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Showing content with the highest reputation on 11/11/20 in Posts

  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. So
    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 yo
    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. --------------------------
    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 kno
    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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