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Jesps

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Everything posted by Jesps

  1. I cannot seem to get it to do that. Is it something you can replicate, or did it just happen once?
  2. DarkRadiant often crashes when I try to duplicate patches, or patches together with brushes. Not always, maybe 1/4 of the times. I'll try to see if I can replicate the exact circumstances.
  3. Oh! Before I forget. A big thank you to Springheel for making the readables.
  4. It seems RapidShare deletes files after a while. Here is a version that should work with Saint Lucia: http://rapidshare.com/files/271601954/ship4.map And as Fidcal said, there will be a finished version after The Dark Mod is released.
  5. I risked it. And it seems to work. Even after a restart!
  6. I didn't know that, and it's been annoying me to have the folders displayed differently. So thanks. Unfortunetly I cannot offer any advise advice on the search issue. It's probably one of those things where Vista knows best what you want. Seems to be a lot of them
  7. I'm not sure if visportals have to extend a little into the worldspawn brushes of if it is enough to just touch them. Does the visportal touch worldspawn all the way around? I does not work if there is a func_static on one of the sides. You might check to see if one of the sides of the visportal brush has a wrong texture on it. It should be one side with visportal texture and the rest should have nodraw texture on them.
  8. I got one very scary experience playing Black Plague. I was playing it while babysitting my parents dog. I jumped right out of my chair!
  9. Is this what you are looking for? http://wiki.thedarkmod.com/index.php/Thief%27s_Den Or do you want to install them both in the same directory?
  10. It has already been said, but: wow, those shots look cool. There is an article on readables on the wiki: http://wiki.thedarkmod.com/index.php/Readables
  11. Yes. Now it looks like it used to, thanks.
  12. My 2d grid windows have disappeared. There is just the camera window, and there are no settings in preferences -> interface, just a blank window. It is the 32 bit version.
  13. Couldn't it be done more easily with a "two entities must be within radius of each other"? Oh. And congratulations on the beta mapper status.
  14. Those reviews are funny as hell* * Assuming that hell is very funny
  15. @Springheel: There is a custom paticle effect in the engine room. The guy trying to get though the wall, was that in No, not yet. Is that in the svn-download? Thank you. One of the best prestents one could ask for too.
  16. I have here a new version that should run somewhat better (50-60 fps on my system anywhere with the lantern on). http://rapidshare.com/files/195207996/ship4.map It has thicker walls, more monsterclip brushes, and the outdoor "room" is significantly smaller. I experienced the crash when ai sees you, myself some times. Only in the room next to the captain's cabin however. After making the skybrush room smaller that has not happened, so I'm hoping it wont for you guys either.
  17. @ Baal: After monsterclipping, and thicken some walls, floors, and ceilings (have not done it for all the rooms yet) the framerate increased a bit. So it seems I'm on the right track. I have also moved some of the doors to avoid too many visportals to be open at the same time. @swordbreaker: I still don't know what causes the crash when AI discovers you. Do some of the coders know what happens when the AI see the player? Do they eat up a lot of ram, do something cpu-intensive, etc.?
  18. Yes the ambient light is probably going to be darker. The guards are also for testing. The biggest problem with it is that is has gotten too big. From the work I had to put into optimizing my ship map (and that is not finished yet), this map will take forever.
  19. About screenshot brightness: Are you using Doom to take the shot with? Is so they become darker than in-game. Alternatively you can use Fraps, much better imo. The screenshots look good. The indoor tavern area is still a bit rough. The floor boards seem a big large, but that may just be me. The outdoor market area looks really good, I like
  20. @swordbreaker: A mappers worst nightmare. That the mission crashes. Is it under any special conditions it crashes? You are in a certain spot, look at a certain entity, perform a certain action? Or does it seem to be random? @Flanders: Thanks . There is a half finished sequel on my computer. However, after using DarkRadiant I don't have a great desire to return to DromEd, although I still hope it will be finished some day.
  21. I promise to continue working on the map and get it ready as an FM package. Now to thicken some walls... and floors... and ceilings... and maybe some things that don't fall under any of the categories above...
  22. I guess I'll take a good long look at wall thickness tonight when I get home from work then. And also tweak the lights some more. (If nothing else, I've learned a lot about optimization )
  23. I did something like that. It found it by sealing the doors and then creating a pipe connecting the room with the woid creating a leak. I have also put caulk on some faces that are hidden behind patches, that is generally a good idea, right? In game it gives some more FPS than the original, but still slowes down when I turn the lantern on. It is only outside it is a problem, however. As an extra bonus it compiles A LOT faster! This is the map as it is now. http://rapidshare.com/files/193517066/ship3.map As for sky I used the skybox from Saint Lucia, twinkle_stars and deleted the clouds. I also have some screenshots if you like: http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship5.jpg http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship4.jpg http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship3.jpg http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship2.jpg http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship1.jpg
  24. Thanks Baal. Those commands taught me something valuable. That there was a hole between the outside and the room with the barrels. It is sealed now.
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