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  1. Is there a quick way to view the player model without decking the walls with mirrors?

    1. Show previous comments  8 more
    2. teh_saccade

      teh_saccade

      jeez, i was using DR 2.2...

    3. teh_saccade

      teh_saccade

      Already tried this last year and got nowhere... What a waste of the week

       

      http://forums.thedarkmod.com/topic/19269-free-camera-free-tcm-noclip-that-shows-player-model

    4. teh_saccade

      teh_saccade

      AHA - pm_thirdpersonAngle goes more than 360 - 900 is a front view :)

       

  2. Hi guys, Hope you had a good xmas and new year's. A question, related to the augmented reality / projection mapping of thief level. Is there some console command in the game of which I am unaware, or some way to force a noclip (not bug it so the arms are left using arrow glitch), so that the player model is shown while a level might be played..? ie, a 3rd person perspective. Would I have to alter an existing mission and have it played out in a mirror with the player looking up in order to achieve this, or is there a command to, eg - put the camera in the corner and have the player sneak into the pub and blackjack birdie (and everyone else) etc... Similar to a floating camera perspective. I know in doom 3 it was possible to use console commands, "pm_thirdperson 1" and "pm_thirdPersonAngle/Height/Range nn" in order to switch to third person, but the camera would follow the player despite FOV or angle/height/range settings. This "OTS" kind of 3rd person makes it very difficult to play the game using projection mapping, as the physical models (eg, tables) do not appear as... good (read "lame")... as if they are projected onto a static object (eg, a small box inside the "play area"/camera view [enclosed in 4 sided cube] cotaining a blank, printed model of the iwo table prefab). I can't really remember, but there was a trick whereby the player might be placed in a static position, use "pm_modelview" to act as a camera and then use 2nd player in 1st person to perform the gaming actions, thereby creating a drone from the 1st player. I am unsure if any of this is possible in TDM, as it would be in a demonstration of, eg - a bethesda game where the function is in-built (also eg, splinter cell CT, where player 1 views through security camera and player 2 performs the actions). It is proof of concept only. While it is possible in other games, I am unsure if it is possible to use the 2 player trick in TDM, although I believe the 3rd person will work (albeit without animations). It is possible in T2 due to the scouting orb, although there is a lot of lens correction for which to account, plus the multiplayer mods. Would be nice to use TDM...
  3. When making a cinematic, the map author needs to make sure the player is w/in hearing distance of the cinematic's sounds. If the cinematic takes place some distance from the player, the author needs to move the player to a safe place near the action, which can become problematic. When a player leans against a door, he can hear sounds on the other side. This is useful for overhearing private conversations or to track the progress of a guard patrolling a hallway. This is done by temporarily placing the location of the player's "ear" on the far side of the door, so as to exclude the door's sound occlusion settings from the volumes of the sounds reaching the "ear". So we already have a mechanism for moving the "ear". In a similar manner, it might be possible to create a new entity that represents the player's "ear" for use during cinematics, in much the same way that a camera represents the player's "eyes". By placing the new entity near the cinematic action, there would no longer be a need for moving the player, so he could stay safely where he was when the cinematic started. If the cinematic uses several cameras that span several rooms (i.e. the cinematic at the end of Somewhere Above the City), then the script controlling the cameras can also move the "cinematic ear". I'm interested in researching this for 2.07, and would like to get your thoughts on other ways a "cinematic ear" might be used. I don't recommend using it to get closer to non-cinematic conversations we encounter in missions, because "getting close enough to hear" is part of the mission's gameplay. Thanks!
  4. I'm working on this issue, as previously discussed in this thread, and I'd like to get input from mappers. Atm, it works like this: A new entity, func_listener, gets placed in the map where you want to hear the sounds around it. Activate the entity and it turns on, and you hear sounds as if the player's ear is where the entity is. Activate it again, and it turns off. If one listener is active, and another gets activated, sound should switch from the first to the second. When finished with all listeners (if there's a string of them), activating the last one should return sound to the player's ear. The hierarchy of sound is currently: leaning against door listener entity player ear Anything else that's important to people, w/o making this thing over-complex? Thanks.
