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Showing content with the highest reputation on 12/25/19 in all areas

  1. Author note: A couple of weeks ago Kingsal & myself set ourselves a challenge, to see if we could make a small wholesome winter themed Dark Mod mission. And if we could do it as a speed build in two weeks. The final result was Snowed Inn. Enjoy and Merry Christmas! Thank you to our beta testers Epifire & Skacky. Thank you to Moonbo for his briefing video script revision. NEW UPDATE AVAILABLE 1.2 Version 1.2 Dropbox Mirror Version 1.2 also available via the in-game downloader File Size: 379 mb
    8 points
  2. Thanks to demagogue, and dragofer I finished TLC, 2:
    6 points
  3. I thought I'd be able to make the whole cellar set before Christmas, but that didn't work out. I was able to make floor, column, and ceiling though. Modular walls are up next. https://postimg.cc/tswqbyGJ Edit: something is wrong with Postimage's thumbnail system again ?
    3 points
  4. Have been working on a boiler to get warm bathwater in the bathroom : ) 2019-12-25 11-58-01 - Streamable If someone is interested in using it, let me know.
    3 points
  5. Dragofer asked me for a lighthouse engine, giving 160x 160x 160 units as a maximum dimensions. It is a bit rushed (few hours) and looks more like a clock tower mechanism as I think about it now.
    3 points
  6. You are a real MF. Yes, you are. Your friend, Jack. When will you publish SOLS?
    2 points
  7. This is a new wrapped corpse model, kindly created for the campaign mission by epifire. There are multiple versions, including a sitting version, and a couple piles of bodies. The City is now ready for the plague!
    2 points
  8. I've created a walking flame-bearer skeleton as a security device for crypts or mage towers. The held brazier is part of the md5mesh, and the mapper binds a flame to it. The skeleton is a functioning AI, but he can't attack or let go of the brazier, so if alerted, he will search for and track the player, but won't be able to do damage. He works best when combined with other AI for that reason. You can set them to a neutral team to the player if you don't want them to react, and I've included a static model as well if you don't want any AI functions. The only thing about the current implementation I don't like is that the flame stays burning if you kill them...it would be nice to have it go out like a dropped torch. Probably just requires a script, so if anyone feels inclined to add that, feel free.
    2 points
  9. I hope you guys enjoy this little mission. Goldwell and I had a lot of fun building it. This being a speed build, please save your game often as you might encounter some bugs. Merry Chistmas and happy holidays, Kingsal
    1 point
  10. 1 point
  11. That's one of the most characteristic and consistent bugs in this whole game, and the one (or nearly the one, I think I brought it up on page 2 or 3) that I started this very thread for, the so-called black walls of death. Yeah, it usually means complex brushwork broke the boundary between leafs, like because of a rounding error... Things like tiny slivers, either overlapping, or there's a sliver gap, or weird angles intersecting, or things going off grid. And the culprit brushwork is usually right where the artifact starts so you know where to look. And the easiest way to fix it is usually to just rebuild the architecture around it with simpler, flush, and on-grid brushwork. That's a more descriptive way to just say "yeah, what he said". Generally speaking you want leaf-sealing BSP brushwork to be flush, on-grid, all 90-degree or anyway not-sliver-angled simple affairs (maybe not always, but when there's no better reason not to, and especially around leaf-border areas where the sealing matters) and leave the slivers and wonky angles and detail-work to non-sealing architecture you convert to func_stats that just overlay on top of the sealing brushwork. Edit: A leaf is the area sealed inside of visPortals if you didn't know, but I think that's an early thing everyone learns.
    1 point
  12. @JackFarmerthat looks to me like the visportals might be having problems with the sealing geometry in that area. What I'd try would be to simplify the caulk tunnel so that you only need 4 brushes, and also make sure the visportal faces aren't partly covered by sealing geometry.
    1 point
  13. Thank you guys for your work on maintaining this tool, I know how hard it can be to work on a project for free on your spare time. edit: The new version crashs to me with error VCRUNTIME_140_1.dll was not found, used the portable version, I assume I need to install a runtime for visual studio 2019?
    1 point
  14. #5021: DR gets unhandled exception on start up should also be fixed in this release (this is the one where you had to delete your corrupted filters.xml to get DR to start correctly).
    1 point
  15. I remember Tels (the guy that coded the system) talking about the problem of z-axis differentiation that others asked to fix--the system doesn't work well for undulating ground but has everything on a flat plane IIRC--so it might be related to that. Anyway, good that you found a workaround. Tels isn't around, and I don't know how deeply anyone else really understands his work, at least offhand.
    1 point
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