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Aosys

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Everything posted by Aosys

  1. Stuff like this is just so cool (:
  2. Aosys

    Free Games

    Jotun: Valhalla Edition is free for the next two days on GOG: https://www.gog.com/game/jotun
  3. Was looking around at some Unity/Unreal tutorials, and I found these: https://megascans.se/ http://devassets.com/ Dev Assets is totally free to use, doesn't matter what you're doing, but I don't know if there's anything there that's TDM suitable. Megascans has a limited but nice-looking selection under "free", but their licensing might not allow for free use?
  4. Thanks for the help guys, that fixed it! Should the wiki page maybe be updated to reflect this solution/add the angles approach?
  5. Ah, I should probably specify one thing: the script I got is from the wiki, specifically this page: http://wiki.thedarkmod.com/index.php?title=Clock-Triggered_Game_Events I realize that main is where you activate scripts at map start, but trying to do so would only trigger the first runClock method because of some kind of conflict. So if I had something like void main () { sys.waitFrame(); runClock($clock_hand_big, $clock_hand_small); runClockDummy($clock_hand_big2, $clock_hand_small2); runClockDummy($clock_hand_big3, $clock_hand_small3); runClockDummy($clock_hand_big4, $clock_hand_small4); } only the line after sys.waitFrame() gets activated. That's why I tried using the "starting the clock during the mission" method, which is what's broken currently.
  6. Hi all, I'm currently having some problems with scripting a clock tower. I'd like to use the prefab scriptevents clock, and my idea for the setup is thus: one of the four clocks will call the script that sets the sys time, which in turn is what eventually activates the chime. The other 3 clocks should sync with that clock through a similar method (just minus affecting sys time). This way, only one clock is responsible for the chiming, but all of them should always read the same time no matter what. Because of a conflict between the two runClock methods when attempting the main method route (they work independently, but not when applied together), I tried opting for a trigger setup. My script is as follows: I then attempted to set a trigger on a normal worldspawn brush to a trigger relay. This in turn is set to trigger multiple atdm:target_callscriptfunction entities, all set to activate their respective startClock methods. The idea is to activate all clocks on map start. Predictably, none of it is working, which means I done goofed somewhere. The hands all have the proper names, so I know it's not that. Any ideas on how I can fix this?
  7. Aosys

    Free Games

    Speakin' of GOG, they're giving away Fantasy General for free for the next 20ish hours; the button to get it is right under the "Summer Sale Finale" banner.
  8. What sort of map do you need, and in what style?
  9. Hey, thanks for sharing Neon! Looks like they did two other ones too: The one for Florence may not be so interesting for mapping purposes, but the Naples one would be a great reference for ancient ruins of some sort
  10. Oh hey, I'd been working on collecting some stuff about rooms for mansions, so I might be able to add some things. In the meanwhile, here's some stuff that might be relevant: ^ Of particular note is around 5:42, when he starts talking about the importance of showing off beds to convey social status. Private bedrooms are actually a very modern concept, which means that in TDM's quasi-medieval setting, it might not be out of place to see a bed and a dining table in immediate proximity to each other... https://en.wikipedia.org/wiki/Room https://en.wikipedia.org/wiki/House#History_of_the_interior
  11. It'd be nice if I could have them, thanks! I'd use 'em right away (:
  12. So I was going to (and forgot until now) log a bugtracker for a DR issue Destined and I found, but I guess the bugtracker is for TDM bugs only so I'll just drop this here: http://forums.thedarkmod.com/topic/18802-problem-with-layer-window/?p=405169
  13. Hey, so I actually have a question about Part 2 (yes, I realize I'm a little behind here). How on earth are you able to edit ext_stone02_door01 and the corresponding wall module (starting around the 1:23:50 mark)? I thought models couldn't be modified like that? I've tried worldspawning those same models with no luck.
  14. I might participate too? It depends on what my schedule looks like, but definitely I think the whole idea is super awesome!
  15. https://support.microsoft.com/en-us/help/4012212/march-2007-security-only-quality-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1 Note this:
  16. Finally got my Bachelor's degree (: Still feels kinda surreal tbh...

    1. Show previous comments  3 more
    2. Melan

      Melan

      Congratulations!

    3. teh_saccade

      teh_saccade

      Congratulations - welcome to real life (or master's if you don't want real life just yet) :P

    4. Obsttorte

      Obsttorte

      Or Doctor ... hehe

  17. Alright, so I played around with it a little bit and found that normally, DR doesn't let you create new layers with the same name as a preexisting layer: However, it looks like when you try to rename already-existing layers with the same name as other existing layers, that failsafe isn't present and the window freaks out, with that weird floating button being the result: After playing around with it, I found that if you know which layer you had double of, you could find the new duplicate layer (let's call that Layer 2 named "Balcony"), rename it to something new, and the original layer (Layer 1 also named "Balcony") will then appear again. The problem is that the floating button appears to be permanent after that, and I have no idea how I fixed it the first time, but it wasn't with a text editor (though that method certainly is good to know!). At least I think this is what's going on, but someone else testing to confirm whether I'm correct might be a good idea. Is there a bugtracker for this issue, or should a new one be created? I can try doing it if you folks would like?
  18. I don't think it's a corrupt file, just a DR bug, since I too ran into this exact problem about a week or two ago. I believe I was able to make it go away by renaming the redundant layer to something different (some closing of windows/restarting of DR might be needed afterwards), but I'd have to go back and do some more testing to confirm this.
  19. Is KB3035583 still a thing or have they finally yanked it from the roster? If it's safe to update Windows 7 again I might finally do so after more than a year of avoiding it...
  20. Your window size is too small, so the "move" buttons have disappeared (like Destined said, they should be right underneath the "Edit" button). Resize and they'll show back up (:
  21. I went digging and found two scripts that might work? Has anyone used these before? https://github.com/motorsep/blender-ase https://github.com/DarklightGames/io_export_ase
  22. Are there any ASE scripts that will work with Blender 2.78c? I just got a fresh copy up and running, and I'm sitting on two models I'd like to try getting into the mod (one of which is possibly ready right now, aside from needing scaling/texturing and maybe a normalmap that I never got to bake properly), but frankly I can't do anything with them atm ): If anyone more versed in Blender than I am would like to look at them and give critiques/advice, that would be awesome too...
  23. What about something like a slightly more modernized version of Middle English? On a side note, it'd be interesting to explore some Asian-inspired languages and cultures at some point, as we seem to have a dearth of those atm.
  24. Ok, so first of all I thought I'd say that the new mission is awesome. Seriously, nice work! Had a ton of fun playing it, and I thought that combination puzzle was clever (: One minor thing I found in the new St. Lucia though; there's a section of building clipping through into a hallway near the beginning: It doesn't seem to affect pathing or anything, so nbd, but just thought I'd mention it.
  25. So apparently Art Deco power stations were a thing: http://gizmodo.com/a-rare-glimpse-inside-a-magnificent-abandoned-shrine-t-1000133696 http://news.bbc.co.uk/2/shared/spl/hi/picture_gallery/05/uk_battersea_power_station/html/1.stm
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