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Showing content with the highest reputation on 05/25/21 in all areas

  1. I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progress the last days with my girlfriend helping with the readables and other stuff... It's so frustrating to relearn everything; objectives and folder structures and so on, takes so much time when you haven't mapped for some time...
    4 points
  2. This is pretty impressive and looks like a hell of a lot less work than building the model manually.
    2 points
  3. I created accounts for the both of you, you should have mail.
    2 points
  4. If you use a barbed arrow, that unfolds its barbs through traction, and it penetrates the wood deep enough, I could imagine that it might support the weight of a human (if the person is not too heavy), but I agree, in general the rope arrow is rather unrealistic. I think the main reason for its use are technical issues (and in case of TDM tradition from the Thief games). A grappling hook would require the rope to be pre-attached, which makes the flying behaviour more difficult to realistically depict. Also, the physics to determine if it actually holds is more complicated and it is more limited (you need a proper ledge and cannot simply use a surface). Regarding the tightrope arrow, a way I could imagine, that may require less scripting, would be to have the coil as a frobable object. When it is frobbed, it activates a damage response on the target and when it is damaged with a broadhead arrow, a line between the coil and the target is spawned or teleported in or maybe even simply unhidden. This would create the image (at least in my head) that you attach the rope of the coil on a broadhead arrow (by frobbing it), that you then shoot at the target. You may not see the rope uncoiling this way, but personally, I could live with that. I would also use a timer for the damage response, to avoid the case in which a player frobs the coil and later on shoots the target from a different position. Using broadheads would avoid to waste precious rope arrows if you miss (and make the broadheads more valuable). Another problem that just came to my mind would be that (if I remember correctly) the damage response cannot distinguish between projectiles, so it would also react to being hit by e.g. fire arrows. But I believe that it is possible via script to check which weapon is equipped. That way, the damage response could only be activated if the desired arrow type is eqipped.
    2 points
  5. +++ Announcing the Heart of Lone Salvation +++ Enjoy your extended weekend with this monster easter egg! Heart is a full-size Dark Mod FM, the third in the Thief's Den series in which you play Farrell. Story: Not heard from Sam since I turned down the Edridge job as too risky. Now I'm low on funds and have no choice. A gem called the Heart of Lone Salvation which they say brings good luck - but only once. Sounds foolish but who cares? Worth a fortune on the thieves' market if I can get inside Edridge Hall - and Lord Edridge is very wealthy. Sam knew him from the old days as a common lifter who made good when he found the Heart. It's a beautiful night - dank, cold; fog's rolling in; maybe Edridge's luck is about to run out. Must read: The Heart must NOT be destroyed until you have finished all your other objectives. If you have then sorry, it may be that you will have to noclip to finish the mission. Nobody, including myself, ever did it that way before. I'll have to find a solution and do an update in the future. SIZE: ALLOW 5 TO 6 HOURS PLAY FIRST TIME AROUNDPERFORMANCE: Players with low end machines should play this with low settings on Hard-LoPC [difficulty level] with fewer guards. You won't miss anything. I've played it on a 2GB machine with an old Geforce FX5900 card. Lag in some areas but tolerable.SECRETS: There are many 'secrets' in this FM. If you don't like secrets, [then to] turn off 'Found Secret' messages, create/add to autoexec.cfg in doom3/base a line:seta mvr_show_secrets 0In-Game FOG: Game characters may see through fog better than you. Take extra care.Player tools Slow Match: You have a slow match (smouldering splint) and a spare [match] important to this mission so don't lose them. Practice on any candle or torch that is not lit or just as a convenient light in a dark area. Ghosters can use it to relight extinguished flames. Use the drop control to put the match in your hands and move the match so the glowing end is close to the wick, etc. Press the 'Use' control to put the match back in your inventory bag.BODIES: You need space to shoulder a body as well as drop one so you may need to drag into an open area before trying to shoulder again with the 'use' control.NEW OBJECTIVES: New objectives go to the top of the list to make them easier to find. Sometimes more than one at once.BRIEFING: Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again.Info: This mission was optimized and updated to version 2 by Bikerdude, a klot of bugs were quashed and performance improved through out the mission.
