Jump to content
The Dark Mod Forums

angua

Active Developer
  • Content Count

    1000
  • Joined

  • Last visited

  • Days Won

    2

angua last won the day on November 18 2012

angua had the most liked content!

Community Reputation

5 Neutral

4 Followers

About angua

  • Rank
    Assistant Lead Coder
  • Birthday 09/17/1980

Contact Methods

  • Website URL
    http://www.angua.at
  • ICQ
    0

Profile Information

  • Gender
    Female
  • Location
    Deep down in the Bonehoard
  1. I've just tried blend gl_dst_color, gl_one This does brighten the underlying texture and it reacts to light corrrectly, but even where the image is white you can see the color of the underlying image, so not really perfect for snow... Maybe you could use this in combination with the alphatested image to mask the edges a bit.
  2. Maybe it's an inverted filter stage. So the used texture is white where the dirt should be and the shader does "1 - image" which results in dark dirt. If you darken the image with the color keyword, the resulting dirt becomes brighter. Using a larger color of 0.8 will cause the dirt to become a little bit brighter, while larger values will cause it to fade and become more and more invisible.
  3. I'm trying to get this to work at the moment... currently I have a flying builder guard (looks really funny... for some reason the head and shoulders detach from the body and float a little bit above the torso... ). I'm changing his move type from fly to anim with a path entity, and when he touches the ground, he slides all the way to the wall and keeps moon walking there...
  4. Hah, well spotted. Good old copy&paste bug.
  5. I've added some very basic support for flying AI. It's full of hacks and not quite functional for now. The fire elemental can follow a patrol route of path_corners at different heights now (but not through doors, it will just bump against a wall in the way and circle there), but in combat it just charges at the player's feet and circles there indefinitely. There is a new exe and pk4 for windows users, but someone will need to compile for linux. Thanks.
  6. Hm, I played around with coding them a while ago. Had them flying around, but no obstacle avoidance etc. I'll see if I can dig that old code up again.
  7. Hey, those are nice! While looking at the missing sounds list, I found that the revenant almost exclusively uses d3 sounds. We'll need a complete vocal set...
  8. The license doesn't look so good. It's aimed at commerical products. Here's one sentence of it:
  9. Yes, I sometimes do this.
  10. Hm, I could do some vocals... might be fun, and I also have a microphone... but I don't have much time these days, and the quality is quite probably not going to be the best...
  11. This should be fixed now (in source, no new pk4 yet).
  12. This sounds like a bug, please report.
  13. Thanks for the feedback, I'm happy you guys like it There is no coin stack in the chest with the gold bar If you mean that object in the upper right, that's a func_static ink pot... If it really does look like a coin stack, it can be replaced with something else or removed in an upgraded version of outpost. Possibly not any time soon, since we had our personal "release" in August, which took 9 months. We're currently spending most of our time maintaining this project...
  14. Thanks for the feedback everyone, this is appreciated! This is why No, seriously, this is some kind of physics bug, I think I have already seen something similar in Saint Lucia. Good one though Oh, and could you please continue the player footstep discussion in another thread and keep this one for map-specific feedback? Thanks!
  15. Interesting. I don't have time for testing the different precision settings, but I think there is a cvar for disabling ai anims, it's tdm_ai_opt_disableanims or similar. Might be that they stop moving altogether though.
×
×
  • Create New...