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SeriousToni

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Posts posted by SeriousToni

  1. On 10/24/2024 at 10:14 PM, thebigh said:

     

    Oh wow terragen. I remember using bryce or how it was called when I was a kid in school. Very cool!

    Just finished the mission and I can only say the same as the others above me. Basic geometry but good gameplay and interesting features. I was very pleased with this one. Thank you for all the work you put into this. Of course I want to see another mission like that from you 😊

    • Like 1
  2. Just now, thebigh said:

    I like missions of all sizes, lengths, and complexities. What I get a little tired of sometimes is every mission seemingly being a huge, sprawling masterpiece- as much as I admire those, sometimes I just want to spend a quick half hour breaking into Lord Frobbington's mansion and grabbing his treasure.

    For me it's the same. I got time issues so I only got maybe an hour maximum in a week to play. So if I start a huge mission I don't know what I did the week afterwards. Missions I can play through in one session are preferred now. Maybe times will change as the kid grows older and I get more time again.

    • Like 1
  3. 14 minutes ago, thebigh said:

    Hey, thanks for the offer but I already got a bunch of comments and was about to actually release it later today. So you'll be able to play the official version tonight. Make sure to give me a ping if you need your mission tested. :)

    Okay that's all fine and I'm happy you'll be able to make the fixes and release it today. Thank you very much for creating a neat small mission (I prefer those over the long and complex ones)

    • Like 1
  4. 19 hours ago, thebigh said:

    Cool! PM sent. Hopefully it runs bug-free and I can submit tomorrow, with just days to spare 🙂

    My mission is a nice simple beginner-friendly heist suitable for thieves ages 6-99.

    I can't promise anything but I might be able to have a look into it tonight if it's a small mission. Sounds very promising! Please send a PM.

    • Thanks 1
  5. On 9/24/2024 at 2:51 AM, MirceaKitsune said:

    So I may become the first mapper crazy enough to not only make a full on daytime FM, but the ever first TDM level to have a daytime cycle. Not a smooth one where you watch the sun go down, the system for that would be far more complex and the rotating parallel light would wreck performance. Instead there's going to be a day a dusk and a night that switch when the player completes key objectives.

    I'm using 4 global lights only 2 of which change: The ambient world which I may want to remove, and fog which is constant since that seems to have issues with being toggled... the actual ambiance is achieved by using cubemap illumination which was recently fixed, and of course a parallel light sun. All torches and street lamps are off during the day and dusk and come on during night... for performance sake more than anything, even without other lights a single parallel sky will still wreck the FPS. Kinda tragic that volumetric lighting doesn't work with parallel / parallelsky or else it would be even prettier... rather tempted to ask about that.

    Don't worry about the lightgem: The goal is to only have guards turn hostile at night... either the player must do something to upset them before the sun goes down, or I might go with the classic curfew so they're only enemies at night. I thought of making it cyclical so you can use the bed to endlessly advance by 6 hours, but I doubt it's worth the extra complexity for an already complex setup, I may leave it for my open world concept if that ever happens. In the meantime, if anyone's wondered what a detailed daytime level looks like in TheDarkMod, here's a glimpse into something more unusual!

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    Oh wow TDM now looks like TES Oblivion! 😄

    • Like 2
  6. On 6/27/2024 at 3:11 PM, datiswous said:

    Why o why didn't you update the download url with the v3 One?

    I used a wrong version there? I'll have to look into that when I'm back at my desktop PC

    • Like 1
  7. 1 hour ago, snatcher said:

    Very well done @Daft Mugi! Thank you!

    Yes, it would be awesome to have a Footsteps mod from @kingsal that is compatible with all missions.

    Also, considering we can now mod individual sounds (instead of having to include whole *.sndshd files) perhaps it is time for @SeriousToni to revisit and update to current standards his great Alternative Footsteps Sound Package.

    I would go as far as requesting a Female sound mod from @Goldwell, based in his fantastic Noble Affairs.

    Oh what did I miss? I see there's a test map but what do I need to revisit? Are there any problems with my footstep sounds in this map?

  8. On 6/21/2024 at 8:05 PM, jaxa said:

    Shadows: Awakening 100% off on GOG

     

    Have you been able to play this yourself? I also got the gift and was a little excited when I saw the trailer. However the reviews seem to be pretty mixed and I don't want to take 20 hours to get into the game and then realize that it's not really worth it. 😔

  9. 13 hours ago, OrbWeaver said:

    I don't think any declaration names can start with numbers; I doubt this is something specific to skins. This is similar to the rule in most programming languages where you can have a variable called "a1" but not "1a".

    However you can organise skins into virtual folders using forward slashes, and individual folder elements can start with numbers. The example in the D3 documentation is "skins/models/weapons/3rox".

    Are you supposed to know that rule beforehand as an artist? ;)

  10. 2 hours ago, Uncertain Title said:

     

    AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! 

     

     

    This was actually a successful experiment I was trying out!

    The wiki goes into some detail about making "general skins" that can affect all models.

    image.png.31646101d6bef4f927da8fcdc3ab7093.png

     

    My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them!

     

    For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background...

    image.png.1872d31cc3e0d32ebe4cbf5bb1ad4b35.png

    ...all I have to do is make a general skin to change that specific plaster texture...

    image.png.199d3bbb2711fece132c124af2c59e93.png

    ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds!

    image.png.f1384f758db6cfe673e76ebd387ca5be.png

     

    It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!

    If you have suggestions to make it more clear and easy on the wiki please let us know!

    • Like 1
  11. 10 hours ago, taffernicus said:

    yeah the empty room took me by surprise  at the end of the game(i managed to turn off the music tho). so who was jamming to the music? 

    i managed to hop into the window of the empty room by stacking a crate. My attempt to do the long jump from the starting apartment didn't fare well...

     

    Yeah there should have been an invisible wall brush to prevent this.

    Or even better in terms of UX, a little secret inside the room.

  12. 9 hours ago, datiswous said:

    Minor criticism: I hope you include some backgrounds in the briefing next time. Only text is a bit of a boring read and it shouldn't have to be too difficult to include some background screenshots for example, but maybe it was intended to stay a mistery or you ran out of time.

    Don't take me wrong but I personally think it's fine to use the standard intro text template for such a small map.

    • Like 1
  13. 1 hour ago, STRUNK said:

    Well, it looks very good!
    I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P

    Yeah it's not an easy to go option, more like an inspiration. There's always lots of artifacts and inconsistencies which take so much time to fix that it is nearly the same time to create images as painting them by yourself if you have an eye for detail.

    I tried it for creating textures too and it worked pretty well (I think it was dalle 2 back in the day last year). Most difficult part was making it seamless. I think the time it took for rerolling prompts was nearly the same as searching for stock textures though. But the results were as least as good as stock textures. A thing I couldn't say about artwork. There's no coherent style or consistent features for story actors. I would say you didn't miss anything of value. We'll see what the future holds.

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