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MirceaKitsune

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Everything posted by MirceaKitsune

  1. For a short and simple FM this was pretty good. Had a bit more detail than I expected at first, even if there's a few objects clipping into walls and surfaces. It's a bit more linear than the average mission too, I can see this being played in speed runs. Found almost all loot but as always there's that little bit I end up missing
  2. Thank you, glad you liked it!
  3. Lots to say, but this is a good opportunity to note some details down before I forget them. As for shaders I'm definitely in support of a better weather system: As I said we have to work with the current possibilities provided by the engine and its various systems. Weather and wind and water are particularly hard to do; One thing I could have used was the dynamic wind system I suggested recently, fortunately the animated grass does a good enough job for now. The water running down the stairs should have used a custom texture as to not be as extreme, I didn't want to spend time on that for what was ultimately a 10 day Halloween project as well as the second FM I get to release and hear others feedback on, between the default running water and not having it at all I went with the former to try something new and see how well stormy weather can be simulated.
  4. From what I understood with my FM, it affects missions that use the recently added cubemap lights. I add those to my maps as it's the closest we have to PBR and it makes reflections more realistic, by simulating both environment lighting as well as reflections on every surface with a specular channel. I didn't yet use the fresnel mod and only now discovered it doesn't seem to work with those out of the box yet.
  5. And I finally finished the last difficulty level. Something else that came to mind, even if I know massive changes will surely not be done at this late stage.
  6. Thank you, glad you liked it!
  7. Thank you, I'm doing my best! I understand portals better too and designing geometry around them: Sometimes I have to use a lot of them as I prefer having some open areas, thankfully there doesn't seem to be any penalty in the engine. My guide is making sure I never drop under 80 of 144 FPS on my particular machine, judging those things can be a bit tricky as every computer is different.
  8. Happy Halloween! Before the release of my latest FM I was testing whether making an AI invincible works. I was left with a set of images I thought would be fitting for this event, given how terrifying my test character ended up looking. No custom skins or mods, just the blood effect of cutting and shooting an invincible guy with arrows to make sure he doesn't die anytime soon if health is set to 1000000: The dynamic blood overlays created a character straight out of the horror films especially in the particular environment of my map A few cinematic shots of a more positive character design I put together at that time.
  9. The terrain does use a custom grass material to be slightly shiny, given it's raining so I wanted it to look a bit like wet mud for added realism. Thanks! I hoped that and the lamps swaying in the wind would give everything a good feel, was also happy with the water running down stairs even if the effect is a bit strong. Rainy and windy maps are a bit harder to do, not too much if you know how to address all the particular details with available possibilities.
  10. Yes: I believe I set the ambient_world to the clouds, the cubemap is a separate light, then comes the fog. Maybe I shouldn't be using them together like that, I just like the way they mix. Hope it can be fixed! The Z-fighting on the ground must be caused by the terrain patches. It's weird because all of them are bent slightly, that's why I placed them to get bumps, maybe some surfaces in a patch still produce completely flat surfaces if the vertices aren't far enough? The other strange thing is I pasted the shader of the ground over them, the pixels they're Z-fighting with should be identical... the way TDM handles this is a bit weird, it's like they become brighter instead of picking one surface or the other?
  11. Lots? Can you share a screenshot so I'm sure it's not something else I'm not getting on my end? I only I saw a bit where I made the terrain patches, though I pasted the projected material from the ground brush so they should be the same pixels and not noticeable.
  12. Firstly, yes: All or most of my FM's use ambient cubemap illumination, since it looks really good and is the closest TDM has to PBR lighting. I haven't tried the fresnel mod yet, but presume it doesn't work with those lights yet, which can hopefully be fixed since more missions might use them in the future. There's a reason for everything being the way that it is: You just need to look very attentively. Find all readables... some are hard to see which I should have probably made more obvious, I presumed most TDM players will look in every nook and cranny. Also remember that...
  13. At last: We have Mandrasola consumption implemented in TheDarkMod
  14. Thanks! The plan was to make something for Halloween hence why I posted it today: It was a last minute idea I thought of 12 days ago, even this morning I fixed a few small issues. Indeed there wasn't enough time, but for something quick and relatively simple I figured it works. I played through it more than a dozen times at various difficulties and routes, couldn't find anything problematic so I went with it. Only noticeable issue is that if you look closely at the walls in a few spots, you can see the sky between them. It's not too obvious so I left it like that; The church interior module is quite finicky and has no clear guidelines on how to connect the various set pieces, you must find the best way as you go and sometimes there are gaps. Oh and the exploding food flying all over the place bug, but that's a common issue with the commoners eating prefab.
