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Posts
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Posts posted by Jesps
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I vaguely remember Doom 3 (vanilla) had interactive monitors that you could use to activate different things with.
It might be possible to make a "monitor" that looks like a piece of parchment, where the player can click on the desired starting location.
How that would be done? Sadly, I have no idea
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It could be that you have dragged the mouse (even a little bit) while holding the button down.
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For an attached entity you can use:
"set skin on name" "something"
where name is found in "attach_pos_name_#"
But I don't think it is possible for entities attached to an attached entity.
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Confirmed. Seems the same regardless of image type too.
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Looks very good. Especially for a fist map. I like little details, like that spoon on the cooking pot.
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Trippy.
How does one make a thick cloud cover? I tried fiddling with the shaderparm# on one of the prefab sky boxes, but they don't seem to do anything.
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any news on your missions guys ?
Yes, mine is progressing (slowly), but I think it is realistic to have it finished in time for the contest. It is a small winter FM, sequel to Flakebridge Monastery.
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Criminals could have hide outs in the sewers.
"stuff" being flushed out of a pipe just as the player walks under it.
Loot; a purse that has been dropped in the sewer, some one ate a gold ring and now it has ended up here.
Edit: Vegetation; mushrooms, vines, tree roots, etc.
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That last image reminds me of the Knights who say ni. Ni!
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Happy birthday!
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Well... here are my stats:
My thoughts:
Season: 3:
The piles of snow clearly shows it is winter, and they looked good too. The frozen harbour was fantastic, and it looked like it extended into the sky box. I could have used some snowfall and/or maybe some howling wind.
Game play: 3-4, rounding up to 4:
Following the woman was a nice touch, plus the conversation was very good.
Like others, I found the ambient light too high, in places, and I was spotted very easily by the mage. Despite that, when I got from the cellar to the cave, I dropped a lit candle in to the abyss just to see how far it went. That is something I have never felt a need for before.
I had trouble finding the entrance to the cellar.
Despite the fact that it is a small mission, there were still many places to explore (though windows and such)
Aesthetics: 3-4, rounding up to 4:
Snow piles and harbour looked good. The two hidden doors I found seemed to fit in to the wall to perfectly. There was no crack or anything to give it away.
The stairs in the bakery really are steep. I tested it several time with the uncontionus baker!
I also left the unfinished letter at the bakery
I don't think there is a one ambient light setting that fits all maps. It depends on things like texture and other light sources. So it probably has to be tailored to each map individually.
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Congrats on the release, Sotha!
I have 4 rooms in my contest map. And they are not even finished yet
Anyways, loading screen looks fine on my system. Will post more later, when I have finished it.
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These two sites have loads of names (people as well as places and ships)
http://medieval.stormthecastle.com/medieval-names.htm
http://www.s-gabriel.org/names/eng1450to1600.shtml
I'm planning to use Selis Woderose in more fms, so I would prefer is no one else does.
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Flakebridge has something like that, on some systems. Alas, I do not know what causes it.
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Ya! Had time to play this gem today.
I loved the surprises
At the beginning I thought that the book store owner would double cross me (something was bound to happen ). As most players I'm not a fan of being forced into a fight, but the lich queen was easy enough. Plus it kept me on my toes though out the mission; when I released the woman in the torture room I half expected her to turn in to the lich, or something.
The story was just fantastic, and I am definitely looking forward to more missions in the series
I have a feeling that I'll need those holy water potions for my future meetings with the lich
This is probably one of the missions that will be remembered for a long time, due to its innovative features. Kudos for moving the maps forward.
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Good one. And there is even a dagger on the table
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Do the patches' surfaces have different angles? If so it could just be how the light falls on them.
If possible you might try to make one patch that covers the same area instead.
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Have only just started, but this is a very beautiful mission.
And I'm having lot's of fun
so do the npcs
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Yup Mad's Mountain is a bunch of func_static Blender models. It was a very fast way to build, even for someone with little Blender experience as my self.
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Neat.
(I thought this would be about "negative light")
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You can always make two brushes and turn them in to one trigger entity.
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Did you snap something to a larger grid than they were build at?
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1. It seems like the visportals are next to the doors. They need to be inside the doors to work. That is the the surface with the visportal texture on it needs to be placed inside the door.
2. You have two visportals for every opening? There only needs to be one.
Edit: forgot to post a link to the visportal page on the wiki: http://wiki.thedarkmod.com/index.php?title=Visportals
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Or put two emitters in your map. One for the drips and one for the splash. Unless I misunderstood the problem.
If you want to edit the particle effects you need to use the particle editor: http://wiki.thedarkmod.com/index.php?title=Particle_Editor
Voices in TDM
in The Dark Mod
Posted
American accents are not something I notice, anymore. Probably due to Hollywood-pollution.
Besides Bridgeport is supposed to be a cultural mix, as I understand it. So it would make sense to have different accents.