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About Darkman

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  1. thanks shadow/sotha... if there really is no limit, this might explain how johannes manages to have (more or less)ever single stone in his map built by an own brush or patch (instead of only using fitting textures)... haha, even f.e. a singe stair seems to be made of more patches/brushes than other fm's as a whole by the way, is your mission still in progress, shadow?
  2. just another question: as far as i know, there is a entity-count limit of about 8k. but is there also a limit for patches/worldspawn? thanks!
  3. A very nice mission! - looks pretty (esp. poly count not too high and also not too low; good usage of colored lights ) - has atmospheric cutscenes/"events" - offers a smooth gameplay (meaning f.e. that important objects, like keys, where not hidden that good, that they become almost unfindable)! so: at least in my eyes this mission is a little jewel! it was a honour to play it!
  4. yes, i meant the one and only, the master of shadows himself! oh guys, this was only some kind of fun. i did not aim for really "warning" anybody by the way: hey shadow! *wave*
  5. WTF? did i miss something? is johannes working with anohter editor/game? all those screens with original tdm-stuff? oh, and... don't feel sad but... these visuals won't satisfy "mr. S"... *cough*
  6. i have allready tried that. basically, this does work properly but there are also some problems occuring: f.e. the candle then has some kind of clipmodel whereas it does not collide if it's moved. so, you can stick a broadhead arrow in it as long as it's standing still but if you move it around itself, it won't collide with walls, etc. strange... beside that, frobing the holder won't extinguish the flame - but that's not the biggest problem. oh, these are the results if the candle is set to a model. if i set it to a ~adtm:mover_candle entity instead, it's even worse, as relighting the candleflame will also spawn a new candle with the originalskin that substitutes the one i placed before... i hope that this was somehow understandable... well, maybe i will have some time to see what i can do here today evening...
  7. evening guys! i need help in the following task: changing the skins of attached models that are spawned at runtime. example: one of those atdm_candleholders (this entity includes 1 holder, 1 candle and 1 candleflame; candle and candleflame are spawned at mapstart). it's easy to change the skin of the holder, as it's immediatelly accessible in editormode; the skin-spawnarg helps here. but it's not possible to do the same for the candle/candleflame, as they don't exist before runtime and there is no "skin-spawnarg" for attached entities... so how to change the skins of the candle/candleflame? ps: haha, hey, shadowhide! *wave*
  8. heaven, earth and hell... NOOO!!! well, but it's indeed better to quit (mapping) for some time instead of "burning" out... however, i will miss you (on the editors' side), you really built some pretty maps. Don't stay off too long! *wave*
  9. hey melan! wtf, all those screenshots/building-progress after 24h only? really looks like a pretty example for what may be possible within a short peroid of time! my editing sessions always feel like spending 24 hours to simply construct a piece of paper or a waterglass...
  10. oh, sounds like an interesting idea!
  11. nice! Disabling code really works again now! thanks!
  12. yeah, that's even better as possible errors will be merged when leaving/entering a zone again. sounds reasonable... thanks! i have allready rewritten my testscript/testmap, works like intended
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