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LordSavage

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Everything posted by LordSavage

  1. 90 is exactly what I used for the river where the barrel is in my map . For better understanding:
  2. I could try it with wine in "Windows XP Mode" if that helps.
  3. That did it for the buckets but the barrel (atdm:moveable_barrell_med) is super slow now. Much too slow to be realistic. :/
  4. Hab die Mission gerade mal etwas angespielt. Sehr schön! Aber da es eine der wenigen übersetzten Missionen ist, warte ich bis es irgendwann die deutsche Version gibt. Habe direkt wieder Sachen gesehen, die ich in meine Mission auch einbauen will .
  5. Der Link ist leider eh down :/. Hab das über ttlg.de gefunden glaube ich .
  6. Ich habe gerade diesen Thread entdeckt. Des Englischen bin ich zwar mächtig aber gerade bei längeren Texten schweift man in den Missionen doch schnell ab, wenn diese nicht in der eigenen Muttersprache verfasst sind. Diese Mission werde ich heute Nachmittag mal ausprobieren!
  7. The FAQ says: "It is recommended that the “Doom 3″ program folder is installed into the Application Support folder (i.e. ~/Library/Application Support/Doom 3/). If Doom 3 is installed into a different location then additional steps will need to be followed." But you installed to "/Users/christopheresmith/Doom3/". Maybe that causes the problem. Try to install Doom 3 in /Users/christopheresmith/Library/Application Support/Doom 3/
  8. As Baddcog said it's not a showcase screenshot . This screen is just to show what the fog covers (well, the river is much longer now). It's not sky_portal btw. sky_portal destroys the illusion of beeing deep in the fog. The black "line" is the ambientlightnfo border.
  9. So, send me a link please . I'm going to say if I can use it by the weekend.
  10. Please try to create this file: /Users/christopheresmith/Doom3/darkmod/currentfm.txt and put training_mission in it. This is how to do it via terminal (it's for Linux but should work with OS X, too): echo "training_mission" > /Users/christopheresmith/Doom3/darkmod/currentfm.txt
  11. Is the castle from the screenshot still available? Could save me weeks of work. (but need to inspect it first)
  12. I had a similar idea but for the game and not for the editor. I think smartphones are too small for real gaming but imagine playing The Dark Mod on a tablet. Just finished GTA 3 for iPad 2 and it was really good! Controls worked fine and performance was awesome. Ok, TDM may not work on current generation Tablets but what about 2-3 years in the future? Imagine the popularity being in the App Store Top 50. More players = more mappers = more missions! I think an editor on a tablet could work fine if done right. If someone does the coding (which is quite hard I imagine) I would "create" an GUI. But I think the workload is too high for such a project at the moment?! Edit: Imagine Infinity Blade like sword fights in TDM .
  13. It's not yet finished . This thread just announces that I'm still alive and working on a full mission sequel to the first (very short and simple) mission. Thanks! Disclaimer: All characters and places appearing in this work are fictitious and not related to other works. Any resemblance to places or persons, living or dead, is purely coincidental.
