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JackFarmer

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Everything posted by JackFarmer

  1. Did not really make good experiences with path nodes and fire elementals in the past, thus I would like to keep them on random patrol. I've placed four of them in two area (each area two), and at first it worked fine. This is how it looks in the room where it still works ok (in a single event in four weeks one of the bats entered the cave (you can see the cave entrance at running time ca. 1:00) and got stuck. But this did not happen again since then. Here comes the other area and it is so weird: when I first put the bats there, they worked as in the first video, but then suddenly they stopped moving...and I did not get them to move again since then. Every time I start the mission, they stay in a certain position (not sure whether this is the position at map start) as you can see in the video. Changing the positiond of the bats had no effect. I understand that small rooms may cause problems but I do not understand that at first it worked as it should, hm.... Anyway, I have wasted lots of time with this. I'll try again next year when I add gameplay, will keep you posted.
  2. So I simply use path nodes as for fire elementals to create a route for the bats?
  3. I am not sure that's possible at all. @Dragofer?
  4. Happy mapping on this beautiful, because rainy and cold, Saturday to all mapping taffers! kingsal's beastmen, regular pagans, a very fitting AI from another misson and selected mages will be populating this area. You cannot see it in this screenshot, but you feel the humidity when walking around ingame, I am already exhausted!
  5. If you take a screenshot (F12), you should get a still looking like this:
  6. Congratulations! Most important question: does the DM screenshot function on your new hardware work as it should?
  7. https://piped.kavin.rocks/watch?v=jHP2H07hRrQ
  8. I am afraid you will not get a reasonable answer. However, try this podcasts series. Very interesting. Unfortuantely, for German speaking audiences only.
  9. If my recollection is correct, then @Dragoferhinted that it probably could be done with some sort of periodical checking of the distance between the droplet and the brush; a non-trivial scripting task for a newbie I suppose. It surely is way easier to learn particle editing. If you need help on how to do it, just ask here.
  10. I am looking forward to your work and I really liked your first two releases, period!
  11. Happy Halloween! (if that's an important thing where you live, actually not where I live ) This is from my newest project, unfortunately extremely unlikely to be released before Christmas 2023, maybe even later.
  12. Monday morning 8:30 CET and almost 30 people online...wow.

    1. Dragofer

      Dragofer

      Nothing like 03/13/21 12:31 PM, when we apparently had 4230 members online simultaneously. Must've been a new TDM version release.

  13. Mr Axel plays the massive DM reference, Volta 2: https://piped.kavin.rocks/watch?v=dd6pJk14JaU @kingsal: That's how I play the games as well, cautious to the max...and because I want to see as much as possible from the cool looking world!
  14. Please do not report problems in the game thread when it's not map or 2.10 related. Thank you.
  15. @greebo If you continue at this pace, each of my rooms from my next project will be created with a different version of Dark Radiant! When are you actually going to play another mission or two? When you retire?
  16. 1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited. 2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions? I would say, that's the same situation as described above, just replace "released mission" with "abandoned work". As for my released work, feel free to use whatever you want.
  17. I think it is getting too much for me; I have changed the script shortly after the release for version 2....I don't know what happened then, however it looks like that: 1. Version 2 on my backup system does include the old script (????) 2. My personal version 2 in the fms folder includes the new script. However, back then I solved the problem by adding $PercyQuill.remove() at script start. Checked back then and checked it now and it works as it should. Can I use my approach for the next update or should I go with your solution?
  18. To me this looks good. Would it also be possible to replace the keyhole with a combination lock entity from stock?
  19. @Jedi_Wannabedid that with extremely small brushes (and of course at extremely small grid size as well!) in his first mission. I anticipate you would get multiple heartattacks if you would check the relevant item in DR.
  20. Yesterday they released a 1988 Queen song that was not included with "The Miracle" album.

    A good moment to revisit this cool album which IMO was their best work in the 1980s.

     

  21. I knew you would like it, after all, it carries some of the old Core Design Tomb Raider vibes!
  22. Have you looked into the "Replace textures" function? I made good experiences with it recently.
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