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kingsal last won the day on August 6 2022

kingsal had the most liked content!


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    Seattle, WA. United States.

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  1. Congrats guys! I'm excited to check this one out.
  2. Will update my blackjacks when I get a chance- might not be for a while though. I used custom blackjacks for a while but have since removed them from my pk4s.
  3. Once again, its not about where you can bring Bellero its about being able to haul him up vine walls. I need players to be able to carry bodies up vines and ropes OR that mission will stay broken for a while until I can fix it. Thats the short of it really.
  4. @Daft MugiAlso just to be clear. Not being able to carry bodies up ropes and vines (ladders) will break the mission design Being able to mantle shorter walls and obstacles in cauldron would actually be a benefit to the design there
  5. Thanks Yeah that should be fine! I think you could make the shoulder mantle even higher honestly. Since the current frustration from players would be that they have to put the body down on the red ledge, climb up, and pick it back up again. I don;t see why we can't go at least to player height. Hard to tell how high that is from the screenshot though. Anything overhead the player would be a no go still. Testing will tell if this makes sense or not
  6. @STiFUJust a heads up if we do change the rope climbing rules it will break Cauldron until I can fix it. This would require redesigning a good chunk of the mission and I don't plan on doing that any time soon.
  7. As for my own opinion on mantling with a body. Im for it. However, I worry that this could have the opposite effect and break some missions where the author anticipated the player not being able to mantle with a body. Risky waters changing mantle rules, but.. im not against the effort. I could see allowing waist high mantles with a body, but not full on overhead grabs and mantles.
  8. Yes! It is mandatory that the player be able to climb those vines with a body although it is not mandatory to mantle with it. I would suggest we don't change that rule as it could effect this mission, PD3 and who knows how many others
  9. @AluminumHasteYeah I suspected this might be the case. I never trusted those force entities. I remember seeing them behave differently with uncapped FPS on but I totally forgot I used them in cauldron.
  10. Hmm you definitely used to be able to swim up that. Maybe something has changed with the function force volumes. I'll have a look, thanks.
  11. Yeah SEED is kind of a strange beast. In some situations its tanked my FPS as well. There's definitely no competing with modern engines here, there are other options: animated UVs, switching to static mesh LODs at long distance (I might try this), but all of them have pros and cons. I'll keep messing around with them and see if I can get them more performant and still looking decent.
  12. Yeah, I did my best there. I can send you the 3dsmax file and you can try out some different orientations of the cards. I suspect making them too dense is going to get very very noisy with alpha tested cards.
  13. This awesome to see thanks for putting this together @Goldwell! This was our biggest year since 2014 with lots of incredible releases and newcomer authors!
  14. Ah right, yeah I see so maybe an additional layer of smaller ground cover grasses. I want to be careful adding too many alpha cards but maybe we can afford a few more up close. Thanks!
  15. Thanks for the notes! Yeah that might be a bug actually. So you are standing in the middle of a patch and cards are disappearing? That shouldnt happen. Would you be able to show an example of this?
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