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DeTeEff last won the day on April 30

DeTeEff had the most liked content!


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About DeTeEff

  • Birthday 01/01/1983

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  1. Glad you liked it! Yes, there are parts that aren't optimal but I redesigned the level quite heavily during betatest; when I entered beta, it was meant for the player to stalk the Sergeant from the mission beginning, but that meant that the player couldn't explore anything up to the bar (until you backtrack later that is) and the testers thought that was a missed opportunity which I totally agree with. So I moved him to the bar and made the stalking part not start before you reached the bar. I could have included an ingame map but because the map is quite linear and I didn't think players would get lost, I didn't prioritise that
  2. Tiniest question...how do I kill the player via script if $player1.kill(); doesn't work? I have tested and yes, the script fires as it should...
  3. I'm glad that some of us are coders and others' are designers. I'm sitting here in my room nodding and smiling
  4. Yes, you can use func_portals to control when to open/close portals through triggers/scripts, but this "fog occlusion" thing takes precedence over that, meaning that the portal shuts close as the fog gets to dense, ie you reach the number in the spawnarg shaderParm3 on the foglight.
  5. Ah, of course! Thanks for moving me into the right forum as well I
  6. Is it possible to add more vertexes to a NURBS spline curve? Standard is three, but I would like to litter my like a patch so I can curve it as I want without the need to splice them/glue several together...
  7. Yes, the only difference is that the fog doesn't interfere with the portals in any way.
  8. No, I'm always building with bends and vision breaking visuals in mind so the mission will not get bogged down. This "portal function" gives me more control over when and why a portal stays open as I would like it to, when there is sections where there is stuff beyond the portal that pops in, when using the auto closing function.
  9. Hmm, don't know if this is related to the dev build, but as I take damage, the screen slowly transitions to a green/blue psycodelic hue. Is this intentional?
  10. Yes, the portal stays open now, when I'm looking at it, as normal and as it "should" be which means all the stuff beyond it renders fine.
  11. Ahh, installed and noPortslFog didn't work...so I spelled it noPortalFog and we are up and running! Thanks boys
  12. Okay, I have run the TheDarkModx64.exe. and the screen is black. I hear the menu music though... Where do I put the glprogs?
  13. I must be an idiot, but I only get a .7x-file...is it packed or should I change the file type?
  14. Lovely I can see stgatilov rushing to this, hammering away with his magic How will this be implemented? A switch/spawnarg on the foglight itself that prohibit the fog from closing portals, or will it be possible to put it on a func_portal to prevent just that visportal to close. The fogclosing is nice in itself and absolutely not a useless feature. It's only bad when the portal closes and make things inside popping in and out of view.
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