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OGDA

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OGDA last won the day on March 27

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About OGDA

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  1. Often, you have to aim more at the AI's back instead of the head in a weird downwards angle, especially when guards are wearing helmets. On one side I can understand this little extra difficulty, but it's frustrating when you think about it beforehand, aim at the back and nevertheless hit the helmet. Like, duh, why would I want to hit his iron helmet. ^^ On some guards, especially when it's not all flat ground, it can take 6 reloads until the exact pixel spot to hit is found and that is indeed annoying.
  2. When I use several emitters for the particle tdm_ceiling_dust.prt, they all start with a big dust cloud in the first stage, then few particles in the second stage and then it repeats. As they all start at the same time, it looks very unnatural. Is there a way to do a time offset or a length variation for func_smoke and func_emitter over the entity spawnarg, without defining a prt-entry for every entity? I only found shaderparm5, time and speed in the wiki and forum, but none of those seem to have any effect. If there is a spawnarg, would it affect both parts of the definition
  3. I'm looking forward to it.
  4. The amount of features TDM 2.10 will provide for mappers is insane. I'm constantly finding things I need for mapping in the bug tracker and forum with target version 2.10. Is there an estimated release date? I'm asking for a friend (the .script-file). Neeeed: https://bugs.thedarkmod.com/view.php?id=5543
  5. You maybe changed some brushes, so pathfinding is out of date. You need to rerun dmap yourmapname in the TDM console to recompile the map. Here is a wiki page with a few hints, see the point "Q. I'm getting an error message "warning: aas is out of date" once my map has loaded. What does it mean and what do I do?": https://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To
  6. I found another thread with some statements regarding the topic:
  7. Thanks for the posts! But I hoped to get an actual overview of the real districts of and locations in Bridgeport as in the lore of TDM and maybe created by FMs. Otherwise I then guess these are the only officially "released" or documented districts? https://wiki.thedarkmod.com/index.php?title=The_City (bottom of the page)
  8. ACTIVATE LEVEL 100 THREAD NECROMANCER POWER! Soooo Does anyone know if there's a more detailed list about the city districts and locations than on this page anywhere: https://wiki.thedarkmod.com/index.php?title=The_City ?
  9. Hello, the "Render in lighting preview mode" in Dark Radiant doesn't seem to take the ambient light into account correctly. But maybe I've set up something wrong as I don't think this wouldn't have been noticed. Ingame everything is correct, the problem only occurs in DR render preview mode. Let's say I set the _color value of the ambient_world light really high to make the ambient_world light definitely visible: classname: light name: ambient_world _color: 0.07 0.07 0.07 (which equates to a brightness level of about 18) light_center: 0 0 0 light_radius: 13
  10. @Frost_Salamander I had a problem like that in "A Night Of Loot" where the candles at the stairs to the second floor where shining up into the attic, despite several brushes and visportals being in the way. In that case it turned out, that a specific default candle holder with lit candles seemed to cause the problem. When I switched it with other light sources at the same position, the light bleeding went away (at least a big portion of it iirc). Try switching that candle holder, I think it might have strange properties. Out of curiosity: can you please post the entity class of the c
  11. I've only started getting into TDM scripting, so I'm not completely sure where to find that. Wouldn't that mean I would have to ship a script that overrides a default TDM function with the map? If that's the case, I would prefer the current way with a custom script and only one additional call (for future update security). If you mean something different, do you perhaps have an example in one of your maps where you've done something like that, I can look at?
  12. Ambient light setup updated, it's now much simpler thanks to Obsttorte's hint. @Obsttorte Thank you very much! Updated to ogda_demomap v3.
  13. Ok, I think I have something, I'll try it out and then post it here.
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