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Obsttorte

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Everything posted by Obsttorte

  1. skyboxes are prefabs so it should be prefabs/skyboxes or prefabs/nature/skyboxes or so take a look at DarkRadiant to see how they are stored, then store your own in the appropiate folder structure (you may have to create the folders) if you've done everything right your skybox should be accessible via the prefabs menu after restarting DR/reloading prefabs via options menu
  2. I just took a rough look at the source on svn.thedarkmod.com and found this in the game/ai/AAS_pathing.cpp there is similar code for walking don't know if the AI uses this, but if so, it should also be able to use the fly-code?! you may wanna look I don't know if the AAS system has been changed by the team IMO the only thing that differs a "normal" AI from a flying oneis that the normal AI always fell to the ground, meaning it is capable of gravity so beneath making use of the "fly"-methods you may also have to disable this
  3. :laugh: :laugh: :laugh: OK, got it, thanks
  4. you are soooooooo close the scenery with guard starring at rope arrow is good but the one in your old trailer was a bit better, as the guard could be seen better there due to a bit more light in the last scene, after you jumped over the pipes and climbed on the rooftop turning out the two candles the music isn't in a good sync with the scene the ding-dong (soory, have no better word for it) should come exactly at a time when tension grows, so maybe at the moment when the second candle extinguishes or when you enter the balcony where you knock out the guard afterwards, you may check this for the fighting scenes: you may wana show a scene where the player actually killsthe guard and/or maybe a scene where the player kills a guard via a broadhead arrow headshot, but that's optional all in all this is meant to be constructive criticism, as I said: you're on a good way, taffer
  5. as english isn't my mother tongue I looked up wee and found piss I guess it's some kind of proverb looking forward to replaying it
  6. whoah, one of my favorites beneath the optical ones, are there any "gameplay" changes were made? (yes/no question )
  7. huh, finished it sorry for the amount of posts, bloody 500 kB limit I continued working on this after a two week pause now and I am about 25-30% finished outdoor areas will be added later on I made very much use of the procedural building technice mainly discussed by sotha and tels and I must say - it's fast - it's error prone - it rocks so I hope I can finish this mission before christmas so santa can knock on your doors and say: "It's on taffer, go cod some watchmen!"
  8. Just to keep this thread alive I'd like to post some images of my next mission they are still alots of details missing (and some texture misalignments I have to check for ) but I hope you'll like it
  9. and the sun shone brighter oh yeaheh the flowers bloomed in 8 bit only and the world seemed much happier for me Refrain (whistle)
  10. Welcome to the new age
  11. These two are also quite nice, Cornwell, UK IIRC And for those who speak german :laugh: don't know if this is inspiring
  12. As it's called Bridgeport This is Dresden, Germany in the 20's And some gaps Dresden and Sorolo, Italy
  13. @New Horizon: demagogue is right if you look carefully you'll see that the flashbomb count is three and than drops to two after the flash you can also see the green highlighting of the selected flashbombs
  14. @PPaul: you record lot's of gameplay stuff, than you choose the ones that seems most appealing and cut them together (I'm not sure if this is the right term, I mean you take some movie snippets and make one new out of it by merging them together ... or so ) @shadowhide: yeah I know the video, what I've meant is that current FM's don't use it and I'm not sure future ones will do so, at least not as a basic gameplay element and btw wasn't meant to serious EDIT: is it possible to let an AI ride a horse, like the police riders in GB
  15. than it wouldn't be a gameplay-trailer but yeah, it could be cutted together from different missions, also showing the other aspects (water/fire arrows, undead, melee fighting aso) but for a first try it wasn't bad the music was good btw
  16. what's the console command I have to enter to get this shown?
  17. LET'S PLAY ORBITROLL http://www.mediafire.com/?qz4ovua21o7j3uv quality is relatively low due to my limited load amount, but at least one can see it's possible
  18. well, as it's the only button you can press, translation may not be needed here
  19. level 4 is where you have to get the rocket in orbit, the one with the satelite is level 5 imo I just played and yeah, it's hard but I managed to make it through all the levels in 10-15 minutes so keep on trying 7upMan @Diego: this is really the kind of game "simple idea, but highly addicting" or better said the kind of game big gamestudios aren't able to produce but seriously, I would really like to see more missions in this, as it's really really cool stuff I think the gui is good so far, just a few more informations would make life a bit easier what would be really good is if it were possible to control the burst amount on accallerating turning, as it is a bit fuzzy right now (don't know if it's the right word) and makes it more complicated than neccesary you may wan't to use space pictures for background and maybe for the planets/moons, too, but that's only eye-candy so all in all, keep on going btw: what language is this, spanish/portugese? what does proxima mean? next or accomplished? sounds a bit like latin
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