Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 01/25/23 in all areas

  1. Thanks for the comments @ChronA ! Icons... difficult stuff. I first thought of an arrow theme but upon testing it in a mission I found it confusing for some reason. We end up with icons with arrows on both the right and the left and I am not sure where I am supposed to look at. Besides, this particular arrow icon brings a kind of magical feel. I then opted for something less descriptive such as the mortar and while the icon doesn't look as good as the arrows it feels more grounded. I don't know
    2 points
  2. I could take a look too, if you want...
    1 point
  3. Yeah sure I like to give it a try.
    1 point
  4. I think that the mainmenu_briefing.gui change is only needed for briefings that are accompanied by a voice-over like the ones in the included missions 1 and 2.
    1 point
  5. I like the mortar better. But how does this work? Do you get different mortar icons for different powders? Do you need to have the arrows active when using it?
    1 point
  6. I love playing The Dark Mod when it's cold in my place. Bonus points when it's a bit (or even very) dark and it's raining, too.
    1 point
  7. I added a few sentences to the Light Switches section of "Relighting Lights" about this workaround.
    1 point
  8. I really like what I see so far. I don't have the best test scene but I really like the "patch" entities as just a few of these sprinkled around add a nice sense of life to even a simple natural scene. I like being able to switch between the wind variants, but the default low wind variant is rather subtle and the strong is quite, well, strong. Animations are probably a pain but I could see if there was an option in the middle using it. Seems like the meshes don't have the skin variants defined? You can find a bunch in the general skin browser but nothing limited to the model itself. The larger patches look great, especially at a distance, but they don't hold up as well close up. Part of that is a given with billboard alpha, but iirc in the original test map the large tufts have a sort of dense ground cover that pops in at a very low distance, but this kind of fleshes out the tufts when you're standing right in the middle of them, which I imagine as a sneaky thief you're likely to be. I don't really see an issue with performance, but I am not pushing as many of these entities as something like the original scene might. Really cool work and I think these will be an awesome addition!
    1 point
  9. Taffers, merry Christmas from one of my paganish hideouts! (shots taken from mission #2 of the upcoming campaign "Hidden Hands: Blood & Metal".
    1 point
  10. Subtitles in Saint Lucia added in beta210-03. Here is how they look:
    1 point
×
×
  • Create New...