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Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
This question addresses a feature I plan for my cyberpunk extension The Dark Module. It will eventually have an unified inventory, on which every item will be part of the same tool belt. I would like to know how I can combine weapons with item definitions, making them appear and be possible to select from the item browser. Basically I want to make the Blackjack / Sword / Arrows appear in the same inventory list as the Lamp / Compass / Lockpicks / Readables / etc: Just as you select the Lamp item and hit the "use" key to toggle the light, you could select the Sword item and hit the "use" key to select or holster the sword weapon. Obviously you can still activate weapons using their keybinds... although my mod will replace those with a customizable hotbar, which is what this feature is as a starting step for. Technical note 1: I'm aware that weapons are defined differently from player tools, using builtin idTech 4 entries of the form "def_weapon1 atdm:weapon_blackjack". This would obviously not change! What I believe I'm looking for is an additional definition per weapon, which separately creates an item entry for that weapon as well: When you pick up a weapon on the map, the player gets both the normal weapon entry as well as an inventory entry... this entry separately creates an item for that weapon in the player tools list, which activates its weapon when used. Technical note 2: Item dropping would have to be accounted for. If you select a Lockpick for instance, there is a key to hold the item in front of you then drop it to the ground. When doing this with a weapon, dropping the item should of course also unregister the weapon entry and make it unavailable. Obviously the weapon may not be selected while carrying its inventory entry as an item. What is the simplest and cleanest way to achieve this? Can I make the weapon definition register an item directly, or does that have to be a separate entity? If it's the later, how do I make it so that the weapon entity you receive from the map offers both the weapon definition and inventory item to the player simultaneously?
Hey, I didn't find any specific topic about this, so I hope this will be useful. What I want to discuss here: - tips about non trivial use of weapons & tools only that make it fun - ideas for changes, extra uses to add [EDIT] What shoudn't be discussed here: - general tips (moves, doors, ...): there is already a topic about player tips, created a while ago by Springheel: here. [/EDIT] Purposes: - give gameplay ideas for players and mappers with the current mechanics - give ideas for the next versions of TDM I don't really care about graphics or realism, just gameplay. If you have a brilliant idea, I think it's better to use it in a FM, give some hints and let people find out by themselves than posting it here right away. That's why I'll use general examples (not that I have brilliant ideas...) For instance: Broadheads trivial: can hurt people not trivial: can make noise and distract people (don't even argue about stealth score/ghostling) smart: allows you to knock items or break glass from a distance ideas: none, you? Fire trivial: explodes dealing massive damage and noise situational: can light stuff (never found it useful so far, you?) not trivial: can make alot of noise and distract people smart: got no clue. Anyone? ideas: make some materials ignite, like straw (not wood!), to get guards busy (maybe complicated for something redundant with with noise arrows); make some doors able to take damage like in T2 Flash trivial: drop it and troll around situational: throw it instead and then move past (typically you'd need to step in line of sight to drop it) ... That's it. (For now. I flooded the forum too much lately). Your turn!