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Flanders

Campaign Dev
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Everything posted by Flanders

  1. btw I cannot fill in the 2nd question of the poll, it says I already answered the poll. I answered the first question of the poll when that was the only question.
  2. Why resort to the glowing blue and yellow automaps of thief? Isn't it way more elegant to have a pointer (a cross symbol or the arm of a clock like the one that is used as a mouse cursor in the main menu) on the map indicating your position and direction?
  3. When people say Obama disappointed them i wonder if any other president would have done better in the last four years. I don't think a president has that much influences on the economy only maybe in the critical days of the crisis and then he acted pretty well if you ask me. It could have been a lot worse, but Obama cannot run on a slogan like that. Romneys public appearances have improved over time (watch the first presidential debate) but still, what they see in Romney i don't understand. It is quite obvious that this man has no interest in the wellfare of the general public. I still think his main concerns are benefits for companies and for the rich. He doesn't even want to explain how he wants to pay for his 'plans' (because he can not). He is just saying what his campaign team thinks is expected of him to say. On other topics he remains vague, so either he has no plan or worse, has some plans he doesn't want to tell. Even a 'numbers guy' like Paul Ryan doesn't want to explain how Romney will pay for tax benefits on one hand and a decrease of the national debt on the other hand. Or he changes his position on a topic just to make people like him. I doubt he really believes himself in what he says when he does that. Maybe he has his own plans for when he is president and now he just says whatever will get him in office. Here in this country all political parties are expected to present their plans to the 'court of audits', a independent body of economical smart guys that audits the spending of the national government and gives advice about state finances and economics. So after the plans are calculated through by the court of audits they present the outcomes of their research. Something like party A will create about 20.000 more jobs, party B wil increase the wealth of the poorest by 5.000 euros etc. These outcomes are presented to the general public and so we know that the political parties are not selling us BS like Romney tries, saying he will not increase revenue, give tax cuts and lower the national debt.
  4. The only thing i consider feasible about this is adding a better immersion enhancing intro movie/briefing. That wouldnt need changes to the map itself. So if anyone (from outside the development team) is up for making a sort of flavour movie...
  5. The training mission was a compromise between some who proposed a linear story driven TM (like in thief games) and some who wanted a free roaming practice area. It was agreed upon that the training mission had no background story and also no objectives. To limit the amount of information and instructions for new players we should keep it like that. Now we already have a lot of text in the pop-up messages and in books. So no objectives, no mission ending and thus no debriefing
  6. OMFG This mission was perect!!! Gameplay, looks, even story. Had no difficuties in any of the objectives, except for finding the loot. great job shadowhide! hope you make more...
  7. True, a poll for long time forum members and dark mod players says nothing about the difficulties nor newbs.
  8. I would not recommend resizing models, i've seen it often that resizing doesn't scale the bounding box with it. So if the model is made larger it mays suddenly appear or disappear on your screen.
  9. Don't attach the ambient light but a regular light.
  10. About the frobbing from chests and drawers, I think i've said it before but use the spawnargs for the location and size of the frobbox. If you place the frobbox in the center of the opening of the chest all you need to do is look at the opening of the chest and pick up our price. It's as simple as that.
  11. Another idea is to use one of the various corner_grime decals on top of the windows though this is more difficult for models since it's hard to align the decals to it. But the effect is really nice because the edges are nicely darkened instead of one colour over the whole window and you don't need to use extra lights.
  12. You're welcome. I'll echo what I said in Jysk's thread: it's great to see both missions so complete, in the sense that they include all aspects of mission building to a very good extend. Please make more
  13. This mission is marvellous! Especially for a first one. Tip of my hat sir, you are quite talented . What really surprises me is that both missions released now are so complete. By which I mean they have everything: good gameplay, good story, good design, characters, story, briefing, also sizeable. And that in a limited amount of time.
  14. Great mission! Well done. I had a blast playing this, it really had me immersed.
  15. When picking locks or using a key a glowing green or red indicator is used on the inventory icon. However I guess it's supposed to be like a smooth aura but (at least on my system) the gradient is jagged. This could be because the source file is saved as an DXT3 DDS with only a few alpha channel values where a DXT5 for a smooth gradient is more appropriate. Just guessing.
  16. Nice pics! Also be sure to include credits if using any assets . Also, please don't forget this for if you make a new version of business as usual, I thought I saw some familiar pieces there.
  17. There is another modifier for that. I think it's called decimate.
  18. To order mandrosala ice cream, t'was sold per ounce at the tavern. jeez, u guys are all out! One line at a time...
  19. Check the archery in the training mission. It has a blended grass/stone ground. But unfortunately that has only one footstep sound set. So what I did is make a separate model of the stone path by deleting all the grass parts in blender. Export that model, give it a no-draw-solid-stone texture and place it a tiny amount like 0.01 above the visual stone path. edit: something I thought of later. Better to make cut your vertex blended model where the transition is from grass to stone and give each its own sound.
  20. I think there is also a frobbox_offset thing or the like. The lockpicks in the chest in the training mission uses that and it works smoothly. Mappers should really make objects from a chest easily grabbable by using that or frobbox_size or frobbox_distance.
  21. There is a wiki article: http://wiki.thedarkm...title=Lightning If you want multiple flash sites, use more than one thunder.fx. Let the trigger timer target the fx's. This is just one way to set it up. If the lights are shadow casting then yes they are performance heavy. Instead you can use a non-shadow casting light or perhaps one with a projection texture.
  22. Instead of blurring it, scale the image down. Same effect, smaller image. And awesome screens.
  23. I wouldn't let any patch stick out into the void as well because it will be rendered. About the z-fighting: there is z-fighting if the surfaces overlap but you won't see it because the textures of both surfaces match completely, if you transform the texture of your patch or brush you'll see z-fighting again. Because of all this extra rendering I would just use a patch all the way, Make a caulk hole where the streets are and uses patches to make the street and don't forget the mosterclip.
  24. Nice concept art. For the curved arch in the second drawing, you can get one of those from the package of alberics curse, check it out.
  25. Just make the doorframe slightly larger.
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