Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/12/19 in all areas

  1. Biker asked if I would post this screenshot of his WIP on Shadowhide's city map ...
    5 points
  2. The only reason we don't support dx9 hardware any more is we simply don't have any to test on. And why bother? You can buy a used dx10 gpu for what, $10 now? Not mentioning even intel integrated graphics support GL3 since 2011. 2.07 dropped support for lots of ancient pre-dx9 hardware. It went largely unnoticed. We could theoretically support it as well but we didn't for the same reason.
    2 points
  3. At the workshop I messed around with the Stim/Response editor, trying to figure out what one can do with it, and I found some pretty nice applications. I made 8 different setups with The Stim/Response editor, all with different Stims and a whole scope of Responses. Make things happen on the impact of gas, fire, water, a falling object, moss , frob, holy water and a switch/trigger. There are more "Stims" available, but thats for later worries. The things you can make happen are numurous; you can make fire, make things disappear, make things move, start sound fx, spawn particle fx and more! ..... Try the Stim/Response editor today! : ) It's amazing: https://streamable.com/blyxp The white pilars, aswell as the white tile and the rope arrow (hidden inside it's pillar) have the Stim/Response attached, other entities don't: Select one of them, and there you can find the Stim/Response information; go to "Entity" (top menu) and select "Stim/Response..." Every Stim can have any response, so the appearing rope arrow could be triggerd by the gass arrow ... or a fountain could be triggered by a fire arrow. It's up to you ... what ever you want to do. Watch Springheels turorial on traps for an example of interaction with the Stim/Response editor: https://youtu.be/0H9BkPED9yQ&feature=youtu.be&t=480 Questions: Ask them : ) Workshop2.map
    1 point
  4. Finished a floor grate with some pipes and pistons. The latter will be moveable. It could use some "tech lights" too, will make those some other time. Edit: oh shoot, I accidentally deleted those, see this post below: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/&do=findComment&comment=440421
    1 point
  5. So I just finished this mission and here is my opinion: All in all it was a rather mixed bag! I had the well known quicksave crashes and would have despaired if I hadn't done some hard saves inbetween that luckily always loaded. I played on easy with a lamp so the lighting wasn't much of a problem and the atmosphere was fine. But both keep and marsh are quite big and rather empty and samey looking which I didn't like. Also too often I had to leave the keep for something, get back inside, leave again, get back inside and so forth! This is a lot of wasted time. If you still want to improve this mission I would recommend to swap some elements around so you don't have to leave so often. Maybe link the hag's book to the key so you can get it in one go, as her note in the keep was rather short and I didn't know where all the other info in the quest log suddenly came from anyway! I also disliked the invisible ghosts in the corridors which cost me quite some health. I believe it would be better and look much cooler, if ghost and light were connected to you could see a coloured aura of the ghost slowly walking around! Last not least I had a lot of problems finding the room with the coffins in the cellar and while the shovel is easily visible now, it took a lot of trial and error to position it right to make it work on some of the bodies. And often I wasn' sure if the compass directions were intended for the marsh or the keep or the cellar. You should make this much clearer!
    1 point
  6. Nice work! I like the elements theme (kinda reminds me of The Fitfth Element). Not 100% sure about the Move To Position effect, but I could imagine that this only works with moveable entities. If you just want to have the block in another location, try the Teleport (Set Origin) effect instead.
    1 point
  7. Hello all! I'm starting beta testing for my first ever mission: In Danger of Judgment. If you're interested, then look for the thread over in the beta testing forum; everyone is welcome! The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out...
    1 point
×
×
  • Create New...