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Nico A.

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Everything posted by Nico A.

  1. I kinda ran into that issue before, but the tdm_update.exe doesn't seem to behave properly: it just downloads a file of size 1.5 MB, then asks to restart and repeats this again. I then did the following (now it works, but I don't know which of these steps were necessary): - I deleated all files in the darkmod directory - I downloaded a new version of the updater - When the button asking for a Restart appears, I go to the directory instead and run the file _tdm_update.exe (instead tdm_update.exe) I just thought I let you know about this.
  2. I did not yet... 1. Which other free recording program is out there with similar functionality to OBS? 2. Why should OBS or any recording program affect TDM in such a way?
  3. The title explains pretty much everything. When Open Broadcaster Software is open as well as TDM, the lightgem does not change its brightness no matter where I move. If OBS is not open, everything works properly. Which is unfortunate, since I wanted to record a video of ingame TDM. Did someone come across this issue before?
  4. Who is scared of the zombies in TDM? Personally, I find them rather annoying. What could make them more scary? I just had the thought that if zombies could mantle and thus reach all the places I can, that would make them a lot scarier IMHO.
  5. I had a small issue running the update. It said again and again that there is a new Dark Mod Updater available and after download I should restart the updater. Upon doing that, it downloaded the updater again. I needed to manually download the updater from the website. Now it seems to be working Did I read it correctly that loading times are shorter now? I that is true, that should definitely be named the top aspect in the video.
  6. I really enjoyed this mission. I dare say it felt a little bit linear, but that did not make it less enjoyable.
  7. Nico A.

    TDM app

    The link doesn't work for me. The title of this thread somehow made me think of a augmented reality "Dark Mod Go". Could be pretty funny, even though people would probably start doing really illegal things.
  8. I recorded a video of my mapping process. More than half the time went into scrolling through the assets, models, entities and textures. If there was a way to view many textures/models of a category simultaneously, I could have saved maybe an hour today. How do you do that efficiently?

    1. Obsttorte

      Obsttorte

      After a while you know where you find what. It's a matter of experience.

    2. Spooks

      Spooks

      coupled with that, just type into the model/entity/media browsers and you'll probably find your search term. That's how I get through life.

    3. Nico A.

      Nico A.

      Well, I guess that is better than nothing

  9. Ah! Thank you, now I have it. Was there a hint to this particular spot that I missed?
  10. I am not watching this playthrough now as I've not finished the mission, but I expect it is funny for Fen to hear himself speak.
  11. Great, now I had to stop at a point in the mission Will finish the rest tomorrow if I find time...
  12. I don't quite get what a concave brush is exactly. Is it a brush that has a reflex angle (> 180°) on at least one side view? If so, why not just split this brush in two then along this problematic angle?
  13. Thanks for the long post and the food for thought! The negative brushes would instantly lead to adjacent positive brushes. Only in the semisubtractive mode (SSM) would you be able to select the negative brushes, and only these kind of brushes. (But as you make changes to a positive brush, I figure you can't go back to SSM. That would be too complicated to implement I guess, but maybe it could be possible.) So the negative brushes would only be there for the user to handle (when she is in SSM that is), but Dark Radiant would handle the current configuration as if there would only be positive brushes. So back to your question: The feature interaction would be the same, as there are basically no negative brushes (it's only a tool for the user). There'll be probably no grouping while in SSM. Yes. I guess... I have no clue whatsoever. I'm not even a real coder, I'm afraud (pun intended). Hell, I even have to learn how to use github. For me, this is the main thing that would speed up my workflow. This would also be something that would motivate me enough to actually try it out if I can achieve something. If yes, I think it would be a nice feature that map makers can use as they like. If not - I don't think you've lost a great coder Also, what'd speed up my workflow significantly (maybe even up to the point where I can release my first map before 2019) would be a preview for entities, models and textures, that lets you view multiple instances at a time rather than clicking your way through. But I think that's far more complicated to do.
  14. If the two tests (if part of the ghost brush in void and if part of it is in another brush) can be completely reversed by moving the ghost brush, then maybe the "revert it back" step doesn't need to be done manually? I mean, for instance, if you are are in "semi-subtractive mode", then maybe you see the actual geometry of the map but can only select the ghost brushes. As you move them around, you see how the actual geometry changes (almost) in real time. But only if you exit the "semi-subtractive mode" can you make changes to the actual brushes and the ghost brushes disappear. I think that might still be a little bit better than reverting after every single brush... but I might be wrong. Would need to put more thought into it... Exactly what I'm thinking! Can tweaks to DR really be done? I thought that would be near impossible.
  15. Completely agree. My only point was that at least me - and I think a lot of other (potential) mappers too - would work way faster if it had the combined mode like DromEd. Of course changing Dark Radiant in this way would be way too much work, but I was just wondering if there already was an editor delivering compatible .maps.
  16. Well, that's the first advantage of additive level editing I've heard thus far. Okay, I've also heard it should be better with large open world areas, but a) Thief-like games don't really have/need such open areas and I don't think you can build great open outdoor areas with Dark Radiant either. If there'll ever be a Dark Mod Version 2 (I mean, why not?), please make the editor so that the mapper can choose between the modes.
  17. I'm glad you asked! I wrote about why I think it's superior in this thread: http://forums.thedarkmod.com/topic/14995-why-not-subtractive-geometry-in-dark-radiant/?p=317410 In short: I consider it way more user-friendly for the map maker. I used DromEd a while ago and I got way more done in the same time compared to working in Dark Radiant. I understand it correctly that the additive mode adds another processing step during compiling rather than building subtractively in the first place? Another argument in favor of the latter... I don't really see the problem here. Creating a sealed room in the substractive mode it as easy as drawing a brush. No wall brushes to be added, no Make Room command necessary.
  18. Is it somehow possible to use a level editor that offers substractive editing mode (as opposed to additive as in Dark Radiant) and convert it to a file format that can be played in The Dark Mod? I mean shouldn't it be possible to generate an additive map algorithmically from only subtractive information? If no, why not? If yes, are there any such level editors?
  19. I know that's not the original purpose of this thread, but I'd really recommend someone else doing the voice acting in the intro. Also some different music to set the mood.
  20. Dark Radiant says there is no pointfile, even after the dmap. Thanks for the PM offer I deleted the room and now I can't recreate the problem anymore. Moving on...
  21. I'm getting a leaked warning but can't figure out why. The map only consists of a single room yet. Its walls are all covered with patches that are all bulged somewhat to make it look organic. The only entities are the player start and an ambient light, both well placed inside the room and not between patches or something. Also, I get a could not open pointfile error in Dark Radiant. Does someone have a tip what I could check to track down the origin of the problem? edit: even after removing all the patches the problem remains. edit2: I had to delete the room for whatever reason and create a new one. Now everything works. Would still be interesting to know what caused these errors...
  22. I went ahead and made an awfully german accented and "grammared" video tutorial for mapping starters. I don't know if this is helpful but I somehow missed a comprehensive vid tutorial for complete beginners, showing how to make a map from start to finish.

    1. Show previous comments  11 more
    2. Nico A.

      Nico A.

      Thanks for pointing it out! I'll see how I can correct that asap...

    3. Bikerdude

      Bikerdude

      No worries, more of a heads up than anything else.

    4. Obsttorte

      Obsttorte

      I create a simple light and rename it to ambient_world, too. So It's a bit more time consuming, but not neccessarely wrong.

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