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baalak

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baalak last won the day on November 24 2009

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About baalak

  • Birthday 10/08/1982

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  1. After reading through what the wiki has to say about the setting of The Dark Mod I was rather intrigued. In particular I was drawn to The Flood Ward and the Plague Ward, their descriptions giving me many ideas. Unfortunately, most of the ideas I had were story-related, and have little to do with architecture, the part of the process I find myself staring at presently. Perhaps the community could come together and share some ideas about these locations, to give mappers a better idea of what they have to work with. The Flood Ward has been abandoned by all but criminals and outcasts for forty years. Permanently flooded, the district is most easily navigated by rowboat. Twice a day the tide comes in, bringing waves and salt erosion to the inundated buildings, forty years of which has likely left the area dilapidated, constantly in danger of collapse. Most wooden structures would probably be rotting away, with only the most robust still standing. Brick and stone buildings would fare better, but their mortar would be crumbling and many would have partially or entirely crashed into the sea. With seawater filling in every nook and cranny, and with sea level being such a variable, bringing along a number of breath potions seems well advised. Shelter would be in the form of high ground, either hills or taller buildings which have withstood the elements. Traveling across the rooftops would be possible, but would require a sure foot and a light step else the structure you're atop might collapse. What I would like to know, though, is what was the district used for before it flooded? If it's so close to the water I could see a lot of warehouses marking the prior coastline, but further inland I'm not sure what sorts of buildings would dominate. Residential? Commercial? Industrial? Governmental? Since no new building have been built in nearly half a century it would be full of buildings representing older architectural styles. I could also believe that good portions of the district have been gutted by fire. What do you folks think about the Flood Ward? The Plague Ward sent my mind racing when I read about it. Even with the undead remaining a future promise, there is a lot which would be done with this district. If we can't go fighting zombies and revenants yet, perhaps exploring the blocks surrounding the walls of the Plague Ward could provide rich opportunity to slake our thirsts for stealth horror. There are necromancers living around the district, and the area is nearly abandoned. That sounds like the perfect location to interrupt some dark rituals. The Plague Ward was walled up twenty years or so ago. The gates were barred and nobody well off enough to evacuate the surrounds remains behind. Thus there aren't likely to be many new buildings in the area, and it's probably seen better days. The area is always in the shadow of the great walls, and crime is likely rampant given the reluctance with which the city watch travels the area. However, I could see the Builders having the resolve to patrol the area once in a while, especially if they have a chapel or church near the gates. The problems faced with the Plague Ward are similar to the Flood Ward's, namely figuring out what sort of place it was before it went to hell. While I don't think we could really do the interior of the Plague Ward justice without the undead (at least to leave around as ragdolls), the surrounds have awesome potential that I'd like to capitolize upon. What were they building twenty years ago? What would the results of the subsequent abandonment have been? What're those filthy necromancers up to? I hope we can flesh some of these ideas out as a community. It would be very helpful to me to share ideas and build up a firmer mental image of Bridgeport and its most interesting districts. Plus, we can likely put our best ideas on the wiki, for everyone to see. - Baalak called Define-itive.
  2. I'm not one to look good fortune in the mouth. The door works correctly now. I'm not sure why. I didn't alter its origin at all. I tried 150 0 0 with no change, and then went back to 0 150 0 and there was no change- I tested to be sure. I set it aside and worked on some other geometry, saved in a new file, and went to bed. This morning I dmapped and mapped into the new save, and to my surprise, it worked fine. I mapped into my prior save, and it's still wonky. I dunno what to say. It's a secret to everybody. The door's model is model/darkmod/architecture/doors/door2.lwo I opened the old map up and adjusted the rotate to 0 150 0 and it's still wonky. The latest map, though, has rotate at 0 150 0, so, I don't know what to say. Works fine now. Problem solved? - Baalak called Exceptionally Confused.
  3. That's exactly what I did, following the A - Z guide's instructions. Seems to be working now. I'll progress, and hopefully not run into any more problems. Sonosuke, thanks. I found it, but at this point, it isn't necessary. I'll know for the future, though. - Baalak called Celestial. EDIT: I feel foolish with such a simple question, but I read through the relevant part of the wiki and I'm still confused. I have a door which I made using the create model create entity method described in the guide. I think it should be working, but when I frob it instead of rotating along the Z axis, it rotates on the Y axis, into the wall! It's rotate property is 0 150 0, so I don't think that should be its behavior. Is there a simple way to fix this? I could just remake the door, but I'd rather know in case I come across this problem again. The door section of the wiki is very detailed, and I'm sure if I were a bit more experienced it would be quite clear to me. I'm still rather green, though, and its wall of helpful text seems awfully opaque.
