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DeTeEff

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Everything posted by DeTeEff

  1. Demagogue, is that the ghost model from A Night To Remember?
  2. Is it possible to (sometime in the future), being able to merge func_statics made up of models? Say if you add a model table with model chairs, all in func_statics. Then merge it to save memory/entities? Or am I forced to learn Blender or similar modelling software?
  3. Are there any risks to merge vertexes on patches in one? Like, taking the corners of a square patch and make a triangle?

    1. nbohr1more

      nbohr1more

      Patches don't seal so even if you create a leak somehow, it would've leaked anyway. The only issue is shadows. If the patch casts shadows the leak would make shadow silhouette calculations more complex.

    2. Dragofer

      Dragofer

      The only downside, minor, I've seen is that the polygon normals get a little glitchy (darkened) towards the fusion point. In terms of texturing, you'd need to paste from a brush to avoid massive distortion.

  4. THIS should give the creator a Nobel Peace prize!
  5. Graphics card crashed so I bought a new one...GeForce GTX 980 TI 6gb...Have tried to make TDM to lag by packing lights...it won't lag :)

    1. Show previous comments  1 more
    2. nbohr1more

      nbohr1more

      Have you tried enabling transparency AA and playing a mission with lots of foliage?

    3. Goldwell

      Goldwell

      I have the same card as you and if you want the best performance (as I also get a little lag in certain TDM missions for some reason) I enable AA in the nvidia control panel and just have the game without AA.

       

      It runs really well and you still get the AA

    4. DeTeEff

      DeTeEff

      I haven't tried any real maps. Just stacked some thirty lights and fire particles in one room. Have ramped up as much res my monitor can handle and full antialiasing and technical mumbo jumbo and not a single framdrop below 55-60. But further testing will occur :)

  6. Yeah! It's so embarrassing I must have seen that door and instinctively thought it wasn't pickable and when I went past the door on my searches my brain just haf checked the box "this door is unpickable"... Looking forward to the bext installment
  7. Simply gorgeous mission! I love all the crevices and slums and different entryways!
  8. I didn't know one could fix the problem with "leaking" arches when you thicken a curved patch...Then I read about "non fixed" subdivisions in the patch inspector...That saves a lot of headache

    1. AluminumHaste

      AluminumHaste

      really you've never used manual subdivisions? Makes it so easy to just set your patch subdivisions to 6x6 and be done

       

    2. DeTeEff

      DeTeEff

      No, I just cursed silently and tried to adjust my arch to get a non leaking one

  9. It's working. Thanks a lot!
  10. The goal is to poison a piece of food that the AI Arne eats. After that, he shall go about and take damage at certain intervals until he dies. Or more exactly, I'll kill him at the end of the script void eat_cake() { sys.print("\nArne is eating cake\n"); if (poisoned_cake == 1) //Check if the cake is poisoned { sys.print("\nArne is poisoned and is taking damage\n"); sys.wait(5); sys.print("\nHulk!\n"); Damage def //hurt Arne sys.wait(5); Damage def //hurt Arne sys.wait(5); Damage def //hurt Arne sys.wait(5); Damage def //hurt Arne sys.wait(5); $arne.kill(); //Kill Arne } } It's the Damage def I need help with
  11. I read that, but I don't get how write it in the script, the exact wording...I'm crap at programming; I usually copy the syntaxes from other script files and change things so they end up the way I want...
  12. What is the code syntax for adding damage onto an AI via a script?
  13. Too bad I couldn't join in on the halloween speed build contest. Just want to make you guys aware that I'm alive and kicking :)

    1. Show previous comments  5 more
    2. Sotha

      Sotha

      Yep. For me the contest was interesting in the sense that what can be done in really small timeframe. Now we know.

       

      Winning is secondary.

    3. Sotha

      Sotha

      What I would like to see is more votes to get a more reliable conclusion for the contest.

       

      Presently, there are something like 10 people who have cast their votes.

    4. Airship Ballet

      Airship Ballet

      Eh, again, nah. It's out there and I'm happy with it, and so are other people. That's enough, really, don't have to be winners and losers as far as I'm concerned.

  14. Works on 2.03. Thanks boys!
  15. Hi Haven't mapped for a while and when I tried the readable editor I couldn't get any preview... Not a big deal but is it a common bug? I use DarkRadiant 2.02, Windows 10
  16. Three nice skydives today :)

    1. Show previous comments  1 more
    2. DeTeEff

      DeTeEff

      How old are your kids now?

    3. Sotha

      Sotha

      5 and 2. There were also other kids present. Ages: 7, 5, 5, 4, 3. They are so fast and energetic...

    4. DeTeEff

      DeTeEff

      Oooohhh, sounds like a high ambient sound level...!

  17. Funny thing is, I've got real tinnitus but it is not as annoying as "bugs" in the mod that emmerge and then just scamper away Sooo, the finlandier wants more missions from the swede? I've got some nice ideas that I will build/implement this evening. No plot just yet, only planless city building. It's easy to implement storys later, especially as I take so much time to create things (much time to thing about plot). Sidenote, use earplugs when attending conserts ore going to clubs! You do NOT want to experience tinnitus. My version is VERY mild but as I got it some months ago, (on a club) I got real scared and wondered how I could cope with that crap.
  18. Shall test again this evening to see if it still absent... I feel so dumb for reporting strange things that just dissappear...
  19. It's the zone system and it's triggered by the ambient starting... Now you must think I'm crazy. I just got out of bed and fired up my computer to try to record the noise but it seems to have stopped now. I did reboot yesterday to see if it made any difference but it did not. Well, at least it's gone now
  20. This is weird. In certain ambients I've started to hear a faint high pitched tone. I first heard it in darknessfalls_z but I have tried forest_children_z and factory_01_loop and several others which also have high pitch tone that in some cases pulsates with the music :S The sound is okay in the editor. I have tried with a new, empty map but still same sound... Now don't tell me it's a sound driver thing
  21. I downloaded and installed the newest drivers from the internet and it seems to be working now Strange how it just started to crash...I did nothing special before the crashes, no new games or drivers installed, it just started to crash on me...But good thing I got that reinstall, Windows fell so much fresher now
  22. And I cannot start The game either...Thought this tells me there is something fishy with the craphics card...Shall look into disabling threading optimizations...
  23. Hello Today when I started DarkRadiant, it just wouldn't start. It just said something about an Unexpected error. I tried to reinstall the editor, same error, I reinstalled the whole mod, still same error. I have thought of reinstalling Windows for a while and this triggered my thoughts about this. Now I have reinstalled Windows 7 (64 bit) and installed The Dark mod and DarkRadiant. Now I can come into the program, but as soon as I load a map, it crashes...I have tried both 32 and 64 bit versions of the VC++ and older versions of DarkRadiant but same crap...
  24. Yes, I like those places and I try to add lots of those in my map. Usually when I build I cannot see how the house/street section is going to look before I build it. Then when the building starting to take shape, I notice that it would be cool if the player could jump on some boxes and enter the window. For speed purposes it ought to be a lot faster to plan everything and how it shall look on paper/in the head at first. I don't have this skill so a lot of time is wasted for changing things as new ideas pop up...and to save me from pulling my hair later, I also add visportals and try to choke of the map at strategic points, which isn't that easy in a city section where (at least I like) the player to be able to reach high places. I mean, when you are high up, you may be able to look over walls and see over to places that (the mapper) will populate with details and thus needs to isolate for performance purposes. Then you might need to add unsightly high walls to hinder the players vision...
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