Jump to content
The Dark Mod Forums

Sotha

Development Role
  • Posts

    5717
  • Joined

  • Days Won

    138

Everything posted by Sotha

  1. Nope, since in this mission the mapname is lowercase as are all it's attached buddies (meaning the aas32, cm and proc). They're all lowercase.
  2. Thanks a lot for the nice feedback. I'm glad people have enjoyed the mission! The skybox texture does not have DR editor image I didn't bother to do that since skybox textures never need to be aligned.. It just shows shader not found. This is normal. The hills-skybox texture is custom asset which comes with the mission. The textures are not in the darkmod pk4:s. It is in the knighton manor pk4. The .tga files for the skybox are in the env-folder in the knighton manor pk4-file. There is no DR editor preview image for the texture at all.
  3. Looks like GTA. I always wondered how some game engines can draw so long distances and some so little. But I think this type of engine has some nasty limitiations to, they're just not visible.
  4. Damn, so there was capital letters I overlooked. Does this mean that your specific Linux distro d3 ignores material files with capital letters?? Anyway, now you got it to work ingame, the texture should be textures/skies/custom/hills Note that Dr prolly checks only your darkmod folder for assets. If the texture and material files are in the installed FM folder theyre not visible in dr. You need to copy folders materials, dds and textures from the FM package into your main darkmod folder. Then DR can see 'em. The skybox room should have this hills texture applied.
  5. I am aware that linux is case sensitive OS. When mapping, I tried to make sure all the assest filenames and material definitions are lowercase and they are. Some map entity-names I had in CapitalCase, but that shouldn't matter I think. And is there an explanation why linux maps need to have to be re-dmapped? All the mapname.map and mapname.aas32 are lowercase, so I fail to see how it is a case problem. Nevertheless, it weird and obviously it makes linux games' life a lot more difficult.
  6. Thanks for the ttlg post and the moddb news, gentlemen. Fidcal
  7. Very odd. Certainly a linux issue, or maybe a corrupt download? The .map-file is only a text file, so it totally eludes me why your map-file is different in linux, thus resulting in dmap issues. Other linux-users! Has this mission had the same issues?
  8. Yep. I my missions the player character is a master thief and *CAN* pick all mundane locks with enough time. If he couldn't pick a lock, he wouldn't be a master thief now would he...?
  9. Yeah, don't sweat it. I'll be around. Just wanted to make sure that no one needs to think about whether they can use my creations or not. I'll be just happy if they bring benefit to other mapping endeavors..
  10. Sotha's mapping thread is hereby closed until further notice. All the models, geometries and entitywork in my maps are free to be used by other mappers as long as they're non-profit. Stuff like models and textures can also be added as TDM resources if someone wants to do that.
  11. Thanks Trickster and everyone! Glad people seem to like this mission! I just want to comment that the mission was not finished in a hurry. I got it ready and sat idle on it quite a long time and then decided to release it instead of waiting 1.03. The reason was that the longer I waited, the more difficult it was getting back to mapping as I forgot where I was and what I was doing with the map. I map best in obsessive streaks. The mission was designed to be roughly typical burglary heist, without grand story twists. Just plain sneaking fun. If every mission had huge plot twists, they're soon expected from all the missions. (As it seems to be the case.) Sometimes a heist is just a heist and there should be more of that kind of missions, at least in my opinion. Think about it, not all of the original thief missions had soap opera plots. And my graphical style is not to create photorealistic scenes, but to make manageable scenes with good playability and good performance. It is an intentional style decision. Player imaginations typically fill in the gaps.
  12. (Music) television, trendy magazines, commercials and reality shows?
  13. Sotha