  15. I'm happy to announce my second FM, 4 years after my first release. I've focused on large maps and open world projects, most of which are nowhere near finished: Inspired by short FM's posted recently, I decided to try something simpler and smaller that could be done in time. As Halloween is upon us, I put together a 10 day FM using pieces from other projects to speed things up. Since my previous FM I've gotten more experienced with DarkRadiant and haven't repeated a lot of its mistakes. While I haven't had time to put this up for beta testing, I've played it so many times I don't expect major bugs, though this is a quick project so don't expect everything to be perfect. Eager to hear what you think and what you find! Until this is in the mission downloader you can get it at the following mirrors: Google Drive Mega.nz Notice: This FM uses the newly added debrief stage. At the time of this post the latest TDM release doesn't contain the new system: You should still be able to play on the release version, but for the full experience consider running the latest DarkMod development snapshot from the installer. This mission is story oriented, it's encouraged to explore and look attentively at things. I found it a bit on the difficult side, not as a deliberate choice but a consequence of its design. Definitely play on the easiest difficulty if this is your first time, a normal run should take over an hour. Content warning: Short guide if you find navigating difficult, contains only minor spoilers: If you're stuck on a specific task, the following spoilers provide a guide for the most common challenges, contains major spoilers so I advice only checking this if necessary until finishing your first run:
  16. This FM is quite the experience. I'd say I haven't finished it yet as this is one of the fewer cases where I'm going to do all the difficulty levels. From what I can say so far so that I don't lose my thoughts till then, starting with my runs so far: Bugs I found and thoughts on the difficulty: That being said, I absolutely love the concept and the way it was implemented! This has an oddly relaxing and pleasant atmosphere, and the way characters and objectives are designed around it further make this a great experience.
  17. It definitely bends weird in this case. But conceptually it's pretty good and doing its job best it can: Still impressive to see something like that in TDM!
  18. Oh, AI hearing is likely working as intended. It's just that my structure is somewhat cramped and has a stone floor: When the player has to sneak around the hallway, AI becomes alert a bit too easily. It's not unplayable, I'd just prefer if there was an audio equivalent to the lightgem offset to make AI hearing slightly more forgiving for all characters in that map. If not I might just put more carpets around the problematic area. Another answer I could use: What's the proper way to make a particular AI invincible so they can never die no matter how often they're hit? Do I just set health to -1? I know a FM that does this, won't mention its name as to not spoil... I can decompile it to take a look but I presume there is a known default solution.
  19. I use the lightgem_adjust spawnarg to offset the player's visibility when the world is too bright, but is there an equivalent to lower how audible the player is to all AI? I'm almost ready to wrap up my upcoming FM but AI hearing is a bit too strong; I could offset it for everyone on the map but a global offset would be better if there one exists.
  20. It was definitely nice to get around to this at last. First and only train mission so far to my knowledge: I was fascinated how you pulled it through from a technical perspective, using real moving geometry for the background rather than just a scrolling texture... I imagine scripting and / or path curves were involved, if I ever make my own train (which is tempting) I might look closer into it and try out alternatives! Found most stuff and enjoyed how linear yet fluid the gameplay was.
  21. Very nice and pleasant little FM. At first I thought it's a bit older given the simpler design: I think I'm getting too used to working with the building modules and imagining them everywhere I loved the atmosphere and overall feel, you could tell it's a mages place. Architecture seemed a bit too simple but it works. Fair gameplay and good flow, shorter but had enough unexpected parts to be interesting.
  22. So first thing if I understand correctly, I need my own copy of mainmenu_custom_defs.gui where I set: #define ENABLE_MAINMENU_DEBRIEFING 1 After that is done, how do I edit the text? I looked at both mainmenu_briefing.gui and mainmenu_debriefing.gui: The first gets its text from the GUI string gui::BriefingText and the later is gui::DebriefingText. I know the first is read from maps/*/mission_briefing in suffixed.xd, but what is it for the debrief? Is it simply "mission_debriefing" in the same format? Edit: Yes, that seems to be exactly it, got it working as desired! Thanks for the help.
  23. The new debrief isn't used yet to my knowledge: My FM will probably happen to be the first featuring it. Actually I think the latest TDM release doesn't have it yet, players using it won't get the outro but that's alright by me as it won't be that relevant, I run the development snapshots and should be able to use it. Edit: Solved! You just need a guis/mainmenu_custom_defs.gui with the line: #define ENABLE_MAINMENU_DEBRIEFING 1 After that you set maps/*/mission_debriefing in suffixed.xd the same way you do mission_briefing.
  24. I've nearly finished what will be my second FM which I'm preparing for release in a couple of days. I'd like to use the new debriefing system. It will probably be the first new mission to have it actually. Strangely enough neither this thread nor the bug report seem to have clear instructions on what exactly the FM must do to enable GUI debriefing, or I'm unable to see it. I was pointed to tdm_gui01.pk4/guis/mainmenu_custom_defs.gui but I only see a lot of variables about a lot of things, it's unclear which and where must be set. What's the exact procedure for using the default debrief? Is there a flag or worldspawn argument I need to set, or do I just add a "maps/*/mission_debriefing" to suffixed.xd and that automatically makes it work? No need to customize it, it's a small FM with one ending and I'm using defaults for the most part.
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