Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 02/17/24 in all areas

  1. I think I found another case of bug 6480 and post in Talbot 2: Return to the City. 274.26 -1039.08 184.71 -15.8 24.9 0.0
    2 points
  2. Block out with FREEDOM and EASE using this "as license free as it gets" TDM prototyping material pack (Release) Watch even the most basic blockout come to life in vibrant orange! How it works: Drop the ULTRA SLIM 1.3 mb .pk4 into your project's directory In DR a new folder "protoype" will appear in the "common" textures sub directory in the media browser Don't know where to start? When simply sketching out ideas "Proto" is a perfect for getting down rough shapes and will handle 90% of prototyping needs (and is a lovely shade of orange) Need to prototype some SUPER ADVANCED GAMEPLAY? A spot of tile floor here, a beam for a rope arrow there? No problem! There are (hopefully) patterns for EVERY surface type in the game When it comes to the grid YOU are in CONTROL. You can manipulate the resolution of the grid using the default texture scale you have selected in the Surface Inspector. At a scale of 1.0 the overall pattern will repeat every 256 units with subdivisions at 128, 32, 16 and 8 units. At a scale of .5 the pattern will repeat every 128 units with subdivisions at 64, 16, 8 and 4 units. And so on. OLD FRIENDS return with two CLASSIC prototype textures completely reverse engineered from the ground up! All textures in this pack are released under CC0 license and I waive all rights to copyright that is within my power to do so. This is an initial release so any feedback on improving the tool is appreciated!
    1 point
  3. Edit: The fix works without the dmap. Reverted the dmap in the mission database.
    1 point
  4. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
    1 point
  5. I noticed that ghostly door too last time I played. Theo's not around these days but I very much doubt if he'd mind if you just plopped some clip over it.
    1 point
  6. quite a nice little mission! straightforward main objective, with multiple paths to accomplish it and room to explore around it a good-looking depiction of a run-down area, too there is one location I'm having trouble with: Bert mentions two places to keep loot but I can't find a way to access the one
    1 point
  7. So far ... (and I'm not that far in); it is MOST EXCELLENT. Yes. the textures look very dated, YES Chunky map Polygons, YES original (er updated) Thief engine is creaky....One of the best T1G campaigns in YEARS. These are Expert-ONLY maps; and they do give the Master Taffers a real test of their skills.
    1 point
×
×
  • Create New...