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Nico A.

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Posts 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. 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?

  3. 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.

    • Like 1
  4. I published a new version of my app my portfolio.

    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. :P

  5.  

     

    The key is past the nude lady. In the room with the fountain statue around water assembly, go through the glass tiled door and you'll find it, if you have not already

     

     

    Thanks so far, but I still don't get it...

     

     

    I looked everywhere behind that glass door. (I suspect the room is not just there for nudity ;) ). But there I didn't find a key. I have three keys in my inventory (maybe one of them I have found there, but I don't remember): the office key, the bedroom key and the key to John's appartment. None of them opens that lock with the gears.

     

  6. Sorry, I have to ask for help :(

     

     

    I'm stuck in the second floor, where this skeleton awakened on the one side and the space under the painting made room for a little hallway by using the lever on the other side. But I seem to lack a key there which I cannot find... is it somewhere where the skeleton is? I found a key there, but it doesn't open the door in the little room under the painting.

     

  7. Thanks for the long post and the food for thought! :)

    How do negative brushes interact with other DR features?


    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).

    If you group a negative brush and positive brushes into a func_static, does it carve everything, or just what's in the func_static?


    There'll be probably no grouping while in SSM.

    Should negative brushes just be their own entity altogether, like the worldspawn entity, but editor only?


    Yes. I guess...

    If you're using the CSG algorithms to carry forth this whole premise I've outlined, how do you make those algorithms not shit?


    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.

    It's a lot of effort that could be better spent on other parts of DR that would expedite a mapper's workflow by a far greater margin.


    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.

  8. moving the air brush around & see how it looks, revert it back, move it, see that, etc, until you like what you get ...

    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...

     

    which would take ages to do the current way but would be pretty quick this way

    Exactly what I'm thinking!

     

    That would give you the best of both worlds and, best of all, it wouldn't be that radical of a change to DR.

    Can tweaks to DR really be done? I thought that would be near impossible.

  9. team efforts are better spent elsewhere. Missions and more missions - this is what TDM is about.

    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.

  10. I'm fine with either way, but I do like the flexibility of placing my own portals for DR.

    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

    B) 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.

  11. What's the advantage of the subtractive method?

    I'm glad you asked! :D

    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.

     

    One of the intermediate stages of dmapping looks like a subtractive geometry map -- the stage after it's finished working out which (parts of) brush faces can be reached by entities and then it's stripped away all the other brush faces.

    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...

     

    leaving it to the game engine to make guesses (often inefficient).

    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.

  12. 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?

  13. 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...

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