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Showing content with the highest reputation on 11/11/20 in all areas

  1. An amazing abandoned Mansion in Belgium.
    2 points
  2. Peeing is an animation that you can find in the md5 animation viewer. It is called "urinate". Adding particles to animations can be done via frame commands, if they are not already included (like it is the case for urinate). You can even call scripts and do other stuff at a certain frame of an animation with these commands. For different weapons on AI, you can check out this Wiki page, although it is not complete. Apparently, it is sufficient to simply def_attach the weapon you want and the rest is automated like when you attach a torch. Additional animations are rather difficult. Some only require specific channels of the AI, so it works that you first play that (e.g. sit) and then use an animation that only uses the upper body. However, praying would be rather difficult in this regard, because the animation you would most likely need is kneel_down, but the AI stands up during animation itself, so I assume that you cannot couple it to another animation. And dancing is very difficult to animate, if you don't want it to look compeletely silly. I have only dabbled in very basic animations and have seen that even something like that is difficult to get to look realistic. Dancing has quite complex movements and as a consequence is way harder to get right in animations.
    2 points
  3. And what's the point in all these updates if every version has its own bugs? I think we have tried 1.18.2, 1.19.0 and 1.19.1, and none of them was issue-free.
    2 points
  4. Kingsal can probably help you, but FYI my FM Patently Dangerous uses a simple script to do exactly what you asked about the elevator for the warehouse elevator (i.e., you have to flip a circuit break switch first to use it). You can open up the .pk4 and just take that script, and then search for that script name in the .map file to see what spawnarg to put on the button. Basically, you use the function on a button that calls a script when you push it. I believe you can use the same model for the lights too. To explain it really simply, you just put a simple conditional at the top. When you flip the circuit breaker, it sets some global variable to "electricity : on" (when you flip it again it goes back to off), and then at the top of the button script you have a simple check, if electricity = on then activate the elevator, else end. I think the same kind of logic will work for the light situation, depending how you want to set it up, e.g., is the master switch like the circuit breaker case above, or does it turn on all switches no matter what, how do the local switches override it, etc. Work out the logic first, and then use a simple conditional (or set of conditionals) like the above to implement it.
    2 points
  5. A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ An update, version 2, is now available: https://www.dropbox.com/s/ciesyfcqu1ct6pj/nowandthenv2.pk4?dl=1. This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. ------------------------------------------------------------------------------------ Title: Now and Then Filename (version 2) : nowandthenv2.pk4 (download) Author: joebarnin Date of release: 08 September 2020 (Version 2: 25 January 2021) Version: 2 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through a keyhole by leaning forward. The use of this ability is optional (it is never necessary resolve the mission). Thanks to: Beta Testers: Cambridge Spy, thebigh, JackFarmer, Amadeus, Kerry000, wesp5 Voice actor: Mike Components: Builder Compound models & textures - Peter Spy (dr.judym81@gmail.com) Museum painting lights - Grayman Gramophone with record - Goldwell & Epifire Custom ambients - JackFarmer Main menu screen & music - JackFarmer Ambients - Orbweaver Many many modules - Springheel https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/humanoide9000/sounds/422245/ Thanks to Springheel, Sotha, and Fidcal for their tutorials. I keep going back to them and I always learn something new. Notes Slight spoiler: Fun fact: I have released 3 missions, each almost exactly one year apart: Mission of Mercy - September 14, 2018 The Heart of St. Mattis - September 10, 2019 Now and Then - September 8, 2020. Not by design, it just worked out that way. So I guess look for my next mission in early September next year! Hints (contains spoilers)
    1 point
  6. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
    1 point
  7. A dedicated room for most used models, is a nice idea, imo because you can easily select them all and copy paste into a new map, or make it into a prefab, if you could put models anywhere in the void, I'm sure some people (like me) would put them all over the place and make a mess.
    1 point
  8. Yeah, thick walls are also important from the sound perspective, they block it better. Brushes and portals are needed to propagate the sound correctly, otherwise it travels though walls. Also, leaving any entity outside sealed rooms will result in a leak, unfortunately. In other engines I could keep models, lights and such in the void, nearby my map bounds, so I would clone and use them later. Here I need to have a dedicated room for this.
    1 point
  9. Hi there! This is the main wiki entry about performance and I see it's pretty up to date: https://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows This engine is slightly different from CSG engines of that era, you don't carve out spaces from solid void, but you do seal off rooms from it. You still use portals and such for optimization, but you don't have to hide (caulk) backfaces.
    1 point
  10. When I checked this FM in the database before this update got released, it said "version 5". When I now check it in the database, it still says "version 5". Consequently, when I check the in-game downloader, it does not offer me the update because it thinks that my current version is the most recent one (since it has same version), which is clearly wrong. Most of the people won't download the update if we don't bump the internal version. @nbohr1more?
    1 point
  11. I suggested trying other OpenAL backends. Maybe it is backend-specific.
    1 point
  12. 1 point
  13. The mirrors have been updated.
    1 point
  14. Yeah, the one place where I (purposely) lax'd the rules for overlapping lights with shadows is the torture area... mostly because of the little fireplace with lights in it to make a poker glow red.
    1 point
  15. Could you please update the mirrors? I updated the .pk4 on google drive. Thank you.
    1 point
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