Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Baal

  1. 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.

  2. 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).

  3. However, I'll probably use black one again, because it effects lighting gem.

    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.

  4. I like the idea of not knowing for sure if a door can be opened. But you have to limit the space of a mission and I don't think you can always find a logical reason why a path possible in the real world would be blocked in the game.

    In a big, poor part of the town, for example, there would be a lot of doors. None of these would be a serious obstacle for a masterthief so you just have to arbitrarily block most of them.

×
×
  • Create New...