  4. You folks did a fantastic job on the training mission, and you continue to amaze me with your level of quality assurance and user feedback. You folks all rock super hard. - Baalak called Appreciative.
  5. Ok, so, it's been a month. I'd love to replay St. Lucia. I loved it so hard. Playing around with the boards, and running around in those narrow dingy streets... Felt like coming home. - Baalak called Wistful.
  6. Processor: IntelĀ® Core2 Duo CPU E8500 @ 3.16GHz (3178 MHz) Operating System: Windows 7 Ultimate, 64-bit DirectX version: 11.0 GPU processor: GeForce 9600 GT Driver version: 191.07 Memory: 4GB DDR2 Runs like a dream. - Baalak called Content.
  7. Ok, I followed both instructions. I didn't find a leak, but I fiddled with the skybox and it's loading now. I was having trouble with it a moment ago, not being able to see any of the outdoor walls I made, or the skybox, despite having an ambient light, but putting a light outside seems to have fixed it. Strange. I can't find the condump, though. Where are these files generated? Baalak called Poorly Illuminated.
  8. I'll join the wiki and modify it myself the next time I find an error. Thanks for fixing it for us. I'm following the tutorial so far, and I just added the skybox and all that. Then I saved and went to play it. dmap won't work, though, because it says: WARNING: file sound/tdm_sfx_impact.sndshd, line 425: sound 'small_metal_impact' previously defined at sound/tdm_sfx_impact.sndshd:77 I'm confused now. How did I break it? - Baalak called Clumsy, Apparently.
  9. So a pk4 can be unzipped if you change the filename? Amusing. I'll give that a try. Thanks for the speedy and thorough response fellas. - Baalak called Unpacked. EDIT: Seems to have worked fine. Thanks again, gentlemen.
  10. I'm having a similar problem. There is no prefabs folder under my Darkmod folder. I should unpack tdm_prefabs01.pk4 into a Prefabs folder under Darkmod, then? I'm not familiar with the file format, what program can I use to do that? This is the first time I've tried to use a prefab. I'm not sure that there was ever a prefab folder. - Baalak called Compressed.
  11. I've been following the A - Z Beginner Full guide thus far, and It's been invaluable. However, on the second page, I believe I've discovered an error. It tells me to "Press L to list entities," but the key necessary is J. Was this different in prior versions of DR, or was this merely a typo? I considered editing it myself, but I was worried there was a reason it was like that, and I'd be seen as a vandal. I don't want anyone else to get confused about this like I did. - Baalak called Ambient.
  12. It's the way I learned mouselook. I was taught by a friend when Half-Life came out, and he inverted the mouse because he used it that way. I think his father did, too. It's unintuitive to me that anyone would want it the uninverted way. Hmm, maybe it has something to do with the flight simulators I played before I got into FPS's. I'm very glad that inverted mouse was included in Dark Radiant. I could get by without it, but it wouldn't be as easy. - Baalak called Unintuitive.
  13. Thank you, all three of you. A combination of your advice has solved the problem I was having entirely. Now when I select something in my map, it appears selected immediately, instead of the way it was last night, where a black box would appear in the center of the screen and nothing else would happen until I moved the view, at which point the box would disappear and the object I had selected would finally become highlighted in red. The grid moves much more smoothly now when I drag it or zoom, and the camera is very fluid (if a little fast and imprecise). Best of all, the mouse is inverted now, so I'm not constantly looking at the wrong thing. Sincere and profound gratefulness all around, especially for the speed of the solutions. I'm excited to dig in. - Baalak called Inverted.
  14. So far I'm really enjoying learning Dark Radiant. I thought I had a problem with not being able to resize brushes, but I soon realized that the Translate button had been pressed down. I'd thought it was default and switched to it after rotating an entity. Amusing. Now that my map is becoming more complex (oooh, two rooms!) I'm noticing that the refresh rate on my grid view and the 3d view are both very poor. I'll make a change and nothing will seem to happen until I move the view by right clicking and dragging. This is getting extremely frustrating. Is there some way I can improve the refresh rate? I doubt it's caused by poor hardware, as my PC is less than two years old and runs TDM flawlessly with maxed graphics. I'm running an Intel Core 2 Duo E8500 @ 3.16GHz (3178Mhz), Windows 7 Ultimate, 64-bit, DirectX 11, with a GeForce 9600 GT running driver version 191.07, which was updated tonight. Another minor annoyance - I play games with a reversed Z axis, and haven't been able to find an option to invert the mouse on the 3d view. I'm sure there's a way, I've just not found it yet. Thanks to all of you who made this project the success it is. I'm having a blast. I doubt I'll be finished with anything in timefor the next contest, but hopefully the entries will help inspire me. - Baalak called Refreshed.
  15. As a native English speaker, I can attest to this phrase's use to mean something similar to "What are you gonna do about it?" when used in such context. My grandmother used to use the phrase in a more conciliatory way, sounding kinda defeated herself, in a "It can't be helped, why worry about it?" sort of way, though I don't know if this is standard usage. It may be an artifact of prior generations. I love idioms. More fun than a barrel of monkeys. - Baalak called Idiomatic.
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