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Goldwell

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Everything posted by Goldwell

  1. You are preaching to the converted here! But sadly I don't think it's possible.
  2. That's very helpful Dragofer! Thanks for this!
  3. That was a bug in 2.08 which is fixed in 2.09. https://bugs.thedarkmod.com/view.php?id=5294
  4. Update on Shadows of Northdale: Act 3 and Act 4 are coming along! Slowly but surely. They are both double mission releases, so essentially i'm working on 4 missions at once. It's taking longer to cook in the oven than expected, but hopefully it'll be something very special once both acts are finished! I'm unsure if i'll do a double release or if i'll release Act 3 as soon as it's done and then Act 4 shortly after. As with anything to do with development things change a lot. Just ask poor Dragofer, Moonbo, Skacky, Epifire or Kingsal as they're often victims to my endless design questions Also as a point of reflection, i've been apart of this community for nearly 8 years! And I was looking back at the very first briefing I ever did (with a rather hilarious release date of fall 2013 for the accountant mission). Back when it was a single mission, before it became a campaign which I have since abandoned. But I digress, here is an example of how far my voice acting and briefing video work has come since I first started contributing to this community. How it started in 2013: How it's going in 2020: Anyway, back to work on finishing Shadows of Northdale Act 3!
  5. Praise be to the lord builder! Thanks once again Greebo!
  6. Ah I see, I misunderstood what you meant sorry. When you said material editor in my head I was thinking something in DR that edits the material MTR files not the textures themselves.
  7. How hard would it be to implement something that autogenerates material files? For example a UI where we select the source TGA/DDS files for the normal map/specular/bumpmap and then DR auto generates the material file for it based on whats selected there. Maybe even an option to copy those files into their respective FM folders? Just something to automate the process a bit more would be handy. One problem with this though is the lack of a dark mode in DR would make staring at black text on a white background very uncomfortable as we look through the material files (unless i'm misunderstanding what you're proposing here). Currently I use notepad++ to edit my MTR files, because it's a lot easier to look at.
  8. I've probably asked this before, but is it safe to build a current FM using one of the pre-release builds? I typically hold off testing as i'm worried work on my map might get lost of some aspect of it be corrupted. However that natural texture bug is driving me nuts so it's tempting to jump in
  9. I wanted to bring this up for discussion before filing a bug report as i'm unsure if this is just my setup or not. I will try to keep this concise for easier readability. The bug basically involves the "Natural" button in "Surface Inspector" Here is how you replicate the bug: 1) Create a brush of any size in DR 2) Apply any texture 3) Open up surface inspector 4) With the brush highlighted, press the Natural button 5) Keep pressing and watch the texture change on the brush So for example here is a brush with a texture applied Business as usual, but if I keep pressing the natural button, eventually the texture will turn into this I have tried this with different brush sizes and different textures, all with the same result. If I keep pressing the Natural button again in Surface Inspector the texture will flick back to normal eventually. And just to include everything, here is the exact brush when it's broken: And the brush when it's normal:
  10. Oozing with atmosphere and incredible visual work as always Dragofer. You're a master of your craft!
  11. Congrats on the release! These are some fantastic quality of life improvements
  12. I do plan to do updates for all of my missions, real life has been very hectic of late, so I haven't had a chance to even open TDM/DR in a couple of months now. I'm hoping 2021 will be easier to manage so I can peel away for some older mission updates and to finish off my new missions.
  13. Sounds like an easy fix at least. I'll have to add that to the list of updates going out for my missions.
  14. Yes, that was a purposeful decision I made. My reasoning for that is that a lot of folks complained about the high loot goal in Act 1, so for Act 2 I made it so the player could finish the mission without reaching the loot goal if they so choose. Typically I add in an "optional" tag to signify that but I wanted to see how people reacted to the system as it was. Turns out most people just think it's a bug, so in Act 3 i'll have to change up my method by either lowering the loot goal by a large margin, or just removing it and putting more focus on other objectives.
  15. I'm going to repost what I wrote in our private DM's Just to add to that, when the update that has this bugfix in it rolls out, i'll gladly remove the offending gui files and update my missions to whatever the new format/setup is.
  16. Secrets in missions started in Thief: The Dark Project which came out in 1998. So that’s definitely not a new gameplay thing.
  17. That is an Epifire asset, I’ll ping him and get him to check it out. If we need to make a change on the map level then I can release an update to address this.
  18. Maybe we should have a second list for all of the MIA projects that have not had updates within the last 12 months. While it's likely they wont be finalized, especially seeing as some haven't had updates in nearly 10 years, it would be nice to see an archive/reference point for previous projects. I went through and was reading some of the older threads which was an interesting look into the different projects that have popped up here over the years.
  19. No worries I’m glad that it helped in such a big way!
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