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Showing content with the highest reputation on 04/13/20 in all areas

  1. I'd like to get this kind of wisp ingame: Putting a glowing ball on a spline was straightforward enough, but I haven't been able to get it to leave a trail of particles along its path. My 2 first attempts went like this: Make an additional func_emitter for the trail particle and bind it to the spline's mover -> the trail particle spins insanely fast. This is an old & frequently encountered bug when binding particles to something. Make an additional light which has the trail particle as its model and bind it to the spline's mover -> the trail particle always maintains its starting orientation and doesn't leave a trail. Then I found out that the fire elemental leaves a particle trail like in the screenshot. But it looks like this was a very custom solution: the elemental doesn't def_attach its trail particle, tdm_elemental_smoke.prt, but rather has these 2 spawnargs that only seem to work on the elemental: "smokeParticleSystem1" "tdm_elemental_smoke-body" "smokeParticleSystem2" "tdm_elemental_smoke-body" Maybe there's some way to adapt these "smokeParticleSystems" to non-AI entities like a light or func_emitter? Or another approach altogether?
    2 points
  2. Alright, looks like I found the solution: besides patches and func_emitters there exists a 3rd method for generating particles: func_smoke entities. Like scripts, they produce particles that exist in the world independently of any entity, so they'll stay where they were made regardless of where the func_smoke goes afterwards. Based on preliminary tests it seems to do what I need perfectly. Wiki: World Particle System
    2 points
  3. I just did a rewrite of the wiki article on Caulk Please take a look. In particular, I added a section on Caulk Sky (which was new to me), with a small placeholder paragraph about Atmospheric Fog. Does anyone know if there's still a difference these days (given the Portal Sky changes in 2.06) between how fog (and its boundaries) works with portal sky versus caulk sky? If so, please revise it yourself or enlighten me. Thanks.
    2 points
  4. It's that time of the year where I come here to recommend a game that really blew my mind and I wish more people would play it. Lair of the clockwork god on Steam This is from the creators of Ben there Dan that and Time gentlemen, please. Lair of the clockwork god is, at its core, a point and click adventure game. Except the gimmick is that it's also a platformer. You can control either character at any time, one wants to be a platformer the other is still clinging to the point and click genre. OK, so the gimmick is just a hook and it fades to the background quickly; that's not why I recommend it, I recommend it because the game itself is just utterly brilliant and hilarious. It made me laugh out loud many times. And the cleverness of the puzzles made my jaw drop many times. It's hard to take someone's word for it, but it's harder to give examples without spoiling the game. It was launched recently but I already think it has been criminally overlooked and underrated.
    1 point
  5. Could one of you clever modelers make a feather duster that a maid could carry around with her? It doesn't need to be so fluffy, just give the impression that feathers are there. Thanks!
    1 point
  6. This looks cool and funny. Thank you for your reports.
    1 point
  7. If you had audio in previous version without configuring anything, then it might be caused by OpenAL update. Unfortunately, there are so many sound options and backends, that every version of OpenAL has some issues Bu the way, alsoft.ini is one place where you can switch backends and probably devices too. Anyway, I suggest posting config and condump. P.S. Speaking of choosing a sound device, the most problem is that sound devices use localized names encoded in UTF-8, which looks like garbage in game console.
    1 point
  8. Testing this in Linux on Mageia 8/Cauldron. Cons: So far I get no sound output... working on fixing that. I might try changing the device from "default" to the name of the audio card.... Had to do that once in the past for TDM, so maybe that will work. Framerate is lower than it should be... in the 30s-50s instead of 60s-80s. With 2.07 and earlier, I would often see this but fix it by restarting TDM (sometimes many times), but I could always get proper framerate. Not now. Fixed in advanced settings. Framerate is excellent now in both 2.08 and 2.07. Pros (not testing missions until I get sound fixed): The console works properly now. I can finally scroll up to see what is off screen (NVM I could scroll up). I can FINALLY use the up arrow for previous commands. I can FINALLY place my cursor with arrows to fix a typo without having to backspace and re-type everything! HUZZAH! This is a huge one for me Interestingly, if I run TheDarkModx64.exe with wine, I get proper framerate (also no audio).
    1 point
  9. I have one in the works, but it won't be ready for a while. Though I do have much more time these days to do so. So far there are about 3 out of 4 main areas, some outdoor and some below ground, with regions connecting them. There are a few pagans walking around and interacting with various things, but only to help work out the pathfinding. Lots to do yet.
    1 point
  10. Here's what I have ATM (still missing the math for texture coords) interior_map.fsinterior_map.vsinterior_map.gs interior_map.mtr
    1 point
  11. The third and final mission has the plot written, and the map (which is almost 3 different maps) 60% done. There is some beautiful work there already completed, but far too much work remains for me to ever finish it. I'm going to be packaging the three sections up for adoption this summer (which is going to be a big task given all the custom assets). Anyone here who wanted to try and bring it across the finish line would have my full support.
    1 point
  12. I made a few tweaks and fixes, here's a better demo of what this does: I've also got the map for download if anyone wants to play with it (probably 2.08 beta only!): https://drive.google.com/file/d/1jrlVFd6AerWYHdBxyJJjVVPe0Q1sodY5/view To load it from the console, the map name is "im". I also left the room where I took the envshot in the map. It's a bit tricky to line it up right yourself, to take one you can move the playerstart on top of the nodraw pedestal in the room. The light in the room has specular turned off, since that's based on your position it will look incorrect otherwise. @duzenko I've found a really weird issue, if you look at my material file you'll notice I have two materials: textures/interior_map and textures/interior_map_wtf_green. If you replace the regular one with the wtf_green one, the texture in fragmentMap 1 takes on a greenish tint. My workaround was to put a texture I don't use into that slot and move the one I wanted to slot 5 instead. If you do a diff on the shaders you'll see that's the only change. If you put the same texture into 1 and 5, both turn greenish so I think whatever goes into that slot gets corrupted somehow. And even if you use the same texture on a totally different material it still goes green!
    1 point
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