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Dram

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Everything posted by Dram

  1. Wow, that one is damn sweet. I think it would be better not to alpha it out. As a mapper if I want a round window I'd create a round hole or round patch and align the center of the texture onto that, so no need to alpha it out. If you want you can just leave the outline rocky or whatnot, up to you.
  2. My god. This stuff is awesome!
  3. This sounds so damn familiar with Blackheart Manor. I re-did the courtyard 8 times, no joke. Entry Hall re-did 3 times. It goes on.
  4. No, but back when you left no-one had any idea where you went so I asked and was told that you'd left.
  5. You have noticed his member status right?
  6. That is sexy. The middle one seems to texture-stretch on the inside though.
  7. Dram

    Material Files

    Thanks Greebo It always bothered me how the material files were named quite erratically.
  8. Well we did know what happened to him, as was explained in the member's lounge by NH. Did you expect an apology or something Dom? Come now, seriously.
  9. The other main point with relation to the above idea is - What does it add to gameplay? How does it make the game more enjoyable to play? I mean, if we were to play out a thief mission in RL similar to paintball then yeah adrenaline factors in etc, but in a game it would just seem silly to see the player controlled character get an "adrenaline rush" and somehow run faster etc. It just does not add anything positive and only adds limitations.
  10. In T1/2 it played from the start and did the hit on the head with the whoosh still playing. I don't think it will sound weird, if anything, having it play too late sounds weird.
  11. Well here's the trick - You play a "swing" sound, not a "missed" sound. That way, even if it misses or hits it sounds correct. The current swing sound is terrible imo, too high pitch and generic, we need a deep bassy swing sound, and it needs to be relatively subtle (breaks immersion when the sound should be easily heard by the nearby guards), much like in T1/2.
  12. I'm not sure what we have on the wiki, but this should definitely be up there. Also, no there is no advantage in using textures/common/collision
  13. Evidently they have no idea how to write a legal document. Would be nice to be able to use the sounds though.
  14. Nooooo, I personally feel that the blackjack already moves too fast. I know I can easily set the animrate to slower locally so that it swings for longer, but seriously, we don't want to allow the thief to be able to circle-strafe-blackjack the guards, it's just plain stupid. The speed at which the BJ was swung in T1/2 was perfect imo, you had to make sure you got the timing right, and had a very smooth feel to it, like every other movement in the game.
  15. I was more concentrating on the architecture, but yeah the red is a bit excessive.
  16. Nope, we never planned this and never will. It is WAAAY too inappropriate for a realistic feeling.
  17. Yeah, that's some nice stuff, my vote is a YES
  18. Yo Renz! How's it going man? Have not seen you here in ages, about two years! How is everything going man? As for parallax maps, we are not supporting them by default, though converting the normals into heightmaps should theoretically not be too difficult. The parallax mapping mod is just essentially a plugin so anyone can just paste it into their Darkmod folder and use it. However, with Rebb's new uber ambient shader (which changes interaction.vfp, as does the parallax mod) there is a conflict due to using the same file. I guess one could theoretically merge them together for great visual quality, but we'd need permission from the author of the parallax mapping mod.
  19. Dram

    Moon with Halo

    I created a moon halo skybox last week actually. The skybox itself as a prefab is available in the prefabs folder as prefabs/nature/skyboxes/tdm_sky_starry2.pfb Alternatively if that is too performance intensive then you can use the derived cubemap, which is in textures under textures/darkmod/nature/skybox/skybox_ocean_02 The rule of thumb is: If it's a smaller map and runs superbly, use a skybox, but if it's a large map which is performance intensive in many areas, use a cubemap. The cubemap is static while the skybox is animated and really cool, but the skybox costs about 10-15fps or so.
  20. MUCH better. Though the wood could use a little roughness in its shape, it is after all a torture implement, so roughness is certainly not an issue.
  21. He means that we are at the point where we stop adding features to the "to do" list, unless they pretty much blow everyone away. In other words, if someone suggests for example this heartbeat idea, then unless it really is the best idea anyone has ever heard, then we will add it on the future features list, but will not do it until after TDM v1.0, if at all. A good example of this is player silhouettes, where guards would be able to notice your silhouette against a bright background. Too complex and too taxing to work on now, thus in the future features, where it may or may not be considered in the future. The main reason we have a feature freeze is so that we can actually finish TDM, otherwise we would never get it done, because there'd always be some super-cool-idea that pops up and everyone wants etc.
  22. I can upload the full res vid onto the FTP if you'd really like to see it. It's 80mb. @Sneaks: Nah, I stepped on a mine, twice. You can actually see it in the video but I was paying more attention to the bug like object that I forgot to watch for mines lol. Also, the guard is my brother, don't get it confused, AI currently do not work in multiplayer, unless I have done something wrong.
  23. Ok, youtube finally accepted the shorter version. I hope that's high enough res.
  24. Ok, uploading the shortened version to youtube now...hopefully it'll take it this time.
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