    1 point
  6. Changelog of 2.10 development: dev16202-9175 * Major changes in security camera (5528, 4731, Wiki). * Entity limit removed raised to 64K (5439, announcement). * Added secrets tracking system for mappers to use (5549, Wiki). * Integrated Sotha's "automaton" AI from Ulysses into core assets. * Menu: improved the main page and the "new game" page to make it easier for new players. * Menu: ask for confirmation on game restart, fixed menu music setting. * Menu: show checkboxes near objectives after mission is failed (5049). * Fixed rare crash in script-generated frobs (5542). * Added idPlayer::GetObjectiveVisible script event (5543). * Fixed rare collision bug causing lags (5439, r9157). * Debug visualization no longer blocks SMP performance improvements (5468). * Fixed script-generated game saves by disabling screenshot due to SMP. * Added missing frob highlight to plaster materials (4487). * Removed missing material reference in skin "wench/purple_bodice". * Minor fixes to mirroring: puddle, bc_teatray. Known problems: Volta 1, Volta 2, and Snowed Inn don't start due to broken menu. dev16215-9224 * More work on security camera (5528, Wiki) --- not finished yet. * Massive changes in dmap to make it faster (5562, 5488, announcement). * Fixed vertices merging in dmap which could cause sparklies (5486). * OpenAL (sound) upgraded to 1.21.1, fixing bsinc resampler (5564). * Added first implementation of tooltips in settings menu (2626). dev16225-9284 * Map loading optimizations: texture storage, parallel image loading, models loading (5591). * Fixed map not starting after prior error + removed 5 seconds delay at the end of loading (5118). * Removed mandatory snapping from dmap, fixing thin objects like ropes (5486). * Improved precision of windings in dmap compilation (5580). * SIMD code cleanup: enabled AVX on Linux, disabled denormals (4550). * Dropped visportals are now further classified as "leaky" and generic ones (5353, wiki). * Fixed creation of script threads with object method call (4713). * Added cvar s_alReverbGain to tone down EFX reverb (5587). * r_materialOverride fixed with Frontend Acceleration. * Fixed when player is in the void with "r_useLightAreaCulling 0". * Minor fixes in menu tooltips. * Fixed GL debug groups on AMD (5280). * Changes in FPS counter, which make displayed value more stable when com_showFpsAvg is large. dev16238-9330 * Frob highlight replaced with frob outline (5427) --- not finished yet. * Linux platform-specific code now uses GLFW for window, GL-init and input handling (5510, 5293, testing). * Windows build can change desktop resolution once again; also made "borderless" mode default (5510). * New dmap diagnostics for location separators and location entities (5354). * Dmap leak pointfiles are much shorter now (5592). * FFmpeg video formats further restricted to mp4+h264+aac and roq (4845, announcement). * Fixed occasional crash at the end of RunScript AI task, happening e.g. in WS3 mission (5538). * Debug cvars r_lockSurfaces and r_maxTri improved. * Upgraded GLFW to 3.3.4. * Added generic hash map in the code; fixed race condition in shader loading during map start (5597). * Refactoring of Clear methods in code (5593). * Added slider in menu for reverb cvar s_alReverbGain (5587). * Menu tooltip improvements. * Experimental: localization system now accepts string placeholders (5261). dev16256-9358 * Implemented new object manipulation and body dragging physics (5599 announcement). * Extracted static geometry into its own VBO in VertexCache, fixing performance regression since 2.07 (5598). * Added weapons to inventory grid (5601). * Fixed in-game mission downloader warning when downloading localization pack (5551). * Fixed in-game mission downloader warning when FM is not available on the chosen mirror (5551). * Disabled bindless textures by default because it does not work on modern AMD GPUs. * Reduced lower limit on texture units to 32, probably fixing the "Too few!" startup error on bad GL drivers. * Allow choosing adaptive VSync in setting menu. * Fullscreen options in menu: borderless goes first + block resolution when borderless is selected. * Interaction table performance optimization when loading from savefile. * Changed number of contacts in physics to 32 everywhere + minor filling optimization (3871). * Save