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Radiant

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Radiant last won the day on August 25 2012

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About Radiant

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  1. I have got three questions: - Is it possible to change the player model? - Is it possible to change a model's skin on the fly by a trigger without reloading? Does it has to be a gui? - Does anyone know how I can edit the wooden wall behind a painting? The material file just shows: Edit: Hm... I'm one step further. I created a new tga file with an alpha channel but the alpha channel doesn't get recognized. The alpha channel looks correct: Do I have to blend it in a special way? It somehow works in a weird way when I add translucent:
  2. I see a brilliant fan mission with new barbecue gameplay mechanics just ahead!
  3. I would say overall slightly quiter. Maybe less bright for player footsteps and less reverb for NPCs is the answer. If you compare tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk01.ogg to tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk03.ogg tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk04.ogg you can hear that 01 (and 05) are brighter and I would say bright sounds are more present to people. So replace 01 and 05? I wouldn't give these sound that much reverb: tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_run01.ogg ...to 04 and tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_jump_land01.ogg ... to 04 Two knocks are hearable in tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep01.ogg and tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep02.ogg but not in tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep03.ogg tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep04.ogg I would say, as a masterthief you try to avoid putting your foot down with two sounds while chrouching. The "tile" footsteps for human (not player) are "overdone" and I think this one is the sound that bothers me most. The others for human sound ok. Less reverb here again? (01 is the brightest.) Or we could experiment with just heavier footsteps for this one. I know it's hard to create good sounds and make the player aware of the fact that his caused sounds are really important so don't take it amiss.
  4. Yes, sadly, I tried to follow the disable shroud link because mbForceHideCloakEffect=1; isn't working for me. Do I have to begin a new game for this too? @Bikerdude: Thanks for posting. The switch to 32Bit really helped me. You might want to have a look into SweetFX as well to sharpen textures and get rid of the grey filter? sharpen textures: http://sfx.thelazy.n...es/preset/1305/ no filter: http://sfx.thelazy.n...es/preset/1309/ Edit: Ah, it worked for me when I switched the level.
  5. Radiant

    Prefab Database

    A shared modular building collection could also bring some value if we could agree on one grid size. Just saying... I know it's hard to offer beloved tiles with some hours spent on. The thing is: How would you handle the database? It would take some time to develop a whole plugin for this forum software to make use of the user session, etc. How many people would contribute to the database so is it worth the effort? Maybe a poll would be useful. I mean: When it is a good resource which is helpful for any mapper then just try to get it into TDM at the next version. If it is really specific like a script then maybe just open a thread and showcase your stuff.
  6. I kept my german translations for 1.08 missions here: translations
  7. This house in the middle reminds me of Patrick Süskind's Perfume (it's a novel).
  8. Seems like a broken videoram. Can you change the graphicscard of your Laptop?
  9. @Tels: Kein Problem. Es ist immer schwierig abzuschätzen, ob es sowas schon gibt. Solche Aufgaben könntet ihr ruhig an die Community geben. Vielleicht sogar das Fontpatchen? (Das ist ja eh so ne Scheißaufgabe. - Wenn alle deutschen Übersetzungen fertig sind, helf ich dir damit, wenn du willst.) Mir ist noch etwas eingefallen: Wenn wir jetzt anfangen, die konvertierten Missionen zu testen und die aber noch nicht Standalone-ready sind, fangen wir danach nochmal an, alles zu testen. Deswegen sollten wir vielleicht doch noch warten, bis die Standalone-Versionen der Missionen raus sind, sowie die Umlaute unterstützt werden. (Bleibt nur zu hoffen, dass auch die konvertierten Versionen für die Standalone-Version benutzt werden.)
  10. Yes, but it fills the oversized space with black.
  11. Yes, please outsource more tasks to the community. :-) Is there a minimum (1920x1080) resolution required? I can only offer 1680x1050.
  12. Ok, danke für die ausführliche Erklärung. Wie wäre es mit einem "sanften Übergang"? - Man könnte z.B. in der Community fragen, ob sich ca. 5 Leute bereit erklären, übersetzte Missionen noch einmal durchzuspielen, um nach Bugs ausschau zu halten. (Muss ja nicht das Team sein, will ich damit sagen. ) - Die ersten Maps, die diesen Schritt durchlaufen, sind bereits in französisch, deutsch und italienisch übersetzt. (Dort gibt es bisher den größten Fortschritt laut Statusliste und manche sind schon bereit.) - Ist der Test abgeschlossen, wird diese Mission auf dem Server ersetzt. Das werden wohl danna uch nicht mehr als 5 Missionen pro Monat sein, wodurch der Traffic gegenüber der Hauruck-Aktion niedrig bleibt.
  13. Hm, das klingt ja alles nicht so erfreulich. Da muss ich jetzt mal doof fragen: Aber Springheel hat doch Adminzugriff auf das CMS? Dann könnte man wenigstens auf der Webseite die Links anpassen und sowohl die Ursprungs-, als auch die internationale Version anbieten.
  14. Ahoy there... I have made a small testmap for fonts. It might is usefull for: an overview font creators mappers to see fonts ingame translators to see supported chars Download http://youtu.be/8Wy3y760kjU
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