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Showing content with the highest reputation on 01/01/20 in Posts

  1. Video I purpously didn't put nodraw texture on elements that should finally be invisable, so you can see what is happening. At the white wall: A horizontal slider setup with a "mover_elevator", to control horizontal motion. From the button on the pillar, you trigger a trigger_sequencer, to have the slider go to the next stop. It has a "set frobable" function to ensure each stage is completed before all is triggerd again. The red blocks on the wall are the actual elevator buttons. When you frob one, the slider will go to that position. This wil f*ck up the working for the button on the pilar however, but it shows how it works with a (simpler) multiple button setup. (This setup is quite compilcated and the "door stack" method, on the black wall, might be more usefull and simpler in most cases (I think). A rotating star that rotates 45 degrees and then stops. It uses a custom Stim/Response to make it stop. The Stim is in the little green cube, the Response in the little red cubes (select one cube > Entity (top of the editor window) > Stim/Response ). This setup wil have you rotate something in the same direction, 45 degrees each time, endlessly. At the black wall: The "genious" door stacks : D One is a rotating setup, the other a translating setup. The botom door binds to nothing, the door above binds to the botom door, the door above that binds to the door below it etc. Because everyone understands doors, this is a very easy way to create "complex motion". Of course you can have one door rotate, the other translate, an other rotate on an other axis etc. Is there even a limit to what you can do? Yes, it can't do what the black star can do ... ^^ Questions? Ask them. Motion.map
    4 points
  2. I hope to contribute 5 missions in 2020, assuming 2.08 is released this year. 3 Steeles to complete his story, and 2 non-Steeles that are already in the works. We'll see. Health needs to cooperate.
    4 points
  3. Once upon a time when people hated Thief: Deadly Shadows, now they hate Thief 4. Once upon a time when people hated the prequel trilogy of Star Wars, now...
    2 points
  4. TDM was released in 2009, so 2010 was the year of the most buzz around the project. IIRC we had two different mapping contests that year as well. The 2013/2014 bump came when we went standalone, won PC Gamer's Mod of the Year award, and T4 was released. Good times.
    2 points
  5. Description: The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out... Download Link: https://storage.googleapis.com/krrg-tdm/indangerofjudgment.pk4 Special Thanks to my beta testers for their great feedback! (Bienie, Cambridge Spy, Shadow, VanishedOne, acolyte6) Screenshots Helps and Hints: Author's Notes: This is my first ever fan mission, built over a period of ~6 months. I hope you enjoy playing it as much as I did building it!
    1 point
  6. 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
    1 point
  7. Nice! Slowly but surely we're working our way back up to the glory days. I'm going to be releasing probably at least two missions this year.
    1 point
  8. my take on this, made for kids aged 3 to 8, who don't care about screwy plot holes or things that don't make much sense and stretch reality in the wrong direction. Problem is where I live you needed to be aged 12 or higher to see the film. (going on the toys for rise of the skywalker) they are basically aged in the 3 to 8 age range, even though they wont get to see the movie until their parents get it on dvd or some payed for tv channel and watch it that way. Anyway the film is obviously just made for kids, any adult who doesn't get that is just going to get burnt. Its disney after all.
    1 point
  9. @JackFarmer This doorstack can be used for the slidingmotion also, but then with a simpler setup : O Instead of the doors rotating I have them translating !! You can also have one door translating, and an other rotating. I see a lot of uses for movement here : ) WS6 has all the setups from WS5 also. WS6.map
    1 point
  10. @JackFarmer Nice!! I have been playing with the door stack, that has also audio. You could get the mechanism for the audio from here and I think it's a neat trick that could be used in for things in the future. The turning back feature on this woud be a lot of hassle with the s/r setup in WS1. For all: in this WS5 map are all 3 mechanisms (for partial rotation and translation), so if you're curious you only have to download this one. WS5.map
    1 point
  11. That’s awesome thanks for this Goldwell. What’s ailing you?
    1 point
  12. @STRUNK Moving the Star entity inside the picture entity did the trick! I will do a dmap of the section in question for your reference and have it uploaded.
    1 point
  13. I expected a small mission from this speedy collaboration, but it ended up both larger and more complex than I'd thought. There is a lot to do in a mission that grows beyond its boundaries (visiting areas which at first looks like distant scenery is a cool feature), and throws you a few unexpected curveballs. I did encounter the LOD popping a lot, and got hit with the hidden objective. I think this one is very badly communicated in the first version (no idea if it has been fixed since), since you expect one thing, and have to do something completely different. But apart from that, this was a very nice surprise. Got LEET+1 loot on my playthrough!
