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ezze

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Everything posted by ezze

  1. Well... partially. That editor guy did act as an asshole, I cite his edit comment: "Sorry, not notable - feel free to show that it IS notable (burden is on you now, not on me). (TW))" Instead of editing the wiki page and writing this log he could just type --the dark mod-- in google to see how notable the mod is. In order to add the missing citations. Even if he never heard of it before. Instead he acted as an arrogant freak with the approach "If I do not know, then it is not true". On the other hand under the plethora of evidences he give up.
  2. Usually avoid AI and blackjack. Since it is not really applicable with undead in those mission is more avoid and destroy.
  3. Minimal necessary for objectives. I personally find frustrating looking for the last 100 golds when all other objectives has been done... Personally I would put look objectives as bonuses.
  4. Hi everyone, I sporadically followed this thread and I felt a descent to madness (I vaguely recall stuff like non-free jumping, same key for dashing and jumping, no support whatsoever for modding...) however now the game is out! It is bad as it seemed?
  5. Is the collision bug fixed?
  6. Bah, it turns out there might be legal problems (check quakeone forum). In this nonsense world I simply give up. I HATE IT.
  7. Not enough unfortunately, people do not care about basics... I happened to me, when I saw gog selling DRM-free copies I was SO HAPPY...
  8. ezze

    Prey-like portals

    Yes, I see. Still we cannot have overlapping rooms without real portals like the clip linked in the first post.
  9. ezze

    Prey-like portals

    Perhaps I did not play the map enough, but I do not remember portals... Are there?
  10. ezze

    Prey-like portals

    yep, great map. Perhaps the author should write an how-to about the nice effects used in the elevator for example.
  11. You might also check the Internet, This site has some photos, this temple is quite nice for example. You might also play Serious Sam FE In this weekend I might play around with textures again, but if no-one is actually making a FM is like a broken pencil... pointless.
  12. Until I read this thread I thought tdm standalone was made with dhewm3... At very least because it compile cleanly in 64 bits systems.
  13. ezze

    Prey-like portals

    You are forgetting the difficult part... AI. Perhaps the vision and pathfinding can adapted with ease, but possibly not. I disagree about particles, the player should not be able to distinguish between a teleporter and a normal hallway.
  14. ezze

    Prey-like portals

    Or places where common sense cannot apply. An unlimited stair for example, or a stair that goes up and you arrive in the same place that going down. Or a door like this one that actually bring you somewhere...
  15. I am fairly sure that egyptian-like temples are word heritage. I guess in TDM it would be some kind of lost civilization.
  16. ezze

    Prey-like portals

    This sounds promising, I always wanted to play around with portals and I think TDM is the perfect context as a single player atmospheric game.
  17. There is a sample of the new voice? While I love Russell I do not want to judge without hearing the one who is going to substitute him...
  18. I try to be advocate of the devil here... -Hammers/Pagans/Keepers No Hammers/Pagans/Keepers? The lore is completely new, expect surprises! -Magic and/or Steampunk More earthly medieval setting, more familiar to new gamers. -Stephen Russell The actor who gave the movements also gave the voice, it will sounds more natural. I will miss Russell though. -Limited rope arrow usage -Freeform jumping and movement -Any kind of editor or SDK ... I have no arguments to defend them here. Plain bullshit, overall the last point. F U.
  19. You might remember this where it is setup a Prey-like portal.I was wondering, it would be possible to do something like that in TDM? If I understood correctly, it should be a skybox + a teleporter.
  20. mmn... It seems a fairly broad definition of mod. It would mean what Prey is also a mod.
  21. But The Dark Mod is not a mod anymore... It deserves praise and attention, however.
  22. I also heard that another effective way is reversing the voice, add echo, reverse again. It seems the "reversed echo" effect is fairly unsettling.
  23. Well, it sounds better than my approach so far. If the frustration get excessive (to me it usually means about 20 minutes after getting all other objectives) I just type: god notarget noclip and scan the map linearly; when/if I get something I reload and continue. Another thing is the AI, sometime the characters get stuck around the doors. They walk in circles in front of it, perhaps a check should be added so they notice, go a little away and try again.
  24. Thats what I said, isn't it? To delete the partition table you just need to delete about a megabyte in the beginning (and possibly the end depending on the kind of partitioning) of data. Deleting everything means to write on every sector of the disk.
  25. - I am not sure what is a trim texture, yet I guess it is fine... - We are not writing a mission, but I thought there is a "default" game dimension such that the texture should be rendered. Considering your answer it is probably not the case. - What I meant is that the diffuse map already has shadows in it. According to the wiki they should be removed. - It is about a .dds file I made. In the two screenshots in the last message there is exactly the same material, but in one the diffusemap is a .jpg in the other is a .dds compressed with dxt1. I am using gimp with the plugin where I exported the picture using default options but the "BC1 / DXT1" compression. It is probably not very important for the diffuse map as the .jpg as already fine, but in the case I have to write a specular map I would to be sure that my .dds files are correct.
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