Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Baal

  1. I made a post regarding this in the beta thread. There's is no material definition, just a .tga file.
  2. You could try deleting the files dmap builds (.proc, .cm etc.) and running it again. Sometimes they don't get updated properly for some reason. Or maybe you misspelled noshadows when setting it to 0?
  3. I agree about these lights. There's no reason they shouldn't cast shadows. Maybe I'm to tired right now but I am having a hard time reading the maps. Where's north on them? Edit: Oh and why don't you have the lantern? Is that intentional or just an oversight?
  4. You can preorder it here. Which is what I'm doing because Amnesia was a great game.
  5. Chances are good that they work just fine. Just test it. You'll have to do that anyway.
  6. September would not be impossible. Mappingwise there's one room left to be build and some detailing. The main workload now is to finish the patrols, objectives, readables, scripting, briefing, maps etc. I have already made good progress on all of these though.
  7. It looks better in game. I brightened the image. And that light is set up this way on purpose. The main reason is to create clearly visible borders between light and shadow. I believe it works well in motion.
  8. His pangolin pet has passed away. My Condolences.
  9. Baal

    Bioshock Games

    Bioshock was a HUGE disappointment. The early glimpses of it looked amazing but the fast pace and action focus ruined it for me. It's only superficially similar to System Shock 2 and not a spiritual successor at all (IMO).
  10. This contextual movement has to limit leveldesign somewhat. I can picture a few scenarios where both actions, jumping and running forward, are possible. A window directly above a door, a hole in the ceiling or an arch like in the ones in the E3 demo. Maybe the system takes your viewing angle into account. But I guess the maps will be relatively two dimensional because of that.
  11. Do any of the current testers run this on linux? I don't have much time to test but if you need someone to check the linux version I can do that.
  12. Fidcals startpack, which my missions are based on, has a derived "map_of" entity in the "custom.def" file. I didn't realize that it came from that and not with the mod files. But great that it's sorted out.
  13. Don't worry about it. These details can be a bit of trial and error. Someone will help you with it. I'll try it later if no one beats me to it.
  14. Do you really have to define them yourself? It must have already been there when he was able to add an entity.
  15. There seem to be no "atdm:map_of" inventory entities in the map. Add them and set the following keys: "inv_map_start" "1" "inv_name" "<name>" "gui" "guis/<filename>.gui"
  16. A visportal is only opened when it intersects (in screen space) with the (open) portals through which you're looking at it. If you don't place doors and windows in a line you can limit what is visible from some point of view. There's also the possibility to close portals based on distance from the player. You can use the cvar "r_showportals" to visualize this in game.
  17. It doesn't look bad. But I think you're using to many different stone textures (on the arches and columns in the middle for example). I would cut down on that and try to find textures that fit together better.
  18. Doom 3 is actually a great shooter if you don't care that much for story in this kind of game. A lot of people are bashing it and calling it a techdemo but I disagree. It's simple but polished, fun and atmospheric so if you like first person shooters then yes. Important: You need the original Doom 3 to run the mod. The BFG edition will NOT work.
  19. This is the main reason I try to keep ambient as low as possible. Lighting in this mission is absolutely great. I'll have to take a closer look at it, because I'm still struggling to get it right.
  20. I thought that was cool by the way. Straining on the eyes but I liked it. You have to use the lantern to see anything but be careful not to let yourself be seen by whoever is around there.
  21. This is an excellent mission from start to finish. It's executed very well in every aspect. The different environments are beautiful, varied, distinctive and memorable; the story is simple but well written and the difficulty level is exactly right. It should also be fun replaying this, since there seem to be many optional, secret areas around. I bet Melan and Bikerdude had an argument or two about the nearly pitch black spots in one part of the map.
  22. I don't know if you can set the color the same way you can change the radius. These entities have a "def_attach" key (you can see the inherited keys in the "enity" window by checking a checkbox) that specifies a light entity. You can either use this light directly (then you have to add the model yourself) or you could derive a new entity definition with changed values and "def_attach" this new one.
×
×
  • Create New...