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Everything posted by VanishedOne

  1. It's http://bugs.thedarkmod.com/view.php?id=4110 (Possibly related: #1, #2. My experience with those was that loading the file in a suitable image editor and saving it to a TDM directory path could produce a working version. I haven't tested that with blocks_sepia_grey_d.)
  2. There's also a Response to fade lights from one colour to another.
  3. AI/Undead/Spirits has two entries as of 2.03: ai_builder_guard_ghost, which is wholly invisible but casts shadows, and ai_revenant_spirit, which has a skin defined but I think is incomplete without the materials Biker cited. No ghost woman I can find; should she exist as an AI def, or just an alternative skin? There's also a tdm_spectre skin (and an opaque black tdm_shade skin) for the Revenant defined in tdm_ai_undead.skin and tdm_ai_undead.mtr. The spectre materials use the translucent keyword and alphaTest 0.5 (but unlike the spirit skin, the spectre skin doesn't remove the opaque chains).
    1. Show previous comments  10 more
    2. Sotha


      For me, the initial status update is less weird than the flow of comments that follow.

    3. Airship Ballet

      Airship Ballet

      Weird flows of comments are the best flows of comments.

    4. AluminumHaste


      I was going to find this funny, but then I took an arrow to the knee.....

  4. The last one tried to trick people into making Microsoft Accounts to log into their local machines, so arguably that would be a slight improvement.
  5. One thing I noticed was that the /dds/ folder doesn't have the usual /textures/ subfolder to go with lines like `diffusemap textures/breadstall` in the material file. However, that doesn't appear to be the root of the problem. BeardStall.ase is another error, though I quite like it.
  6. That reminded me of this book from my childhood: http://www.amazon.co.uk/Stephen-Biestys-Cross-Sections-Man---War/dp/156458321X/ref=sr_1_fkmr3_2?ie=UTF8&qid=1428581794&sr=8-2-fkmr3 Maybe I should dig that series out and see whether it's of any mapping use. I think I have http://www.amazon.co.uk/Stephen-Biestys-Cross-Sections-Castle-Biesty/dp/1409382419/ref=pd_sim_sbs_b_4?ie=UTF8&refRID=0FJCZQS2HK9KYN4EE9J2 somewhere as well.
  7. Having a way to cull particles would be great. I made a custom-length version of a lamp haze effect for an interior corridor, but it's awkward: what looks fine from inside the corridor can start subtly clipping through the roof when viewed from certain angles.
  8. In the British peerage they're part of the ceremonial dress for monarchs' coronations, so yes, albeit extremely rarely. You can see peers in coronation dress in this image: http://en.wikipedia.org/wiki/File:Parris_-_Coronation_of_Queen_Victoria.PNG I don't know about other peerages, offhand. Edit: also, coronets may formerly have been worn at investiture: http://www.reocities.com/noelcox/coronets.htmsays, 'Investiture, or Coronation Robes, and their coronets, have only been worn at Coronations since the formal investiture was replaced by the informal practice of introducing peers in 1621.'
  9. In the real world there is such a thing as a baronial coronet, though whether a baron would be 'crowned' with it is another question. http://en.wikipedia.org/wiki/Coronet
  10. Thanks. The public areas of the mansion are meant to be displays of wealth more than they're comfortable to live in, so there's a lot of showy marble around. In that particular room I was also trying a red/white theme, while thinking it was going to be a trickily bright room for a thief, and shiny surfaces would contribute to that impression. It was a lot more aggressive before I added the silver and changed from the default light texture.
  11. It's the regular wall mask with the plaque skinned as nodraw. skin mask_loot { model models/darkmod/decorative/wall/mounted_mask01.lwo textures/darkmod/metal/flat/copper_dirty textures/darkmod/metal/flat/gold01 tdm_boar_mount textures/common/nodraw }
  12. From Samhain Night's .map file: // entity 649 { "classname" "func_static" "name" "func_static_360" "bind" "atdm_ai_townsfolk_wench_1" "bindToJoint" "head" "model" "models/darkmod/wearables/headgear/plaguemask.lwo" "origin" "-1516.38 597.75 -1418.12" "rotation" "0.532902 -0.846149 0.00690436 0.844657 0.531438 -0.0642541 0.050699 0.0400728 0.99791" } // entity 650 { "classname" "func_static" "name" "func_static_361" "bind" "atdm_ai_pagan_common_2" "bindToJoint" "head" "model" "models/darkmod/wearables/headgear/plaguemask.lwo" "origin" "-1555.12 562.125 -1416.88" "rotation" "-0.965775 -0.259287 0.0069047 0.25833 -0.963918 -0.0642537 0.0233154 -0.0602711 0.99791" }Edit: on the subject of masks as loot, here's a reskinned wall mask:
  13. If this is now a wishlist, how about gentlewoman scientists?
  14. The trouble with reasoning about soft tissue decomposition is that there's some very delicate tissue in the eyes and ears, yet our zombies can still see and hear somewhat. But maybe a necromancer did it.
  15. In fairness, a map that's defeated Skacky, Springheel and Bikerdude may just possibly be cursed...
  16. The near end on the left-hand coin looks like a blade to me too, but is there any type of sword with a crossguard that wide?
  17. I'm trying to follow http://wiki.thedarkmod.com/index.php?title=Stim/Response_Key/Values#Remove_torch_damage_if_extinguished_with_water My water Response isn't removing the damage stim from my bonfire entity. However, if I change the Response type to Holy and use a holy water arrow, it does remove the damage stim. This makes me think the bonfire's inherited Water Response may be interfering with my attempt to add a new Water Response effect. Is this a bug, or should I be doing something differently when a Response type is already inherited by an entity?
  18. I asked a similar question recently, and the basic answer appears to be no. If the stim is meant to come from a specific source you might be able to use scripting instead, but for the water stim in general I don't know of a way.
  19. You can use the Stim/Response system to fade a light to another colour (black, in this case) over a given time period.
  20. Is that possible in a script? http://wiki.thedarkmod.com/index.php?title=Scripting_basics#Syntaxsays there is no integer type.
  21. From http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference scriptEvent float random(float range); Returns a random value X where 0 <= X < range. e.g. myRandomVar = sys.random(4); I don't know of any function that generates random whole numbers only, so your script will have to deal with float precision.
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