  14. Iirc I read it has something to do with the weight of objects in water or anything like that.
  15. But 180 is perfect if the player is in the water. Try the testmap.
  16. Here is an example map. Look how things speed up in water! And now imagine this in a long river and objects dropped from a few meters above the water. Edit: Can't attach .map files. Here you go: Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-169.396 -163.181 149.664" "editor_drLastCameraAngle" "-46.7999 113.4 0" // primitive 0 { brushDef3 { ( 0 0 1 0 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 2 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 254 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 13.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -64 ) ( ( 0.0078125 0 2 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -200 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 -72 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 -320 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -128 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0078125 0 13.8125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 -328 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -288 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 1 0 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.875 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 1 128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 -320 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -128 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -296 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0078125 0 13.6875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 0 -1 0 -288 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( -1 0 0 -328 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 ( 1 0 0 320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-256 0 0" "angle" "-89.999992370605469" } // entity 2 { "classname" "func_forcefield" "name" "func_forcefield_1" "model" "func_forcefield_1" "origin" "0 -112 -72" "applyImpulse" "1" "start_on" "1" "uniform" "180 0 0" // primitive 0 { brushDef3 { ( 0 0 1 -56 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -176 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -320 ) ( ( 0.03125 0 0.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -56 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -176 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -320 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 } } } // entity 3 { "classname" "atdm:liquid_water_murky" "name" "atdm_liquid_water_murky_1" "model" "atdm_liquid_water_murky_1" "origin" "0 -112 -72" "underwater_gui" "guis\underwater\underwater_green_thinmurk.gui" // primitive 0 { brushDef3 { ( 0 0 1 -56 ) ( ( -0.007812499534338713 -6.829903864691289e-10 255.75 ) ( 6.829903864691289e-10 -0.007812499534338713 2.185569414336896e-08 ) ) "textures/water_source/water_stream" 0 0 0 ( 0 1 0 -176 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 1 0 0 -320 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 0 -1 -56 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 -176 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -320 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } } // entity 4 { "classname" "light" "name" "light_1" "origin" "0 -112 32" "light_center" "0 0 0" "light_radius" "328 184 168" "texture" "lights/ambientlightnfo" "_color" "0.20 0.20 0.20" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "parallel" "0" } // entity 5 { "classname" "atdm:moveable_bucket_wood" "name" "atdm_moveable_bucket_wood_1" "origin" "-216 -32 8" } // entity 6 { "classname" "atdm:moveable_bucket_wood" "name" "atdm_moveable_bucket_wood_3" "origin" "-216 -8 8" } // entity 7 { "classname" "atdm:moveable_bucket_wood" "name" "atdm_moveable_bucket_wood_4" "origin" "-216 -56 8" } // entity 8 { "classname" "atdm:moveable_bucket_wood" "name" "atdm_moveable_bucket_wood_5" "origin" "-240 -56 8" } // entity 9 { "classname" "atdm:moveable_bucket_wood" "name" "atdm_moveable_bucket_wood_6" "origin" "-264 -56 8" }
  17. I set up a forcefield in a water brush/entity to emulate a river. The uniform vector is 90 0 0 and it works (not too good but ok) for many objects but there are other forcefields in the water with a vector of 180 0 0 (to emulate a faster river under a narrow bridge) and objects in this "fly" away like in an explosion. I read somewhere that this is a somewhat known bug but is there any workaround or fix I can use for my map?
  18. This is to compare "fog" and "no fog". It's really hard to make good fog screenshots but the fog works fine when you are in the game. The bridge covered with fog: The bridge part without fog (featuring the statue of St. Christophorus, patron saint of the sea, lit by the sailors once a year to protect the souls of all missing seamen):
  19. Thanks. Yes, it's hard to capture the fog on images but ingame it does look quite good. It may look washed out here due to the fact that the drawing distance (ShaderParm3) in the fog is very high (2000 units). Fog:
  20. Announcing: Closemouthed Shadows: Dark Vendetta (working title) Big Edit: Due to some confusion here is some clarification. Is this a complete mission yet? - This is not nearly finished. Why did the briefing suck? - My english grammar is bad as hell. (I would like you to go over my text when it's finished Springheel, thanks in advance ) Will this have a good briefing when it's finished? - I hope so. What is this mission all about? - This is a sequel to the (2008) first mission (see storyline). Why am I doing this? - Mapping is great fun. The Dark Mod has evolved and so have my mapping skills. So I'd like to see what is possible with the current Dark Mod and what haven't been done so far (see goals). I was so proud of my first TDM mission and I want to be proud of a TDM mission again. What's the storyline? - Won't spoil too much but you stole Lord Julians scepter in "Closemouthed Shadows (1)" and he is hunting you down now and killed your friend. Revenge! What are the goals for this mission? - Include cool stuff like: Alternate endings (I think that hasn't been done so far), go to an island by boat (I think that hasn't been done so far), "deep" story with changing objectives, variety in places (river, houses, caves/ruins, island), nice visuals... Aren't that very high expectations? - Worst thing that can happen is that in ends in the "Abandoned Works" thread . Why a thread for this? - To say: "Hello I'm still here" and as a warning: "I may ask a bunch of questions and report some bugs soon" .
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