Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 11/05/22 in all areas

  1. -=CONTEST COBBLER PACK=- Need a SPOOKY street for your DRACULA or WOLFMAN? Mileage may vary but we got a variety of sepia stained sooty, grungy Pavers, Kerbs, Cobbles & More! I'll probably never finish my contest mission in time, but hopefully this helps you finish yours! DOWNLOAD
    6 points
  2. A very nice and quality FM. The design is definitely interesting: I like how navigation is based on jumping between buildings and going through spaces connecting different locations, even if some are difficult to find and I needed guidance from here a few times. It's a difficult FM in general as spaces are tight and well lit, it's one of the maps I couldn't imagine going through without reloading nor getting spotted at any time.
    2 points
  3. Yes, psychological horror is fine. To be clear, the mission doesn’t even have to be horror themed. You could just have a heist set in a late fall season ( for example ). It’s up to the mission author to convince players to give the mission a good theme score so the mission could completely ignore the theme as long as players are happy with its inclusion in the contest in some way. And really, going out late and stealing stuff is also already a creepy activity so any other horror attributes are a bonus to the default creep factor.
    1 point
  4. Well the main problem is really that it's kind of big, and I'd have to totally change the 'story' to fit with the theme. Maybe I'll 'participate' by downloading and using your cobble pack regardless
    1 point
  5. Sometimes I think I learned some lessons from the feedback I received from this FM, but other times I wonder. I definitely didn't make it 'difficult' on purpose, but I certainly didn't want it to be easy or not challenging. It's hard to tell what people find enjoyable. I guess my assumption has been that players expect stealth gameplay, since, well it's a stealth game. But it seems if it's too difficult to get a perfect stealth score then that might turn some people off. The funny thing is, I always write the FM with ghosting in mind (or at least, no blackjacking). With this one I didn't really test it with going around blackjacking everyone. It wasn't until I watched some playthroughs that I realised how easy that made it
    1 point
  6. Apologies but I don't think I can. All I remember is it first appeared a while back (not sure which update) and I'm pretty sure it was in one of those "Beta testing" threads for the version in question. That's all I can remember, apart from seeing the report once.
    1 point
  7. It looks like GetPageCount() and GetPage() are working with size_t indices which (on Linux) are equivalent to unsigned int, so I guess this is wrap-around behaviour. Yes, it's very strange that the index should be -1 immediately after the page was added — I'll do more debugging and see if I can find out which function call isn't working as expected.
    1 point
  8. The easiest way is to make a custom particle that has a much shorter lifespan so it stops before passing through the brush (requires trial and error with the duration setting in the particle editor). You can use the console command reloaddecls to quickly reload a particle ingame after a change in the DR particle editor. The other way is more complex to setup and only really needed if you want to make a rainy map. You need a custom version of the particle with specific keywords and settings and then compile your map in a special way that generates 2D textures representing your mission, like for this ship stern section: The textures are colour-coded to represent how high the obstacles are, and automatically sets the lifespan of particles above it to stop just before hitting that obstacle. https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
    1 point
  9. Giants and Ghosts Video These are made with a custom material (camerascreentransparent) that is attached below. Put this file in the materials folder in your mission directory. Shows up in Other Materials . It's actually a representation of what a camera "sees", on a transparent screen. The camera is set up in a black box and it "sees" an idle ai that is also placed in there. Explore the .map file, attached below to see what's really going on. camerascreentransparent.mtr GandG.map
    1 point
×
×
  • Create New...