    moddb

    I just wanted to comment that the sneaking genre is not probably enjoyed by small-attention-span people anyway, but yeah, installing should be easy for technically handicapped individuals as well. But surely well-written instructions will suffice. I find video tutorials a bit ridiculous. Putting mission downloads to moddb means yet another place, which needs to be remembered when mappers release updated versions of their maps. It truly is a good thing we are getting the ingame mission downloader. On moddb: A good step forward would be simply update moddb more often. If there is no steady supply of news, TDM appears dead in moddb. If there is frequent newsfeed, it seems to flourish. News content would be: mod newsreleased FM's should always be mentioned. Would it help to promote high-profile new missions in the thedarkmod.com main page as well? The main page updates quite seldom, creating a rather stagnant impression of the mod.mapper/developer interviews every now and then. Also when we have the mapping contests, I think it would be a good idea to spread the hype, anticipation and general circus which is visible at these forums to moddb as well..
  14. Exactly! Always use spoiler tags when talking specific map features.
  15. The Knighton Manor is a small/medium sized map in which aspiring thief Thomas Porter steals a valuable scepter from a city watch captain named Godfrey Knighton. It is the first mission in the Thomas Porter series. The mission was created by me, Sotha and I wish to thank Bikerdude, Ungoliant and Xarg for playtesting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mappinge efforts. Briefing: Few weeks ago my fence heard a rumour about a particularily valuable scepter that was awarded for meritous service to a city watch captain named Godfrey Knighton. The captain's scepter is told to be of solid gold, with ornate jewels and diamonds, in other words valuable materials which we could break and sell separately without drawing too much attention to ourselves. Last few days I've been monitoring the good captain's luxurious manor, which is located just north of the City gates; an easy place to sneak in during the dark of night. The manor security seems lax: an archer by the main door, few guards patrolling the grounds and a couple of servants. It shouldn't be difficult for me to sneak in undetected, grab the scepter and other loose valuables and get out unnoticed. It is getting dark, I'll make my move as soon as darkness falls. This is going to be a rather simple night, with the exception of better than normal booty.. LINKs: Use the ingame downloader to get it. Enjoy! Now that this mission has been completed, I will take a long break from mapping. I hope the mission I've created will bring a lot of joy to the community and perhaps even inspire others to create new and better missions. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  16. If it is console crap, I ain't touchin' it, even if it is console crap with a label 'thief' on it. Yep.
  17. The testers now have the final beta and if there are no more critical bugs, I am aiming to release in thursday-saturday time period. Sit tight..
  18. Thanks I think I have enough testers. Attention betatesters! New beta release is imminent within the next few hours. I recommend not bothering to test the old version you have.
  19. Heh.. Yep, that is the casual gaming reaching its tendrils towards proper gaming. Dumb down everything and make sure it looks good. If the game houses cannot create proper games, then the community has to create their own games for themselves.
  20. This is totally weird. Popping to the void should expose everything in view, resulting in drastic deterioration in fps rate. Maybe if you were at the edge of your map and pop into void and look away from your map? Then there would be nothing to be drawn and result could be higher fps than inside the map where you're looking at 3d-geometry. Does the map work properly in other terms? check show_portals and show_tris 3 if the visportals are working. Check that visportals are not penetrated by worldspawn brushes. This results in all kinds of weird stuff.
  21. Didn't seem to be the perfect solution. Does anyone know which script command (or something) gets executed when the player presses the drop key? All I really need is to have the object USE to target this command and I'm good.
  22. I didn't fully understand what you mean, sorry. All I need is to have the object USE to drop it into hands as if the normal drop button was pressed. Nothing else is required as long as the situation is exactly the same as if the player pressed the drop button. I am PM:ing you all the technical details what I want to accomplish. I'll not put it here since it is a huge spoiler for my mission.
  23. Hey that's from Glenham! The structure is called 'vault.' It goes like this: 1) patch->create end cap This produces a curvy form. Adjust it the way you want. (Height, lenght, etc.) 2) grab the middle edge vertex and pull it away from other. 3) ready. 4) Oh and you might have the face pointing towards the wrong direction. Fix it with patch->matrix->invert.
  24. Yep. I played around with grayman's excellent movie tutorial. I have a basic script file with one movie clip entry, which I've targeted as per grayman's instructions. That's basically all I know about scripting. Thank you so much for help!
×
×
  • Create New...