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kingsal

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kingsal last won the day on August 6

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  1. I haven't had a chance to update the mission. I will do as soon as I can.
  2. Sorry just clarify, I agree with this statement: Imo, we should leave the rules as they are and just focus on the known issues with the blackjack.
  3. @Obsttorte Right on. I know the KO cones can be altered by mappers so we'll have to leave those settings in tact. I agree , introducing new rules to KO isn't necessary to get this to idea to work. Im totally on board for separating the hit detection from the animations though, as that system is probably the cause of the blackjack being unreliable.
  4. Awesome! Will try it out when I have a chance. I might be misunderstanding something , but I think any unaltered guard should be KO able from the front/ side (accept full helmeted guards). There are cases where this makes sense and actually feels pretty sneaky even if its an exploit. Also changing this might be too much of a departure from the current set up. I also agree with the helmet problem. Ive never been able to keep track of what helmet does what. The only distinction I am able to make is a full helmeted guard (with faceplate) cannot be KOd. All the rest should behave the same in my opinion. The standard helmeted guard’s only advantage is they can’t be killed with a single headshot. All these helmet rules are pretty granular and very hard to read imo.
  5. ready10.md5anim @ObsttorteHere is the anim with all 10 frames (still WIP )
  6. @ObsttorteThis was intentional since I just quickly copied the idle and raised it. I can do a raise and lower animation though. Will send something over soon. Edit: they will still be temporary quick anims but they might help visualize the concept.
  7. @ObsttorteOkay! My custom blackjack has a fully rigged hand so it's not compatible with the core, but that's okay. Once you get the prototype working we can go back and do nice animations and model updates. I've attached a duplicate of the idle animation with a higher pose. If you need more frames to work with just let me know. I imagine the final ready animation will be about 10 frames; so roughly half a second but it just depends on what looks and feels right . EDIT: Added a 10 frame version if you need it. ready.md5anim ready10.md5anim
  8. This is a much needed improvement! I can probably get you what you need. I started making new animations for the black a while ago so I'll dig them up and see if my set up will work with the core content. At the very least, I can get you something simple to start with.
  9. Thank you! Im looking forward to shaping them up for everyone to use (probably in 2.11 or as an asset pack) . With regards to models on the internet, if you can find a group of authors who want to split the price to buy assets and put them in their missions, that's totally fine. However, license issues are tricky so unless they are CC0 OR we can confirm they were made by someone here- we cannot put them in the core mod, at least not without a bunch of scrutiny
  10. The animated grass demo is not actually using SEED. Its using a giant bespoke animated model so its only useful for that demo. Grass is actually fairly complicated to get it to look right and perform well. I started building some animated grass models that are more friendly for authors to use; different sizes, skins, lods, ect. although I won't be done with them for a while: Still WIP but here's a little video https://www.dropbox.com/s/f6cwq5ahy8jg7ud/The Dark Mod 2.10_64 2022-05-14 17-04-15.mp4?dl=0
  11. Thanks! Yeah I originally planned to make more use of the rail system but I didn't have enough time to develop it. I've been playing around with the idea of a sequel someday, utilizing a full on rail system similar to half-life.
  12. Good to know! The addons is left over from my TDM development space . Ill look into it.
  13. @chakkman @Shadow Glad you liked the mission! Hiding the items in this mission was definitely tricky, we obviously want players to find them but not feel like we just gave them away. Tough balance there.
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