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Showing content with the highest reputation on 02/13/23 in all areas

  1. For those wondering how to use the slow match to ignite something: Take the slow match out of your inventory using "Drop Inv. Item" key. That puts the slow match into your "hands". Physically touch the slow match to what you want to ignite, such as a candle. The "Parry/Manipulate" key can help. To put the slow match back into your inventory, use the "Use Inv. Item" key. Originally, I tried to use the slow match using the "Use Inv. Item" key while a candle was frob-highlighted, but it did nothing. I was confused, and my web searching found no info on how to use it properly. Also, the wiki doesn't have instructions yet: https://wiki.thedarkmod.com/index.php?title=Slow_match
    2 points
  2. The fix is in the mission database. Thank you Daft Mugi !
    2 points
  3. I updated the Unofficial Patch to work with the just released 2.11 version of TDM. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.8 13.02.2023 ---- Added peek through door keyhole skill, thanks snatcher and Dragofer. Restored original Holy Water arrows for backup, thanks to snatcher. Improved handling of lit lights that start unlit, thanks nbohr1more. Made mantling while carrying somebody possible, thanks to snatcher. Updated patch for TDM 2.11 and fixed bad map icon, thanks Daft Mugi.
    1 point
  4. What's the plan for the def/tdm_shopitems.def file in TDM 2.11? Will each affected mission get updated, or will TDM core assets get updated? So far, "William Steele 1: In the North" and "Full Moon Fever" have been reported. Which other missions are affected?
    1 point
  5. Download wget for windows, from sites like https://eternallybored.org/misc/wget/ extract the package and use command prompt / powershell to run this application, with the given application arguments to download the wiki.
    1 point
  6. When you build, do you search the net for inspiration on architecture and design? Or do you have a lot of knowledge on how to implement your ideas/design into the mission. What I feel is lacking in my own missions is the feel of "Wow, this looks just like it could if this were a real world". I have taken inspiration from your map and now I will painstakingly detail my world in absurdum! When it gets released it may not be a huge mission but damn is it gonna be detailed...! How do you go about when you map?
    1 point
  7. Hey Goldwell, Looking really good. This isn't a crit, but more of an improvement point to think about as you continue to grow your mapping style: one thing I noticed while playing Sir Talbot's Collateral (Baal/Bikerdude's upcoming map) a few months back was that they did a really good job of making unique-looking rooms. The two key techniques I took away from what they built were to 1) change the elevation of a room by raising/lowering parts of the floor (even if only by 8 or 16 units) and 2) putting in angled walls so that the rooms weren't so square. By trying to look for places to follow those two techniques you can make much more striking room geometry. I mention this because right now all the rooms in the pics (while looking quite good, with nice lighting and details) are very blocky. They mostly have unbroken ceilings and floors and unbroken walls. Even the city street pic is very rectangular, with a perfectly flat street (though the walls/roofs in that pic have nice height variety). Here are a few pics from my WIP where I've tried to follow those bits of advice to un-blockify rooms. Here's a hallway which is actually quite blocky, but the effect is lessened because of the little two-stair depression built into the center of the hallway, as well as the statue niche: Here's another one where the blockiness is broken up by the slightly elevated bit of floor in the back and the small angled sections built into the wall: There's no height variety in this room, but the angled bit of wall (and the slanted roof to one side) help mask any sense of rectangular-ness Building like this (depressions/elevations in floors, angled walls) does require a little bit more planning (like making the spaces between floors thicker to allow for changes in elevation) but not much more, and can have a marked effect on map visuals. I only mention this because you've *really* grown as a mapper since you started, and I wanted to point out an avenue where you can continue to improve :-).
    1 point
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