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joebarnin

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joebarnin last won the day on March 24

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About joebarnin

  • Birthday 04/29/1959

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  1. Nice mission! Good fun. I especially enjoyed Also, due to my own incompetence, Looking forward to the rest of the series.
  2. Congrats! Looking forward to playing this.
  3. Congrats to everyone, especially @Wellingtoncrab- that was an amazing effort. But really, all of the entries were remarkable.
  4. Crud, I forgot to vote. I'll do it now - if it's too late, my bad.
  5. Actually both of those switches control a light on the outside of the building.
  6. @tapewolfThanks for the compliments; I'm glad you liked it! As for your hidden comments... As for secrets, And there's one 'unofficial' secret, I don't think anyone has found yet:
  7. I have fixed this problem, and uploaded a new version of the mission to dropbox (see the first post in this thread). Could someone please update the mission database too? Thanks!
  8. I'm sorry you ran into this issue. Can you let me know where it happened, so I can fix it in a future release?
  9. Yeah that was done in Adobe Photoshop Elements, using horizontal warping to give the effect of looking at the wall at an angle. If I understand correctly, your suggestion is to put the text straight on the wall texture, then see if you get the angled effect when looking at it from down the hall. Interesting, maybe I'll give that a try
  10. The spawnarg is volumetric_noshadows=-1. Here's my question and answer in the 2.10 Beta thread: In my mission I use volumetic light in a single room. If you have stencil shadows, you can notice a little bleed through a floor - a minor issue that I chose to ignore. I just really needed the volumetric effect in that area.
  11. A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving... Yes, another mission for 2022. I think this makes eight this year already; we had eight for all of 2021! Great work, everyone! This is a smallish mission. It does not have any spiders or undead. It is a puzzle-heavy mission, with a built-in hints system in case you get stuck. This mission contains a couple of small homages to Grayman. This mission requires TDM 2.10. It uses some 2.10 features (subtitles, secrets, volumetric lights). Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way. Version 2 of the mission is here: https://www.dropbox.com/s/pbz6spmqpo4vrg4/byanyothernameV2.pk4?dl=1 This fixes the "Open Doors on Unlock" problem. Have fun! Special thanks to JackFarmer, who created some wonderful and appropriate ambient sounds. He also did some Alpha testing to catch some early mistakes. Also thanks to the Beta testers, who struggled with some frustratingly-hard (or impossible) early variations: Cambridge Spy, Acolytesix, wesp5, datiswous, Bienie, Shadow Thanks to Chloe for some great voice work. I made plentiful use of sounds from freesound.org: https://freesound.org/people/HerbertBoland/sounds/75194/ https://freesound.org/people/craigsmith/sounds/482781/ https://freesound.org/people/InspectorJ/sounds/403005/ https://freesound.org/people/rhodesmas/sounds/322930/ https://freesound.org/people/fisch12345/sounds/325112/ https://freesound.org/people/BockelSound/sounds/489507/ https://freesound.org/people/ultradust/sounds/167747/ https://freesound.org/people/Crinkem/sounds/496328/ https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/RuidosoSoundFX/sounds/507161/ As always I've used some of Springheel's modules and Orbweaver's ambient sounds. And finally, huge thanks to the developers of The Dark Mod, especially 2.10, another milestone in this fantastic game. A few more screenshots
  12. Sorry, I wasn't clear. The "wait 1.0" on the trigger_once was a mistake by me - I didn't mean to have that spawnarg on the object. What happened was, I had a trigger_multiple with a wait on it, and then I converted it to a trigger_once but forgot to remove the wait. Then I noticed that the trigger_once wasn't behaving like a trigger_once - it was behaving like a trigger_multiple. I removed the "wait" and it starting behaving properly. So my post was just academic; I'm just wondering if that behavior is expected. Or perhaps this comes under the heading of "If you do something weird, you might be weird results".
  13. If I create a trigger_once, but give it "wait" "1.0" spawnarg, it behaves like a trigger_multiple: the trigger is not removed after firing, and fires again every 1.0 seconds. Bug or Feature?
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