Leaderboard
Popular Content
Showing content with the highest reputation on 02/23/22 in all areas
-
I meant this as an exercise in mirrored UVs technique. Both version of the fence and the door are unwrapped in one texture space. By creatively cloning and rotating faces that player will never see at the same time, I managed to save a lot of space on the texture and get better pixel density. The biggest downside of this technique is that it can require a lot of planning, and it's best suited towards inorganic props. While the unique faces that were used to build the above look like this:6 points
-
Found the cause for the doors not opening:2 points
-
IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb1 point
-
Looks like doors have a spawnarg "open_on_unlock" set to "1" by default. That spawnarg is ignored for users with "open doors on unlock" set to "no". You could try setting this to "0" to make that unfrobable doors behave the same for all players.1 point
-
1 point
-
Oh? Digging around i found this: And for the android fans, found a github repo with a recent branch of DIII4a. https://github.com/glKarin/com.n0n3m4.diii4a1 point
-
Doom 3 too doesn't work on arm64 either. However... This collection of DOOM games ports is one of our products.1 point
-
1 point
-
Thank you! I could not for the life of me figure it out.1 point
-
1 point
-
Yep. That is "The Transaction", it is one of my go-to missions for TDM build testing since it has an easily accessible scripted event and starts with a spline camera animation ( two things that are at risk for failure when doing core code changes to TDM ).1 point
-
That sounds like Sotha's FM The Transaction. It is one I just replayed that is a part of his Thomas Porter campaign1 point
-
I found found something that may be a typographical error but could as easily be an error by the steward or the result of time passing and a home being rearranged. and there is no portrait in the foyer. As I suggested, it doesn't need to be fixed but it seemed worth mentioning as anything that even might be an error in this masterful mission--sorry to add on but this series is impressive, @Bienie--is worthy fixing/1 point
-
I'm not really a fan of city missions, but I have to say that this is my new favorite along with A good neighbour, Now and Then and The Painter's Wife. My hatred of the author has now reached irrational levels. Just creating fake accounts to badmouth the mission here. I have also asked a number of friends to register here and call this mission a sham and punish it in the ratings - I'm tough but fair (when it serves to protect my ego). On a different note: My new favorite DM/Skyrim tavern: I wished I could have drinks there.1 point
-
I had some catching up to do but figured I'd give this one a try, thinking it would be a small, short map. An appetizer before going through larger missions. I start the mission, leave the apartment, and immediately know this one is going to be special. 7 hours later, the mission completion screen greets me and I feel a bit sad the ride is over. This FM is that good. I'm a huge sucker for tight alleyways and verticality so I was instantly hooked. The district is huge, with many paths to take, places to rob, and even more secrets to discover. It's really well made and feels like a real place. Speaking of which, informing the player where he is and whether the place is hostile or not when entering a new area was a neat addition. It really helped a ton and prevented me from getting hopelessly lost. Going about the streets without the need to hide was a pleasant change of pace and gave me a chance to admire the architecture. The ambiance and lighting further highlight the creativity that went into this. To me it seems like a passion project, there is so much care and attention to detail! Colour me surprised. Going into this and seeing it was the author's first mission, I expected an okay mission, not a masterpiece that instantly made it among my top 5 all time favourite TDM missions. Another surprise was the performance. Dunno what sort of magic you did but it runs great in all areas. A huge thank you to @Wellingtoncrab and all others involved in the map's creation, you have made a piece of art.1 point
-
Congratulations on the release, what an effort! Personally, I find your mapping skills rather demoralizing, so I hope someone breaks your hardware in the near future.1 point
-
30 minutes in the mission and I have to say: If Looking Glass Studios decided to make "thief 3" it would look like this fan made mission. Congratulations you are a true artist.1 point
-
A poll has been added! ( Welcome to the contest! ) Mission has been added to Moddb: https://www.moddb.com/mods/the-dark-mod/addons/iris-210-beta-required1 point
-
I revisted this thread because I recently got this a redeclaration error with this in my <fm>.script function: some_function_name(entity bob, ...) {...} I was getting a "Type mismatch due to redeclaration of 'bob'" error. After wasting buckets of time looking at my code, I found this forum thread, and realized it's just a naming conflict with some "bob" function in the standard distribution. And specifically \tdm_base01\script\tdm_events.script(270): scriptEvent void bob(float speed, float phase, vector distance); But what's insidious here is that the conflict is with a local function parameter name, and any decent language would not make this a conflict. Because of that assumption, it took me a longer time to realize the cause, and the easy solution to just rename the parameter. (Namespace as HMart mentioned above would work too). Maybe this is not a language design issue, just a parser bug. Don't know.1 point