missions.tdminfo immediately after FM download finishes. * Better logging of FM downloads under LC_MAINMENU & LT_INFO (5551). * Saint Lucia FM: adjusted mission loading GUI to display tip for about 20% of loading time (5118). dev16269-9407 * Reimplemented frob-highlighting of surfaces (5427). * Removed TDM version display in the main menu. * Replaced r_glProfiling and r_logSmpTimings with Tracy profiler library. * Better handling of position-independent executable setting on Linux. * Improved third-party libs usage: fixed OpenAL build on GCC10, fixed rebuilding libs with GCC different from 5. dev16325-9462 * PNG image format is now supported in materials, PCX support removed (5665). * Major refactoring of image formats in: SEED, screenshots of all kind. DevIL library removed (5665). * Rough prototype of .srt subtitles in briefing video (2454). * Fixed stack overflow crash if CPU-resident image is defaulted e.g. when not found (5665). * Mission statistics now show number of game loads. * Silenced "missing vertex or index cache" console warning. * Calling "set" in GUI script with not enough arguments now results in Error instead of crash (5323). * Debug cvar r_skipFog expanded to filter out boundaries. * r_immediateRenderingEmulate = 1 by default, probably fixing debug visualization for people using deprecated GL profile. * Fixed GPL header in source code files. dev16330-9508 * Extended support of subtitles to both briefing video and in-game sounds (2454: BEWARE interface will change!) * Support updating the currently installed mission in in-game downloader (5661). * Supported hide_distance for particle emitters and geometry of light entities (5668). * JPG and PNG images are no longer compressed by pk4/zip (they are already compressed by themselves). * Fixed entity arguments broken in event system after entity limit removal (5439). The bug crashed Snowed Inn on startup. * Refactored entity think code, optimized away thinking of frobable entities. * Added con_nowrap cvar: it caps lengthy lines in game console instead of wrapping them to the next line. * Added a ton of trace scopes in game, dmap, and loading (enabled by com_enableTracing 1 and Tracy connection). * Minor fixes: parallelSky, r_showViewEntities, image_preload 0, r_singleModelName. Known problems: GUI is not drawn in-game until paper is frob-highlighted. dev16335-9550 * Added hot-reload support: LOD settings, _color and shaderParms, noshadows, angle, targets, frobmovers + rotate/translate, bound entities (5683). * Fixed error on respawning an AI (5683). * Added con_fontSize cvar, which allows making console font smaller, also enabled mipmapping. * Refactored shaders loading, which fixes SMP-specific crash on AMD drivers (5012). * Non-bound lights are turned off when they are hidden e.g. using LOD (post). * Fixed noshadows_lod_N not working sometimes (5691). * Fixed GUI rendering on parchments --- known problem from previous build. * Fixed color banding in lockpick success/failure highlights. * Changing tdm_lod_bias has immediate effect without restart. * Small fix towards loading RGTC normal maps from DDS. * Removed old broken code for entities binding/unbinding (5414). * Some showPrimitives fixes. * Automation: fixed bug with astronomical timer for game controls (not used anywhere yet). dev16342-9552 * Merged branch with major changes in main menu GUI (5323, thread). Known problems: All the missions from the list do not work as expected in main menu: custom background is missing, empty briefing page is shown, in rare cases even briefing/debriefing video can disappear. This will be properly fixed only when 2.10 is released. Right now you can download fixed pk4 file by direct link from the same page --- fixed version should work as expected. dev16350-9577 * Support "set X on head" spawnarg for attached heads (post). * Fixed lockpicking getting stuck if you go away (5715). * Hopefully fixed random flickering when frob-highlighting objects with stencil shadows enabled. * Fast and deterministic normal maps compression on CPU (5716). * Optimized OGG files loading. * Optimized TGA files loading. * Continued work on X-ray support. * Continued work on subtitles support (2454). * Added new models and prefabs by @Wellingtoncrab. * Added material textures/darkmod/window/wooden_frame01/wooden_frame01_dark. * Probably fixed