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Baal

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Everything posted by Baal

  1. You'll have to be sure a change actually improves the mission. I think cosmetic changes are no problem in that regard. Changing gameplay, on the other hand, could easily make it worse instead of better. ( Just think of George Lucas for the directors cut analogy. ) @Melan: The RttC update was necessary. I can't even compare both versions because the original was unplayable for me. The technical problems with it were not just "warts".
  2. That doesn't sound like fun. Don't overdo it, you should enjoy this and not overwork yourself for a deadline.
  3. I have to agree with Sotha. This wasn't my type of mission either for mainly the same reasons. I didn't finish it because of the loot objective which I didn't find very motivating. But don't take it personally Bikerdude. I hope that, when I release something, people tell me what they don't like about it. How else can you make it better the next time? Edit: And on a positive note,
  4. I like the use of the wood beam objects in Siyahs shot. They make the scene look natural and not to angular.
  5. Thanks, Sotha. 50 units at the tightest spot should be enough. But I'll put a guard in there before I put something on that table.
  6. No, that's another one. I started a small mission, inspired by Melans Fauchard Street, as an attempt to quickly release something. The quick part didn't work out but i'm starting to see the end of it. I'll finish the flood mission after this.
  7. A lot of very cool screenshots here lately. So here's one of mine (wip):
  8. The bottle objective didn't check of for me either. And I checked in the editor that it was the correct locker.
  9. There are a few fan missions, called custom stories, for the game now. I only played La Caza, the winner of a contest, and I think it's great. The others may not compete in quality but I can recommend this one.
  10. A member function called "max()" is the replacement for "max_value in boost 1.47. I can give you my source files if you want. But I think you're almost there. It weren't that many fixes necessary if I remember correctly.
  11. I have adjusted and compiled the editor with the most recent boost version and I could try to do the same with the mod. But I don't know how that would work with other distributions.
  12. I had the same problem compiling the mod on arch linux, wich comes with a current version of boost. I got it to compile with some changes but they result in errors at runtime. To compile the mod with a recent version of boost you have to look closer at boost_filesystems documentation (some things were deprecated) and adjust the mod code. Edit: You're talking about the editor not the mod. I got that confused.
  13. That's the problem. With a better source the resulting roq might look better.
  14. Bikerdude, from where exactly can I observe this?
  15. I can clearly see compression artifacts, especially around the text. How did you capture it? Is it possible to save it in a different format?
  16. But they aren't unless someone manually puts them together. So there shouldn't be a problem.
  17. Bug fixing and gameplay issues should be the priority. Don't release new versions without a beta test.
  18. I don't know about the steam version but the expansion pack is in a separate directory like any other mod. I have it installed and no problems with it. But I can't say wether that's different on steam.
  19. I'm thinking about getting Mirrors Edge. Can anybody here tell me wether the german version can be completely switched to english and isn't cut in some way? I could import it but it would be nice to just go the next store and just buy it there.
  20. It depends on what the map compiler does with intersecting patches and brushes. I'm not sure right now so use the "r_tris" command to see what dmap does. I don't think the whole patch is affected by a light but its triangles. "r_showLightCount" can show this but you have to google how that command works. One or more patches per room is better if you make them func_static to keep the triangle count lower (prevent cutting of brushes).
  21. There is a way to lower the lightgems value a bit to compensate for this. I forgot how but it should be very simple. You should try to keep it that way because the orange/red light of the torches can get very dull without some kind of contrast.
  22. That looks great. Do you use coloured ambient lighting in that scene? It looks a bit like it but that could be my monitor.
  23. I'm in. But I can't do it before tuesday. Would that be ok?
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