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Amadeus

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Everything posted by Amadeus

  1. Congratulations!!! I'm looking forward to playing the final final final version
  2. Thanks greebo! Can't wait to try it out
  3. 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.
  4. Yes!!!! That's precisely what I wanted to hear, can't wait!
  5. 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
  6. 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
  7. What was the solution to this? Seems slightly relevant to what I'm working on
  8. I can help with this, I haven't played this FM in a while and I've got some free time this weekend
  9. 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.

  10. Hope everything is alright grayman. Rest well and I wish you a speedy recovery
  11. 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.
  12. I second this! As a noob, I know precious little about lighting, let alone how to make it look good, so I'd definitely watch that
  13. I feel like Limbo is really a game you only need to play once, but that playthrough is really satisfying, and yeah Destined is right: the art style is quite macabre, but that's why I love it
  14. Yes! I absolutely love Limbo, haven't yet played Inside though.
  15. Whoa...impressive! If the mission will be half as good as that video, I think well be in for a real treat:)
  16. yeah, that shouldn't be too bad. I was also trying to think of things along the lines of "paradise" but couldn't come up with anything good
  17. "Beneath the sands of Al Farum lie the desolated compounds of the Clockmaker's disciples. Before they made time itself become uniform, hours and centuries were pouring into the different lands like summer rains - unequally. Some lands, unimaginably ancient, were worn down by wind and sun, while others remained forever young like gardens of Eden, filled with the creations of yet unskilled gods. Travelling helped to not only develop the sense of space, but also the - now forgotten - sense of time currents. That's where the disciples came from - travelers of time's labyrinth, always aware of its imperfections and splits, skilled in recognizing threats that grazes from the outside of time itself. To prevent floods and droughts of time, the disciples went back as far as they could to the source of time and studied it - they were referring to it as the Great Clock, the Clockmaker, the Time Sun - whatever it is, it tends to lose its impact on random locations, causing the land to fracture and tremble. The disciples managed to develop machines, the Great Clock's pendulums, that adjust its work and makes the world appear as we tend to think it always is. But the travelers are long gone now. It is unknown if they failed to foresee a terrible fate that awaited them in their struggle, or if they mastered their art to the point where they decided to abandon this torn apart world, making a great leap to a better one. All that remains are partially operational machines maintaining unseen matter with growing effort. Sadly, it seems that the only ones who can make use of its bizarre manifestations are the wealthy tourists who find joy in the spectacle of balancing life and death, movement and stillness. Simple minds toying with the scales that used to dose the essence of time, they mindlessly throw sand into the clockwork world's gears. The split is imminent and the momentum unstoppable, yet there is no one to foresee it." Here are my suggested rewrites for you. Although, one thing, the garden of Eden seems out of place to me as it is a real biblical reference. Is that something you want to reference in your world?
  18. King of Diamonds I think, in Skippers Tavern
  19. Too many games these days clutter your HUD with all kinds of garbage that you end up paying more attention too then the environment your in. I'd much rather use my brain a bit and trust my instinct over relying on yet another HUD object to add to the screen.
  20. I'd be happy to help, I've got some time this week
  21. Beautiful candles Judith, but I'm actually in awe of that wainscoting you got on the walls there!
  22. Nice looking statue! @RPGista So I was scrolling through some of the other stuff on this thread and was wondering if you could reupload your pagan shrine model (as the link is dead). I'd love to take a look at it and maybe use it for my (very slow going) WIP
  23. That's a good idea. Also, you wouldn't be able to put a visportal on a slanted door right? Don't they have to be upright or flat?
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