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Showing content with the highest reputation on 08/17/19 in all areas

  1. I named it "slavic". Not because she is slavic, but the music was when creating this one! This would also make a nice ingame painting I think haha
    2 points
  2. I've been doing a lot of fantasy illustrations lately, and just finished a piece that seemed appropriate to share with the forum...it's a slightly more medieval take on TDM's citywatch. I'm currently selling stock illustrations on DriveThruRPG, so if you know anyone producing fantasy material who is looking for illustrations, the stock art there is a really great resource. My page is here: https://www.drivethrurpg.com/browse/pub/14731/Mindplaces
    2 points
  3. Very professional work peter_spy love it.
    1 point
  4. Hum, unless you are playing with a debug compiled exe and triggering a c++ assert then that crash indicates that the combat model arg seems to be old code that doesn't work anymore, petty. I will look at the (fhDoom) engine source and see where that arg is defined... edit: peter_spy it seems a combatModel is set by default in the c++ code in all models defined as idActors and they do require a AF (is loaded before the combatModel is set up in the code). idAnimated by the look of it do use the "combatModel" spawn arg, because its spawn function looks for the existence of it and seems to be the only one. So to me looks like that arg was made for idAnimated models only. Not really important for the discussion at hand but when looking at the code, I saw that for idActors you can set the (bullet/projectile) hit detection to use the bounding box instead of the default combatModel (per-triangle hit detection) by using "use_combat_bbox" "1". Could be a good option for performance tuning, at least for non important actors, not sure if really useful in a game like TDM that uses very low projectile counts tho.
    1 point
  5. WOW!!! I just completed this. I tried it once before, but it must've slipped my mind to finish it. What an awesome mission. Definitely one of the best missions I've played. I love the twist at the end. Awesome job Goldwell.
    1 point
  6. These models are quite old though, the mod could use some new frames and paintings Don't worry about aspect ratio ST, I'll make use of the texture space as much as possible.
    1 point
  7. It seems to be a handily solved problem now, but I was talking about the dimensions of TDM's standard painting models. If you look at e.g. dds/models/darkmod/props/textures/painting01_d.dds, what you see is a 512x512 texture with the painting (~400x512) and frame (the rest). Your painting is 799x1200, so it would have taken some vertical cropping to reduce it to the same ratio (~800x1024).
    1 point
  8. Thank you, I will contact you about this in the next days since I am not at home currently. Cool!!
    1 point
  9. What do you mean exactly by narrow? I am sorry I don't understand ? Of course, if you want to use it feel free. Feel free to contact me if you need something else for this. ?
    1 point
  10. Then I think SeriousToni's mock-up is spot-on. Having a "selected for download" check, mission title, author, series, mission type and release date in the "Downloadable Missions" list. The fields about EFX and Monsters can be added to the "Read more..." section because of space, spoilers and not being primary information for selecting a mission. I'd still separate "Story" and "Mission Notes" fields, which are now one field in TDM. Renaming "Mission details" at the bottom of the mock-up to "Story" which is primary information and a good teaser, and placing "Mission Notes" in the "Read more..." section which could contain useful information for the player and be more spoiler-ish. I'd also like to see a tiny square screenshot either left or right of the bottom "Story" field to aid the story teaser when browsing for missions. A screenshot like an image thumbnail could be very effective for mission authors to get players to download their mission. Here's a case for separating "Story" and "Mission Notes": VanishedOne made a mission called "In the Black". In the spoiler-ish "Read more..." section it would show that this mission features monsters: undead. The mission notes then mention that the undead can be completely avoided. Thanks to this note, I did play, enjoy and finish this mission that I otherwise would've avoided.
    1 point
  11. I also think that for physics collision with MD5 meshes you need a Articulated figure or AF, that was what I did for all my MD5 models. But even tho I never tried it, I think you can use DR to make a brush sheel around the md5 model and export has a collision proxy. I also seem to remember reading somewhere, that you can give the entity a spawnarg of "combatModel" "1" and it will use the original MD5 model has the collision model, I don't know if this is true or not, just try it. Also this last one if works, can potentially kill performance (if used in many models) as i think it uses every triangle of the mesh for collision detection.
    1 point
  12. I hope someone’s going to provide all this new data. As a mission author, I’m not inclined to put in the extra time to provide it for my missions. Is a player honestly going to decide whether to play a mission or not based on whether there’s a shop? Call me grumpy, but time is short, and there it is.
    1 point
  13. Damnnnnnnn that was cool. The builder humming at the end as the vid faded out gave me goosebumps.
    1 point
  14. Meanwhile, it is the System Administrator Appreciation Day today! Thank you for all the hard work, taaaki! I really appreciate what you are doing!
    1 point
  15. A small development roundup/update will be available here around the time New York wakes up (9 am NYT, 3 pm CET). Edit - direct link:
    1 point
  16. Yeah, I wanted to minimize the effort on the mapper side. The AI can sometimes looks a bit floaty, but it's mostly unnoticeable. And for proper pathfinding you don't even need a separate monsterclip brush. All you have to do is to provide a contiguous surface underneath, you can use your sealing geometry for that:
    1 point
  17. Hm I might messed up the lighting there, he should be wearing an iron helmet (see attachment) , but I am not an artist like Springheel is, so please forgive me my sluggish failures
    1 point
  18. Just out of nostalgia, I created a little fanart, based on my first and yet only mission "Sneak & Destroy". Would have also made a great loading screen back in the day I guess.. Click here for: HD VERSION
    1 point
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