Jump to content
The Dark Mod Forums

Amadeus

Development Role
  • Posts

    848
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by Amadeus

  1. Well, I guess there will be a patch now. Sorry about that, I do remember you talking about that coin a while back. Can you remind me where it is please?
  2. I'm one of them. I support faster mantling and told daft mugi as such when I tried it out
  3. Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier
  4. With all this talk of particle collisions, there is a new small update for Written in Stone now available at a local TDM Mission Downloader near you. It is mostly bug fixes, but there are a few quality-of-life improvements, a new model or two, and a small handful of climbing/mantling fixes that should hopefully make a thief's life a little more painless.
  5. And hopefully update the particle collision page to provide clear step-by-step instructions for mappers on how to set up rain and snow particle collisions. In my opinion, it seems like weather effects will be the most common use case for this collision system, so simple instructions on how to prevent rain/snow from falling through an interior ceiling will be useful for most mappers
  6. so, "runParticle written" took 26 seconds... yeah, that's no small amount of time. Granted, WIS is a large map
  7. This does seem like it would be an edge case mostly. I know I wouldn't want to see smoke break geometry, sparks, etc., but I'm happy to be corrected on this. But at the very least, I think the weather particles (like snow and rain) should support particle collision right out of the gate, and it currently doesn't.
  8. I also did find one interesting issue this morning when going through Written in Stone. It seems like the snow particles got cut off at a visportal, which I imagine is a bug:
  9. So, I do have some experience using the particle collisions for Written in Stone. At the time of development, I had to make custom weather particle and material defs in order to get it to work properly. Honestly, while the system is nice when it does work, it is complicated, quite a lot of work on part of the mapper, and can be very finicky. A minor change to the map can break the system (to which, the runParticle command needs to be run again after mapping). One thing I don't get is why TDM doesn't have core materials that support particle collision right out of the box. There is a small handful of rain materials that support this, but most of the core weather textures, and particularly snow textures, all use "deform particle2" even though that is not supported by particle collision; "deform particle" is the correct keyword for this (as per the article here. I can't imagine why a mapper would ever want rain and snow to pierce through brushwork, like a ceiling in a house. And even if the mapper did want that, they could simply place a weather patch on the ceiling to make that happen.
  10. Fantastic news! Congrats! I'm looking forward to playing this
  11. It's one of my favorite ways to play this game!
  12. How many respondents were you guys expecting? Given the amount of active users here I thought 17 was pretty impressive. And again, why even bother having a poll if you just want to ignore the results?
  13. Why have a poll at all if you want to include the non-voting population? I dont get what you're trying to say here
  14. I didnt say "obey the poll"; I said "respect the poll". I realize that deciding things by majority vote can be problematic for game development. What I am saying is that this poll should be taken into significant consideration as it is pretty decisive. If the TDM devs decide to not do the shoulder on frob change then there should be a better reason than "it's not consistent" or whatever.
  15. I'm not gonna write a whole wall of text, because the shouldering topic has been done to death, but I will remind everyone of the poll taken on this subject. Respect the poll:
  16. One thing you could try, apart from taking the time to make new models to fit your intended style, is to make skins to replace the materials of the already-existing oil lamps.
  17. This has been a stellar first mission! Killer atmosphere (especially in the first section), great architecture and brushwork, just a very cool style overall. I really enjoyed this. And to mirror what another player said; the amount of AI in the manor itself was perfect; not too easy, not too hard; just right. Can't wait for the next one, so get cracking
  18. Congrats on the release! I'm very excited to play this one this weekend!
  19. Let's not forget about dragofer's wonderful oil lamps used in Down by the Riverside, Perilous Refuge, and many others
  20. Fair enough. I will say that as a player, I do get annoyed when I climb on something and then clip onto a small thing (like a fork). But that is just me
  21. Yeah, you should select those cutlerly models and food models and turn change their classnmame into func_statics so they don't fly around when the ai is alerted. EDIT: Better yet, you can give those forks and knives, etc., "noclipmodel" "1" that way players don't clip on them if they climb onto the table
  22. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
×
×
  • Create New...