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DeTeEff last won the day on May 25

DeTeEff had the most liked content!

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About DeTeEff

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  • Birthday 01/01/1983

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  1. I don't think your comments were too personal. More like it gives the review a more personal flair and colour. Not just a boring, totally objective look on the mission. I usually fall into the desire to create unique gameplay when I make my missions, and though my next one will have some special aspects, it won't contain any uncharted/unique gameplay styles
  2. Oh, sorry for not noticing this post earlier...Yes, that works. (But I have already put an hour into searching through the mission for all faulty models I'm an expert on spending my time wisely! Haha)
  3. I have dabbled some in creating custom models/modules and when I changed the path/maptree I (of course) broke a lot of models in the mission. Is there any easy way to find these broken blue/black boxes besides snaking through the mission with noclip or in DarkRadiant? Could it be possible to implement coordinates? The consol is very useful when it comes to reporting not functional visportal separators. The consol error; "Couldn't load model: 'models bla bla (nor the fallback to LWO)
  4. Not a questioon but damn! Today I learned that you can resize brushes that you've converted into func_statics WITHOUT first reverting to brushes, by pressing the tab key. THAT will save me tons of time, especially in situations where the func_static or entity is littered with spawn args, like when you need to resize a trigger box or those clip boxes inside chests etc...Before knowing this I used to copy the entity and drag it aside to save all the spawn args, and then reverted the original brush to worldspawn, resized it, and remade it to a func_static, and then added all the spawn args from t
  5. I miss those times... Are there any plans for any upcoming building contests? Perhaps something to ponder...
  6. Lots of love to you thebig, for trying this! Don't kill your spleen though...!
  7. I want to cover my whole mission in a light fog but as the topic states, I've got problems with particles, especially flames from torches and chimney smoke when these appear in front of skyportals (caulked face with a portal_sky texture in the same leaf). The particle doesn't render in these places. (Left picture below) I'm using a foglight that covers the whole mission and it have the following properties/spawnargs _color 0.06 0.06 0.06 shaderParm3 2000 textures fogs/delta1_fog Everything is nice and it has got the effect that I'm af
  8. Don't know if this has been suggested before, but would it be possible to implement a method/feature for randomizing texture shifting on selected objects with a mouse click? Often when you create objects that consists of many small but similar bits (stairs, railings, beams and such) you create on bit, then clone and drag the new object out (At least that's how I do it). Even if you have texture lock disabled the surfaces that's facing the way you're dragging stay the same. As it is now, I take some time afterwards to select some of these, shift them, and then select some others and shift
  9. I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progr
  10. So sad to hear these bad news I didn't have much contact with him more than via some random scripting questions through the forums, but he always seemed to be a humble man that had worked with a lot of editors and games through the years. I hope he did have a good time in his last days without pain and may he now roam the Builders House, frobbing what he can!
  11. Haha, I've made some locations in my current map where you can see the interior and guess what, I just built them without any fancy stuff ;) Yes I know it may "steal" resources away from the rest of the scene, but it's a quite small area and I usually hide most of the interior scene with curtains so you just can see a sliver of the internal room. I'm also planning to create some wall/window modules with see through glass...
  12. Stgatilov, I just extracted my custom files (maps, xdata etc) into another folder, removed the whole game and did a clean install. It works and I hope I'm all game for future updates! Thanks for contributing with your hard work!
  13. Stgatilov, ahh but now that I already have updated, how can I verify that the newer version is going to work? Isn't it just gonna say "You already have the newest version, no update will be made" or do you suggest I downgrade and then try to fix the new method?
  14. I finally managed to update via the old method, because I couldn't get the new one to work. But is there a difference between the two game versions, on the user side? The new method is to optimize the work for the programmers right?
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