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Goldwell

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Everything posted by Goldwell

  1. Thanks Bienie! And yes Springheel's modules are fantastic, they really help to add depth to exterior scenes in a fast way. The new accountant 1 will completely replace the old, there are elements of the story that are the same however just about everything in it is brand new. I went back to the drawing board and decided that rather than simply updating the old one I would start over with a new vision and the result is a mission closer inline to the accountant 2 both in terms of level design, story and detail. Your level is looking fantastic too btw! I especially like that last screenshot, godrays <3
  2. After months of working on it, The Accountant 1: Thieves and Heirs is finally finished! It is a completely brand new mission in the accountant series that serves as the predecessor to the accountant 2. Now I will be rolling out the beta to my testers with the hopes of seeing release within 1-2 weeks of this post. In the meantime here is the briefing video and an in-game screenshot. https://youtu.be/Tk9DtOT4kjc
  3. I can't help with tracking down the original texture source files but for all of my dds compression usage I use TheCompressonator and there is an option in the menu to save the original image (even with just opening up dds files). I don't really think the program is able to uncompress an image but i've never tested it so maybe there is some black magic going on. But I see an option in the menu that looks like this if I open up any dds file:
  4. I've been playing through this, about half-way and far out it's impressive. Sure it's over a decade in the works but every aspect of this has been so enjoyable to playthrough. I love how you keep revisiting the same city but experiencing different sections of it throughout the campaign, a unique feeling and still very thief-esque.
  5. No news at the moment, judging by what's going on behind the scene at the moment it looks like the team is more focussed on getting 2.06 to beta and onwards to release. It'd be nice to see a steam release happen eventually but there are legal obstacles to wade through before that can become reality, this only became known to the team after the green light had gone through which is why there was a sudden stop in momentum after being greenlit.
  6. Thanks for the kind words everyone! I'm glad to see people enjoyed the little quip at the end too, i've added a few of those in as you interact with different items around the shop, also you can actually relight the candle again with a slow match and he will react positively to it My goal with him was to capture the feel of the fences and shopkeepers in Thief: Deadly Shadows and provide a new aspect of gameplay when traversing through my mission, the shopkeeper also comments on things you have done around the world too when you come back and visit him.
  7. LOL just looked him up, definitely see the resemblance now But no that wasn't my intention, I was going through the body and head skins and thought "hey.. this guy looks like a shopkeeper / fence!"
  8. I was inspired by the shops in Thief: Deadly Shadows, Thief 2014 and Dishonored 2... don't know about Borderlands though haha
  9. Thanks to Obsttorte's incredible scripting talents, this idea i've wanted to do for a long time was able to come to life for my upcoming city mission Shadows of Northdale. http://www.youtube.com/watch?v=s_uvCP309do
  10. Congrats on the release! Thanks for all of your hard work, makes mapping a hell of a lot easier!
  11. Fruitloops is my main goto. I find the melodies comes quite easy to me, the hard part is finding the right sound and keeping the ambient music simple enough where it's not distracting but complex enough where the melody can be enjoyed.
  12. I have decided to start experimenting in the world of ambient music. Eventually I plan to create a whole album and release it to the thief communities. But for now here is a taste of two tracks I created http://youtu.be/Yvy9Ajys1Ro
  13. I just uploaded four screenshots pulled from darkfate. The screenshots I uploaded were 1280x720 and they work both on the missions page and in the ingame downloader so I guess the 800x600 thing is more like a guideline rather than a pre-req. @Spoonman just finished the mission, loved it! And boy do you know how to nail down the thief atmosphere so well. I got lost in the prison for a while and the scene outside while small was quite beautiful Thank you for your mission, look forward to whatever comes out next from you.
  14. Fantastic work Greebo! Finally solving that crash is incredibly useful but being able to combine models will be even more useful with the entity limit. Using a lot of Springheels modules to detail really pushes the entity count up, but this will fix that hopefully
  15. I don't quite understand what you're looking for, could you give an example situation? There are scripts to remove the item from the player inventory (and then just spawn another to the players location) which could simulate an item falling out their pocket. If The situation is that the player walks to an area and drops an item, that would be pretty simple to do.
  16. cycleTrigger will only loop particles that are already set to loop. You can tell that by setting the "cycles" to "0" in the particle editor which is under the count/time tab. If you wish to use this for an FM you could just replace the particle by saving it into your FMs particles folder and call it the same name. If this is something considered for the core you could create "water_splash_loop" or something.
  17. That sounds fantastic! I have a role for you if you would be interested, PM'd it through to you! Also welcome to the forums
  18. cycleTrigger doesn't loop single shot particles and that's the only spawnarg that controls such things I believe. You could just make the particle effect loopable and then call it something like "splash_water_loop" or something.
  19. Also just to show you what I mean this is the logfile that was generated after a crash
  20. Thanks for the pointer, however I had already created one of those logs, I couldn't see anything in it that could indicate what the crash could be. The last few lines in the log file were just mentions of the location system changing (however it had nothing to do with what caused the crash).
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