reloadModels for .lwo files. dev16358-9588 * Fixed crashes in image loading on AMD driver (5591). * Fixed occasional crashes in TGA loading optimization (5716). * Generate mipmaps for non-DDS textures in software, see cvar image_mipmapMode. * Frob outline disabled by default, see r_frobOutline (thread). * Tweaked render order ("sort last") for particle materials. * Continued work on subtitles (2454). * Removed [cleanup] button in mod selection menu (thread). dev16368-9627 (*) * Major changes in frob highlight/outline: translucency, alpha test, shine-through (5427). * Restored geometric frob outline under r_frobOutline 2 (5427, post). * Fixed bug breaking GL core profile, which usually caused black menu on AMD (post). * (WIP) Volumetric light effect. * Renderer's "safe mode" changed to windowed 800 x 600 (post). * Cap volume parameter in sound shader by 1.5 (4627). * Lockpicking sound no longer affected by EFX reverb. * Some changes in time handling, fixed timescale on uncapped FPS (5324, 4698). * Reduced pause on game start from 1.0 to 0.1 seconds (5314). * Minor dmap (aas) acceleration (5562). * Minor optimizations in models / sounds loading. * Don't drop held item after bumping dead/unconscious AIs (3516). * Tweaked render order ("sort last") for particle materials, reverting some. * Some changes in randomization (5763). * Minor fix in game console. * Adjusted stlucia.pk4 to avoid tdm_installer analysis... unsuccessfully. * Changed integration of doctest unit tests. Known problems: some maps broken with "clip model outside world bounds" warning spam. dev16390-9648 * Fixed "clip model outside world bounds" warning spam on some maps (post). * Fixed sparklies on hard geometric frob outline with bloom (5427). * DDS textures can be used in image programs, although they should not (5781). * Fixed spotlights/projected lights illuminating objects outside their frustum (5529). * Continued work on volumetric light shader: LOD, stencil, etc. (5816). * Allow xray shader in GUI overlays, fixed rare crash. * Do not spam warnings when index cache is not ready yet, e.g. during noclip on large map. * Minor fix of game console behavior. * (WIP) Changed frustum of spotlights when near != 0 (5815). * Fixed AlertDuration of security camera (5528). * Fixed normalmaps: flagstones_mossy_01 (5777), flagstones_gravel (5760), ash_001 and ash01_crumb_edge (5784), blocks_large_mildew (5786), ornament_shield_white_eagleandpallets (5803). * Added material for rough_grey_blocks (5789). * Added missing "torn" skins for all paintings. * Commented out additional camera screen materials (5676). beta210-01 (rev 16399-9702) * Projected lights: restored TDM 2.07 behavior, fix lighting outside frustum (5815). * Fixed light frustum precision (4888). * Major changes in volumetric lights (5816). * Continued work on security camera (5528). * X-ray improvements. * Fixed severe slowdown with soft stencil shadows and antialiasing. * Allow lifting ragdolls above ground, unless they have "ground_when_dragged" (5599). * Fixed mirrors getting black under "image_useTexStorage 1" (topic). * Added script events: vecRotate, getCalibratedLightgemValue, setSolid, getEntityFlag. * Take entity orientation account in flinderization offsets. * Removed "emitter_size" spawnarg. * Fixed r_showLights. * Refactor shaders: extracted common code to includes. beta210-02 (rev 16411-9731) * Fixed dbghelp.dll issue which blocked running TDM on fresh Windows 7 (issue). * Fixed rare depth fighting when SSAO is on. * Fixed OpenGL error with shadow maps when no light fallbacks to stencil implementation. * Fixed envshot command (5796). * Restored materials and prefabs for multiple camera GUIs. * X-ray: supported "suppressInSubview" spawnarg on lights (also affects other subviews like mirrors) * Added X-ray related assets: materials, visible/invisible skins. * Added script events: getLocationPoint, pointIsInBounds, getTraceSurfType. * Preserve opacity towards AIs and restore frobability in script event setSolid. * Func_emitters can now be bound without the particle flickering rapidly. * Fixed "condump unwrap". * Added display case models without glass to allow them to have breakable glass. * Added forcescreenaspect + hcenter GUI keywords for aspect-ratio-independent images. * Removed a few subtitles lines which were for testing only. * Internal