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Everything posted by Amadeus

  1. I think it's worth mentioning here that as of dev17095-10833, there are now several weather materials with static collisions enabled available for mappers to use. These are found in the textures/darkmod/weather/ folder and are called "rain2_downpour", "rain2_light", "snow2_flurries", "snow2_light", etc. You still have to run the "runParticle <mapname>" command after dmap (this must be done every time the proc file changes), but at least now you don't have to mess around with making custom materials. I've also added instructions in the material descriptions. More info can be found at the bugtracker here: #6545
  2. Wow, awesome work!!! I haven't the slightest clue as to what a cube like that is for, but I know it's cool!
  3. Okay, that's good to know, thanks. I do hope you give the other difficulties a chance too!
  4. Out of curiosity, did you manage to supreme ghost it on Frigid difficulty?
  5. I'm happy to be corrected if I'm wrong, but I don't think so. There are some limitations with particle collisions for particle models, as shown on the wiki article here, but it might be worth testing anyway just to see what happens. I should also note that that visportal glitch is something I haven't been able to replicate, and I've really tried to
  6. Thanks so much for playing! I'm glad to hear that you did manage to supreme ghost it; I was worried it might have been too hard, especially on the later difficulties
  7. It's not often you get a mission where finishing it leaves you with more questions than answers
  8. It seems that Shadows of Northdale 1 doesn't work on this new build (dev17056-10800; I haven't checked earlier builds though). I get an error that says: "Error during initialization. Error: file script/tdm_report.script, line 22: unknown value "getPersistantfloat"
  9. Thanks! I'm hoping to have some time this weekend to polish it up and then if I have something nice I'll share it
  10. I just finished that FM last night, and it was very good. I thought Nicked did a great job capturing TDS vibes using the Dark Engine. I have no idea how that mapper keeps pumping out maps so fast, he is basically a one-man FM factory
  11. This fragile bottle mod is pretty cool! I like the wine splash effect as well. On a semi-related note, I'm currently (and slowly) experimenting with making throwable firebombs for my WIP, so I wanna take a look at what you've done here
  12. Thanks for playing!!! And yeah, that is a good idea. I'll look into it and maybe see what can be done
  13. I did back up this files to the official HiRes textures SVN, so we are good to go on that front!
  14. "Undead hogwarts" is a fantastic description lol. As for your question, that door is purely decorative, it was meant to represent the front entrance. You cant actually traverse it. Sorry for the confusion
  15. So, that's how it was explained to me. Even though it seems counter intuitive, using Direct X maps has worked for me. I was recently trying to import a bunch of textures from Polyhaven.com (they offer both OpenGL and directX normalmaps) and I used the OpenGL version at first, but when I put it in-game there was an inverted green channel. I then used the directX version and the normalmap worked just fine I'm happy to be corrected on any of this though. Maybe Polyhaven does something different with their normals, or I'm doing something wrong
  16. I just learned this recently too, it should be Direct X
  17. I can only speak for myself, but I think option 2 would be fine. This will at least allow the missions to be playable on the dev builds for now, and we can see if any other issues pop up
  18. Alright, you convinced me that this convo is no longer productive. You clearly just wanna be right, so I'm not gonna spend anymore time on this. EDIT: I cant help myself, I'll end on a more thoughtful note. I care about all the feedback I get from all players, however there is a difference between "caring" and "catering to". Just because one person says they don't like X doesn't mean I'm gonna make a change, especially when other players do like X. I'll always hear out beta testers and players and listen to their feedback, but I am by no means beholden to that feedback
  19. Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for. I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up
  20. And it's your right to disagree, and it's your right to critique those FMs. But that doesn't mean authors need to make changes to cater to your whims if they don't want to.
  21. I think you just gave me an idea for the next April Fool's FM
  22. Yeah, some (myself included) would argue that is a feature, not a bug. The important thing is that the FM plays "well" and is "enjoyable".
  23. Damn right, and I personally am going to keep making changes on how I want MY mission to be played and what I think is best for MY FMs. If that's not to your tastes, then I'm sorry these changes don't align with your preferences, but there are tons of other missions you can play that do. FM authors have ZERO obligation to provide uniform experiences that try to cater to everyone. Some people are going to enjoy these custom changes (I really loved the Resident Evil style saves, and I can't wait to see more missions with that) and other players are gonna be unhappy about them, and that's a crying shame, but it is not going to stop me from making FMs how I want them to be. Never once has a beta tester or a player brought up an issue about these kinds of choices I made for my FMs
  24. Yeah, I can do that. Shouldn't be a problem, unless anyone has a particular objection to it being uploaded to the repo
  25. Woo! Happy to see this released! Can't wait for some plumber-based gameplay
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