  5. I was thinking if TDM could exchange data about mission's endscreens with player's account and merge all of them into one big player's score. I know it rises a lot of problems (like required internet connection and online database), but I found fulfilling general thresholds and goals very entertaining in many games, making me play them again and again even after I satisfied my initial curiosity. Of course the whole system would need a rebuild and it is not said that things will stay one way forever, but... --does endscreen shows all "rewarding" and measurable things about players performance in this new light? how different missions can be compared in unified way? --how players score could be measured?: (mission score) = (% of objectives) * (% of gold) * (stealth score) * (difficulty level) (overall score) = missionXscore + missionYscore + missionZscore +... --how it can deal with console commands like "notarget"? I could use a command and don't even remember about it, could the game recognise use of console and make a note in a savefile, and later refuse to use it in overall account score?
  6. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  7. What entity can I turn a brush into to make it a wall the player can go through?
  8. I've been slowly trying to make a little stealth game on my own (in the Godot engine), largely inspired in Delver as well as Thief, but I'm not sure how to tackle lights and player visibility. There's a document by Sean Barret where he mentions they might have used floor lightmaps for this in the old Dark Engine, but I assume T:TDS and TDM use totally different methods, since lighting is dynamic. Can someone give me some insights on how this stuff works?
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  9. So, untill DX:MD, D2 come out I am looking for some other SP/FP to play. I have pretty much played everything I can find on steam when searching for Sp/Fp, so am looking for suggestions/recommendations. I will update the OP with any games that get recommended and mark them as played or to get etc. Game type rating misc Batman Arkham Series Sp 3rd 9 Bioshock: 1/2/3 Sp 1st 10 Black Mesa Sp 1st 7 Chronicles of Riddick: EfBB/AoDA Sp 3rd 8 Crysis 1/2/3 Sp 1st 9 Dark Messiah Sp 1st 8 Dead Space Sp 3rd 6 hated the controls, so never played 2/3 Deus Ex: HR Sp 1st 10 Dishonored Sp 1st 10 Doom Sp 1st 7 Doom 2016 Sp 1st Waiting for price to drop Dyning Light Sp 1st 9 Elder Scrolls Skyrim ` Sp 1st 8 F.e.a.r. 1/2/3 Sp 1st 8 Fallout 4 Sp 1st PLAYING Far Cry 1 Sp 1st 6 Firewatch Sp 1st Sty 6 Half life 2 & Ep1/2 Sp 1st 8 Hard Reset Redux Sp 1st 6 Homefront Sp 1st 5 Homefront Revolution Sp 1st 8 Homeworld: Desert of Kharak Sp RTG 10 Mass Effect series Sp 3rd 10 Max Payne 1 & 2 Sp 3rd 10 Metro series 2033/lastlight Sp 1st 9 Portal 1/2 Sp 1st 8 Prey Sp 1st 8 Prospekt Sp 1st 7 Rage Sp 1st 7 Red Faction: Armageddon Sp 3rd not heard of this one Remember Me Sp 1st & 3rd 8 Played on easy as the fighting was repetitive, good story. Serious Sam 3 Sp 1st 6 Singularity Sp 1st 9 Stalker Series SoC/Cs/CoP Sp 1st 9 Styx master of shadows Sp 3rd 8 The Last of Us (PS3) Sp 3rd 9 The walking Dead Telltale Sp 3rd Sty 8 The Witcher 3: all DLC Sp 1st 10 Thief 2016 Sp 3rd 6 TimeShift Sp 1st 8 Tomb Raider 2013 Sp 3rd 8 Tomb Raider Legend Sp 3rd 8 Tomb Raider, Rise of Sp 3rd 10 Quake 3/4 Sp 1st 8 War for Overworld (DK successor) Sp RTG 8 Wolfenstien: TNO & TOB Sp 1st 8 # Not really a fan of Horror games # I don't do an EA or Uplay games due to their utterly abysmal customer track record and privacy violations.
  10. Good day Dark mod team, There has been a persistent issue I've been having while playing a variety of different campaigns: maps. Whenever you have 4+ pieces of map, and you have to press map button multiple times to get the one you need within a short time interval, it becomes really grating on me. I'm not sure how the game is designed, but I have a basic idea to resolve this issue. Create a rectangular object like Map1_location, which would cover a specific section of the map (e.g. first/second floor of the manor, outside, overall). Whenever player presses Map button, game checks in which location object the player is and shows a proper map, instead of scrolling through each map every time. If there are maps you can get mid level (WS2 for example), and you don't current'y possess the map of your location, pressing M would either display overall map (if exists), or static image "no map of the current location". The idea and implementation might vary, but I really think something needs to be done about the multi-map for better player experience.
  11. Alot of people asked this question in comments now and i kinda want to answer this question. Where does the player keep all the loot? Why is the player still so quiet and not heavier? Can we start a discussion please.
  12. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  13. This might not be too important in terms of gameplay, and it probably has already been addressed, but the player has no shadow. More than that, he has no animations at all. Whenever I step into light and don't see any shadow, it's a little interesting. Try it yourself. Whenever you look into a mirror, the player's body is frozen. He hovers an inch off the ground and floats to wherever he wants to go. I understand this is nitpicking and can easily be ignored, but it feels weird sometimes, floating around, having no shadow. Also, it might just make the game more interesting, where the AI might go off their path and turn the corner to see if it is their friend, or a thief that is giving the shadow. Happy New Year everybody!
  14. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  15. Trying to diagnose an issue in a map where its not working as exsepcted, so thought I would have a look at the first mission that had it in.
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