typeinfo changes. beta210-03 (rev 16421-9771) * Reverted to 2.09 frob-highlight: no outline, use material frob stages. * Added three new frob outline presets by @kingsal and @nbohr1more. * Changed the way volumetric lights are set up (see wiki page). * Volumetric lights respect noshadows and don't affect lightgem. * Added script events: getHealth, setHealth, setSolid,projectDecal; fixed getLocationPoint. * Added script event getEnemy and canSee to security camera. * Add Epifire's flinder models to the security cameras. * Fixed subtitles going sticky on save/load. * Slightly reduced subtitles font size, added semi-transparent black background. * Added subtitles to Saint Lucia mission. * Fixed dmap issue in generating unoptimized collision maps for patch-only entities (5859). * Elemental no longer has 8 legs, wasting time in inverse kinematics. * Some optimizations in frontend: fix disabled optimization, avoid vertex data copy. * Added r_useInteractionTriCulling -1 mode to move some CPU load to GPU. * Fixed lamp cubemap light textures. * Fixed language switches broken by new main menu GUI. * Fixed occasional spam about slow jobs (threshold is now 100 ms instead of 10 ms). * Corrected OpenGL usage of clipping planes in shadow map generation. * Console printing is now threadsafe, which could crash Frontend Acceleration. * Improvements in system console on Windows. * Allow all SIMD code supported by compiler on Elbrus CPU. beta210-04 (rev 16441-9798) * Security camera now supports AI detection, also fixed volumetric lights. * Fixed save/load for volumetric lights, supported scrolling light materials. * Fixed scrolling light textures (5860). * Fixed uncompressed normal maps and backface lighting (5862). * stain01bwet material now works as it always did, no depth fighting (5325). * Skip X-ray rendering when it is already within subview. * Removed parchment from message about secrets (5549). * Fixed and upscaled droppuddle texture (5870). * Extended tooltips in video settings menu. * Fixed randomization of gui::random_value on game load. * A bit more subtitles in Saint Lucia mission. * Fixed 1280 x 960 resolution in 4:3. * Fixed rare graphic bug in some debug tools. * Small optimization in frontend: reuse index array for interaction. beta210-05 (rev 16457-9815) * Fixed bright lines on the boundary of light volume on AMD drivers (5876). * Fixed secret counter increased multiple times on single-count entities (5549). * Security camera: "sweepWaitSoundOffset" spawnarg controls snd_end timing. * Security camera: snd_sparks and snd_death can be used simultaneously. * Security camera: split "seeAI" spawnarg into "seeAI", "seeAnimals", "seeBodies". * Fixed the xray model stuck in place when shouldered. * Improved player GUI for taking damage. * Added spawnarg "animal_patrol_wait" to allow animals that move continuously (post). * Portal sky scissor optimization. * A bit of cleaning in source code conan dependencies (5839). * Fixed hover highlight on Restart Game button in settings menu. * Volumetric lights refactoring. beta210-06 (rev 16472-9845) * Fixed saving/loading of suppressInSubview for X-ray. * Fixed language setting being ignored on restart (post). * Reimplemented rotation in new grabber code, rotating heavy objects is easy now (post). * Fixed weird spots sticking on screen sometimes when bloom is on (post). * Fixed seeAI setting for security camera towards AIs on hostile teams; updated editor descriptions. * Fixed one more bug causing tdm_installer to analyze installation. * image_downsize no longer affects loading screens and other GUIs. * Fixed lighting with "image_useNormalCompression 0". * Added editor description for nodrop spawnarg. * Reorganized mapper tool prefabs, fixed Epifire's wall-mounted security camera prefab. * Removed non-working 16-bit color option from the menu settings. * Improved EFX in New Job mission (5594). * Fixed issue in Saint Lucia mission: all voiceovers being played on mission restart (4828). * Some more corrections to subtitles in Saint Lucia mission. beta210-07 (rev 16474-9850) * Set r_useMultiDrawIndirect to 0, fixing NaN flickering on AMD drivers. * Fixed X-ray combined with Render Scale. beta210-08 (rev16475-9853) * Fixed crash on index cache resize with now default "r_useMultiDrawIndirect 0". Changelog of earlier versions can be found here.