    1 point
  14. @JackFarmer Jack .. I just had an ingenius idea : A stack of doors !! See WS4. Only thing you have to do is put a button and a trigger_sequencer in the setup : ) Hope this idea works for your setup. Otherwise I'm willing to look at it if you upload your map : ) WS4.map
    1 point
  15. @JackFarmer Since I'm at it .. I made the slider setup with a atdm:target_set_frobable to take control of triggering, so the button can't be pushed while the slider is in motion. There is a lot of targeting going on so it might seem complicated, but it's rather simple ^^ Button push triggers the trigger sequencer. Trigger sequencer triggers the GoPos2 button. GoPos 2 button trigger she Slider (elevator) + the atdm:target_set_frobable (so the button is not frobabla anymore) + FrobOn1, a trigger relay, that delays a trigger for 1.1 seconds and then triggers the atdm:target_set_frobable again, to make the button frobabla again ... etc. : ) WS3.map
    1 point
  16. @JackFarmer I don't know if it should go back to the starting position at some point, but since the wait time on the trigger relay is set to 3.7, when it travels all the way back to Pos1, funny things happen when you keep pushing het button. ===== Forget about the speed, made it a mover_elevator and the speed can be set. Replaced the WS2.map. WS2.map
    1 point
  17. Vertical contest contributed 10 or so, iirc.
    1 point
  18. @Amadeus Thanx. I have (ugly) buttons on the diorama now to switch on/off the lights and func_emitters in the blackboxes. It now has 5 transparent screens : ) https://streamable.com/7xy8n
    1 point
  19. I don't know where to post this, but it feels like it doesn't need a thread of its own. I found a cool article on the history of the BSP Tree algorithm from its origins in military sims to Carmack's implementation of it in Doom. Of course BSP Trees are used in Doom3/TDM as well, so this is in our direct lineage, and I think it's good of us that work with TDM to know some of the backstory to our ancestry.
    1 point
  20. These mission creator guys are lying. There is no possible way this amazing and huge build took only 2 weeks. Phenomenal playtime! Still playing and will have some things to add soon.
    1 point
  21. Yup, the main idea is to create a standalone set, not to complement the current model base. Of course mappers can always scale down the textures and lower the fidelity of the materials, but that's completely up to them. But the lighting is indeed quite sterile, it's what I use to test a default material behavior. This would probably be something closer to actual WIP environment:
    1 point
  22. I played through it on Expert. This is a surprisingly good mission. I'm honestly astonished at the amount of gameplay relevant detail crammed in for a speedbuild! Loot placement was generous and even though there were stretches of open land the scale remained on point. Ditto for the pacing, both in the streets and within the town locations. I was going to commend the attention to detail put in a part of the skybox until I realized it was playable! I also really enjoyed Pat's place and the optional objectives. My only question what is the purpose of the ancient fertility symbol in the attic (you know the one)? It's the map's biggest mystery imo, one that I fear I might never get an answer to, but one that I will still ponder over in the little hours of the night. ?
    1 point
  23. A Christmas miracle!! Thanks guys, looking forward to playing it
    1 point
  24. It has been over a year since I did any work on the map for the final campaign mission, and I think the chances of me ever building back up the energy and commitment to finish such a massive project by myself are slim to none. I'll probably be putting the map (actually 3 separate maps at this point) up for adoption at some point, but in the meantime there are dozens of custom assets I was holding back for that mission, including new AI and some necromancer assets, that have been sitting on my HD unused. I want to release them so that other mappers can benefit from them. I'll post them here gradually, a few at a time as I get them uploaded to SVN. All these should be available to mappers when TDM 2.08 is released. First of all, a new standing sphere light (modified from the existing wall one) and a new magnifying glass & stand. There are 4 new "anatomy" skins for book and paper models, suitable for the desks of doctors or necromancers. A few new "clutter" models, including 2 collections of scattered rocks and 2 batches of scattered papers, to easily add some visual interest to scenes. And a new tile texture with a few colour variations. Each colour has a set with red squares as well so you can create various geometric patterns. (While I'm at it, Kingsal gave his permission to use his amazing beastmen AI in the core mod, so I've finished converting and uploading them--they'll be in 2.08 as well).
    1 point
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