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Amadeus

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Everything posted by Amadeus

  1. I'm going to throw my hat into this ring and give my two cents, as I'm actually one of the beta testers of the specific map in question. When I did the first round of testing on this map I noticed the (abundant) similarities, but I was operating under the false assumption that I was either wrong and misremembering how A New Job was or that Springheel had given his permission to use that city block in question. I tried to stay out of it as I figured that issue belonged to better minds that I. I feel terrible about it though. I should have spoken up at the time, but I didn't because I couldn't possibly believe that someone would just outright copy/paste an entire city block from someone else's map. And I'm speaking out now not to stoke the already sky-high flames but for my own piece of mind because I'm fucking frustrated. Months ago, when Biker had posted a call out for people to test Penny Dreadful 2 for bug fixing and minor stuff like that, I volunteered and when I loaded up the .pk4 file and played the game, it was hard not to notice all the creative changes but again, I had assumed they were all sanctioned. They weren't. I went through the map and listed out all the bugs in my notebook and when I finally got back online to post them in the beta thread, I found that I had walked into a shitstorm of drama. Melan was pissed, and rightfully so of course, and he spoke his piece. But I felt fucking awful, I felt like an accessory to a crime because I had unknowingly volunteered to beta test corrupted fruit. I absolutely love this community and as I'm learning how to make my own map I want to be able to help out in any way I can, be it through beta testing or proofreading/editing, but the shit that is being pulled off right now is NOT okay. I could understand like maybe copy/pasting a pipe or maybe a complicated arch, some kind of obscure patchwork that is hard to replicate (I, personally, hate patches and think they're the devil) but this was a whole city block! That city block is outright plagiarism and I want no part in supporting it. Some1stoleit: I'm sorry you're map is being dragged through the mud like this, that's gotta be frustrating as hell. I'm still happy to help beta test of course (I'm pretty excited for its final release) but only so long as that portion of the map is gone. Biker, you've been such a helpful person to this community and you've always clocked in a heroic amount of man hours to fix things and help out newcomers, but Judith is right. Copying that city block (or using it as a "template" and only changing a few things around) is NOT okay in any way shape or form and this kind of behavior should not be endorsed or encouraged. This is on you to fix it. Edit: I hope this is the relevant thread for my semi-rant that didn't quite answer the question, but I didn't want to say this in the beta test thread.
  2. To convert to a func_static, simply select all of the brushes that you want to become one func_static, right click, then scroll down until you see convert to func_static in the drop down menu. It looks like you can convert that entire staircase into one func_static, because as grayman said, it doesn't look like its a sealing brush
  3. I've been looking forward to this mod for years. It was a pleasant surprise this morning to read that it's been released. It looks great too! Looks like I'll have to reinstall F:NV and play this.
  4. Oh awesome, I'm gonna try and take a crack at it in the next few days. Thanks!
  5. Could you please? That would be such a useful quality of life improvement (at least for me, I'm sure for others too). Love the idea of translucent visportals
  6. I kind of love the idea of a (Builder) hammer breaking through a glass pane, although the initial mockup from Petike is also really good
  7. Agreed, this thread needs to die. Misunderstandings happen, its life, etc. etc. etc. but it's not helpful to keep digging up this dead horse. Let it rest in peace.
  8. This looks really cool! One bit of feedback though, the split lighthouse and the split moon on the bottom picture looks strange to me. Maybe not all paintings are suitable for this format?
  9. I finally had a chance to play this today and I gotta say, excellent mission grayman! The unique city layout and the immense amount of exploration you get to do was wonderful and refreshing. Can't wait for the next installment
  10. YES! Congrats Grayman! Looks like I gotta clear my schedule today and give this a whirl
  11. Hey, congrats on the release! I'm a little late to the game, haha (this month has been insane for me) but I can't wait to try out the final version!
  12. I'd be down to help, but I won't be able to start this until Monday/Tuesday if that works for you.
  13. Congratulations!!! I'm looking forward to playing the final final final version
  14. Yep, it's a bit slow going right now as RL work projects have piled up lately, but I actually have a lot done and am pretty happy with what I have.
  15. Yes!!!! That's precisely what I wanted to hear, can't wait!
  16. I cant wait Goldwell! Looks fantastic as always! I'm also really digging those open areas. Seem's like we'll finally get a chance to fully embrace the beauty in the north
  17. Can confirm. Just started this up in 2.06 and I get the same screen. It doesn't work for both the 32-bit and 64-bit version Here is what the console says: https://imgur.com/a/6tLLpKr
  18. What was the solution to this? Seems slightly relevant to what I'm working on
  19. I can help with this, I haven't played this FM in a while and I've got some free time this weekend
  20. Holy guacamole! I'm at 7,000 brushes! I'm getting close

    1. Show previous comments  17 more
    2. Epifire

      Epifire

      Afaik, the LWO combine/exporter in DR will not format smoothing values correctly when doing so. An easy fix if you've already got Lightwave but a bit more of a hassle if you don't.

    3. Obsttorte

      Obsttorte

      @Springheel: At least when reexporting a lwo model, for example after rotating or rescaling it, edges that were formerly smooth show up hard. This implies that the orientation of the vertex normals have changed. It appears that the exporter uses the facet normals as vertex normals.

    4. Epifire

      Epifire

      This also seems to be a common problem of non-Lightwave software. As Softimage doesn't support proper smoothing in LWO exports either.

  21. Hope everything is alright grayman. Rest well and I wish you a speedy recovery
  22. There has always been graffiti throughout human history, it has been around since Pompeii, if not before that. I definitely think we need more options when it comes to decorating the greasy alleyways of Bridgeport, and these assets are nice. These should definitely be added to the core mod. If you don't want to use them, then don't, but I personally have a ton of ideas on how to use these, and the more options that are available to mappers, the better.
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