    1 point
  7. Oh man, I sometimes wrote PMs with Graymanover the past years and he never made a secret out of his health situation, but still this feels like it happened all of a sudden. Last year we talked a bit about his current situation and how it felt almost like a race for him to finish the final missions. Gladly I took the opportunity to thank him personally for all of his work in the past years. This isn't meant as a selfish statement, but as a reminder to not only criticise but also praise the people you admire. Often absence of feedback is taken as good feedback, but I think we all should take at least a little more time in general in encouraging and praising the good things people did. Our community is a very positive example, I have to say. He really was an outstanding man, almost a grandfather for me, I will miss him dearly... My condolences to his son and his family...
    1 point
  8. There are already plenty of low-poly hedges mappers can use in areas where that is needed. There are also multiple transparent foliage textures mappers could use to create their own "shells" if they want to do so. You could create a couple Russian-doll-like shells of semi-transparent foliage and drop a few low-poly foliage models in the center to create leaves or branches that stick out. And there are high-poly hedge models for use where that is appropriate. No one is opposed to new models if someone wants to make some, but there's no point in reshaping a wrench so it becomes better at hammering nails.
    1 point
  9. I think it would be good if there is a Wiki change submission forum topic (stickied), since it's unclear when/how one can get wiki acces to do the changes themself and it is not clear who has access. There's a lot of clearly old and outdated information on the wiki that I come across. A list of wiki editers would also be nice.
    1 point
  10. Can I please get Wiki access? Initially I would restrict myself to my own user pages and the one for my mission (I want to add a loot list). And typo fixes because they make my eye twitch and I can't stop myself wanting to de-typo them.
    1 point
  11. Certainly a ropearrow is not too realistic, but the realism in video games anyway is relative, starting with the necessary strength that poor Garret has to have, moving fluently with a sack full of ingots, lions and vases of gold, apart from the jewels and paintings and all his tools. Well, there's an exception in a mission where this is considering, in Air Pocket, when the player drowns when picking up a gold lingot, because with this he can't swim. Or other inconsistencies, such as candles and torches lit in catacombs and caves, closed for centuries, things like this, which makes the realism of ropearrows irrelevant.
    1 point
  12. @peter_spy I have to say, that is probably the most discouraging thing that anyone has said to me in recent memory. @stgatilov I have taken your advice and replaced the rebase with merge (for pulling in collaborator changes). Thanks for that suggestion, I think you're right in that rebase is probably unnecessary to introduce at this point.
    1 point
  13. I find this a wise decision, although I think it does not exclude a mission in his honor, as grayman has also done with Sir Taffsalots sword, another member who died some time ago. Mission that by the way, I played yesterday.
    1 point
  14. It really is true then, I'm so sad to hear the news. Grayman was always very open to working/advising with big and strange gameplay features I was throwing around. He was skilled in his craft but never placed himself over anyone else, and struck me as a very humble man. Be it the case, I am glad to have worked with him for the time that I did. He was always great to collaborate with and was very direct with any kind of models he needed from me. His presence will most certainly be missed here.
