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Oszkár Winkler

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Everything posted by Oszkár Winkler

  1. Thank you for The Dark Mod! It is really great in all means!
  2. Thanks for your advice but as far as I know myself, I always do some minor changes even before my final releases. So it will be a complete campaign, not a "mission by mission approach". :laugh:
  3. Anyway, I still can publish my campaign in little parts, however the feeling would be different, so I guess I won't do it that way. Yes, I know. There is a hard road ahead of me. I already have mapping and game designing experiences (just a hobby), but this will be a hell of a ride! I was always crazy, so don't worry. Sometime I will finish it. Even if it takes years.
  4. This is good news. Then I begin my story right away! Probably I will ask many questions here because time is a factor. If I have to find out everything by myself, my project would take years to be finished. I prepared everything. Story, characters, etc... but this is not official information yet. Oh! I didn't find any real videos in the currently released FMs. It is possible to change the briefing screen to a video right? And can I connect my missions and videos for my whole campaign? So finally we get a PK4 which contains 5 missions and videos?
  5. Hm... so TDM 1.0 is really a beta version. Is it a good idea then to begin a whole campaign for TDM 1.0 right now or should I wait for a "more final" update? Sorry for my stupid questions.
  6. Not definitely. If I plan a combat situation that works with the old system but fails with the new one, I need to have the old scripts. What happens if I only have the new script? I mean, if I had the old one but lost it and the update contains only the new. Does the team have an archive base? (just for me?)
  7. An important question: I design a mission with the current (TDM 1.0) combat and/or environment system. Then the developer team changes how these work. Is there a way to keep the old systems for my FM?
  8. I didn't find any undead creatures in DR. Where are they?
  9. Entity based light sources do not emit light in DR. Will this feature be available in a further version of DR?
  10. Thanx. - Is it possible to use a brush on another brush as a clipper? I could do this in Quark --> saved tons of plus work. - I found a bug in DR. A model's (skull) origin is far away from the object's center.
  11. I'm using lots of bevels in my maps, and it is hard to position the textures correctly to other walls' textures. Any suggestions?
  12. Hm... I guess I understand what you are saying. What about connecting brushes with each other? I split a cube with clipper into 8 different pieces than I reconnect some of them... If the connection remains convex than it is possible right?
  13. Is it possible to add more editing points to a brush without using the clipper or patches? For example: There is a cube (8 editing points) and I add one more editing point to it. Editing point = verticle
  14. Szia! Nahát, nem is gondoltam volna, hogy magyar szavakat is fogok olvasni ezen a fórumon. Csak nem a fejlesztők egyike vagy? Amúgy szerintem igazán kellemesre sikerült a tanuló pálya. A fényerő beállítás részleg pedig kifejezetten hasznos. Egy hatalmas kiegészítőlemezen kezdtem el munkálkodni. Már minden ki van találva, meg van írva (történet, karakterek, pályatervek, stb.) és itt teszem fel a kérdéseimet a srácoknak. Ők megválaszolják, én meg beépítem a küldetésekbe az egyes elemeket. És nálad mi a helyzet?
  15. I'm using lots of bevels in my maps, and it is hard to position the textures correctly to other walls' textures. Any suggestions?
  16. Could you post me that map file if you can rescue it, please? I'm a beginner with DR, so any help comes handy. Thank you!
  17. I know that, but if I use an object and give it a spawnarg called "health" "20", that won't do anything...
  18. If you don't mind, I will ask questions about Dark Radiant here. My first one: How can I create a wall that is breakable with the sword?
  19. Ups... sorry. I'm stupid again. My "ambient_world" light was in the void. No more leaks, yes! However if I "generate" a real leak, than the CTRL+SHIFT+K (next leak spot) shortcut doesn't show me anything. How can I check my maps than?
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