaws, or goes back to normal size, it will be reset. That is, it will be unopened and happy to hatch again, spawning another enemy. Another oddity in the game, is breaking mirrors with the pipe-bombs. The player doesn't even have to detonate them, merely throwing them at a mirror causes the mirror to break. This is strange because I don't think the pipe bomb item itself causes any damage to anything until it is detonated. Would it maybe kill slimers? They are killed by anything, even other weapons that don't actually do damage like the shrinker. Hmm I've never managed to hit a slimer while tossing the pipe bombs.
  19. Testing new section, replaying through level. A bunch of my traps no longer work if player "blocks" with flimsy sword. Discovered by accident when messing around. Whole section can now walk through without taking damage, totally ignore "traps" - no longer damaged by fast mover, sharp object, spinning wheel of blades - can simply block and that's that. idMovers no longer cause damage? http://wiki.thedarkmod.com/index.php?title=TDM_Movers What is a workaround for this? Any way to make mover cause damage without having to set up some stim/response (eg "set it on [invisible] fire").
  20. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  21. sadly us players have been hampered for years by games that hold our hands, actually took me a while to get used to it again but it was all worth it. Gfx arent to bad, style is probably nothing the ultra natural crowd will agree to but its they're loss if that is what holds them back to each there own... i also still play omikron the nomad soul from time to time though id wish the developer would do the remake thing on this title as well (the controls are horrendous) gfx wise its not to bad for an allmost 30 year old game and it is also one of those that do no handholding. Recently picked up the new diablo 4 as well though that one has me a bit bewildered lots of handholding and some rather obscure bugs like a rare elite in the starting area who can literally oneshot a lvl 100 player (dont go there seriously...), if you play hardcore you might also get butchered in dungeons by the hmm butcher which was kinda fun untill he became a nuisance and started trailing my chars after i escaped him (which is damn f... hard as he runs faster than you even with speed buffs and if you do happen to get out of sight he has a hook which yanks you back into his targeting range) best bet is to kite him around some object but he has a lot of life and does a ton of damage so ouch. another item in the game that is kinda lost on me is the scrool of escape... its a scroll you can bind to the emote bar for an instant teleport, the problem is most monsters scale to your level the few really dangerous ones will oneshot you (goes so fast you literally die the second they notice you) so its kinda useless.
  22. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
×
×
  • Create New...