    1 point
  15. Hello, and thank you for coming over. First I want to express my sincere condolences for your loss to you and your family. Your father was a respected and beloved member of this community who always addressed any issues in a patient and rational manner. He was also a highly creative person who created content that brought others immense joy. These might sound like vague words coming from a stranger, sitting behind a screen in some obscure part of the world, that cannot in any way or shape represent what your father meant to you or your family. I only knew your father through his works and there is little else I can say. However, I can hardly think of any nobler goal in life than wanting to share such beauty with others for the sake of art itself and doing so consistently, with little interest in any form of compensation. This is a standard I want to guide my own life by, for it is one that makes the world a happier place to live in. And whether I make it or not, I would like you to know that your father was a source of inspiration not just to me but to everyone else around here. There is no greater power in life than being able to move others, and I hope it brings you joy knowing that your father achieved this. *EDIT* I've written a small article on Grayman for Gaming on Linux. You may find it here: https://www.gamingonlinux.com/2021/05/notable-developer-from-the-dark-mod-team-passes-away
    1 point
  16. Hi this is Graymans son My father was a poet, a painter, a writer, and a giant nerd. He studied nuclear physics, aerospace engineering, and AI. But all he really wanted to do was play video games. He recently lost a very long war with Cancer. My dad has a little plaque you all sent him hanging on the wall next to handprints from his grandchildren. Whenever my children would call him he'd talk to them about "his boring video game stuff" according to my 8 year old... who never really understood why Grayman didn't like Pokemon as much as he did. I found a file on his computer stating that the last few levels he was working on 95%, 95%, and 50% finished. He also said working with another dev would take up too much time that he wanted to spend with his family instead. To be fair I worked with my father my entire life on random things (including Doom mods back in the day) and he never thought anything was finished. So I'd personally consider the two 95% missions to basically be done. If whoever he sent them to to Beta test wanted to share them with the development team I don't think he'd really mind and you shouldn't feel guilty if you do. I'll leave that up to you guys, but I will not be uploading them and they should not be posted publicly. The final mission will remain unfinished though. I will mention that it was going to be pretty damn good from what I read in his notes. He did ask that two levels that weren't related to the Steele missions do get uploaded to the abandoned level archive. I am in the process of doing that now. Thanks
    1 point
  17. Oh Mighty Builder, Please carve Graymans name in your anvil, so his name and actions will always be remembered. During your builds and constructions.
    1 point
  18. It turns out we were doing exactly this. I have removed all forced colour setting in the Entity Inspector, and instead show the inherited properties in italic text. I think this makes the distinction clear (along with the lack of property type icons) without compromising visibility in either light or dark themes.
    1 point
  19. call of cthulhu dark corners of the earth game had a really nice story but was plauged by numerous bugs which made it allmost impossible to play on PC. and a really old one which im not sure many remember -> omikron the nomad soul. Fantastic story but was plagued by a rather weird control scheme which only allowed keyboard control in adventure mode, mouse and keyboard in shooting mode, and keyboard only again in melee mode. While it was perfectly possible to complete the game this way the controls where rather akward and took a lot of getting used to. And it has david bowie as a main character plus some really great sound tracks.
    1 point
  20. I've been working on a small-ish mission that takes place in a warehouse. I've got pretty much everything blocked out and built up with modules, and I'm currently building out the other gameplay elements such as the main lighting and AI routes. I took a little detour to dress up this corner of the warehouse for overall feel, but there's plenty more to do...
    1 point
  21. The LWO export script has now been updated to support Autosmooth settings. A new option is present in the export dialog, allowing you to choose No Smoothing, Full Smoothing (looks the same as ASE), and Use Autosmooth settings. If you choose Use Autosmooth settings, the settings of Autosmooth in Blender will be exported into the LWO file, allowing you to use both smoothing and flat shading on the same model without needing to manually split vertices.
    1 point
  22. I don't think I ever was in a community that had a Wiki completely open, so anyone could do whatever they wanted with the knowledge base. It's also very weird to start your introductory post with asking for Wiki credentials. Usually it starts with what Freyk mentioned, gaining trust and proving that you're able to make meaningful contribution. Often people post their stuff here for peer review, even if they have the credentials.
    1 point
  23. I just wanted to share the sad news that grayman, long time developer and the author of the William Steele series, passed away recently after a battle with cancer. He was a pleasure to work with and did more for this mod than most people will ever realize. I am glad that his missions will live on.
    0 points
  24. Grayman repeatedly said that if he does not have time to release these two FMs, then the story of William Steele ends on the fifth mission. I specifically asked him about it in March and here is his answer: So unless anyone wants to ignore his will, WS6 and WS7 are dead too.
    0 points
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