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STRUNK

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Posts posted by STRUNK

  1. 46 minutes ago, Frost_Salamander said:

    The ambient in mine is a bit darker than 'normal' but it's not pitch black.  I'm not sure why this would matter, but are you using TDM 2.13?

    Yes, newest version. I tried an older mission and that seemed ok.Are there new/changed graphics settings?

     

  2. I know this is not the right thread for my question but I didn't want to read through the mission's threads for an answer.
    Why are the 2 newest missions pitch black?? Like there is no ambient light at all ... it makes playing a lot less fun ...
    Thought it was only 1 mission but both have the same so I guess it has something to do with new lighting system or something?
    Question is: how to get "normal" ambient light back?

  3. Maybe some of you have the same sort of situation and haven't found an aswer for the pointer appearing in the centre of your tdm game when switching to an other computer and back, and have to quit and restart the game for it to go away ...

    I just found a solution!: I hooked up another mouse (both logitech now, so maybe that matters .. dunno) to my game computer and just left it on top of the case .. only to keep saying to the game computer: I'm a mouse!

    Now I can play TDM and switch to mij low wattage internet computer, use my main mouse and keyboard, switch back and don't have the annoying pointer in the middle of my game : )

    It will probably work for other games with the same issue.
     

  4. 55 minutes ago, ERH+ said:

    How S/R will check if player kill/pickocket/KO/agro AI?

    Kill, KO, Frob, Visual and Sound are stims,  responese could be trigger or run script.

    I'm not sure what you are planning to do though, but maybe this could do it without being an objective.

  5. 21 minutes ago, GuitarSlingerWRW said:

    I found the bishop but can't find the key to open the gate into the hostile area.

    Spoiler

    You have to kill an elemental to get the key .. should be written somewhere in the bishop's journal how to do that.

     

  6. 8 hours ago, GuitarSlingerWRW said:

    I cannot find the 4 digit code for the 1 armed bandit in the room near the great hammers.

    Spoiler

    Look in the garden opposite of the room with the combination lock, look at the plaque on the right with the vision potion. There you'll find the combination.

     

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  7. 12 hours ago, BoilerDunce said:

    I have the sound in the folder, I have the .sndshd written up, they're in sound/ambient/ambience and nonetheless, when I restart darkradiant and try to create speaker, my sound does not show up in the list. 

    I think I remember with sounds that you (sometimes?)  have to put in the whole path, not just the name.
    Hope that helps, for it should not be hard at all to use your own sounds.

    AND, be sure to have your mission selected in DR under File > Game/Project Setup...

    Hope it works, otherwise you could upload your complete mission folder with you map and sound and the lot somewhere, and we can take a look and try to fix it/help ... could be via personal message or here : )

  8. 4 hours ago, BoilerDunce said:

    I need to know the way to import custom content into a mission, especially sounds and textures.

    https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod

    For sound, just make folder called sound, and some subfolders if you wish, in your mission folder, and place your sound files there (.ogg, .wav).
    There is also a soundshader file needed for ambient sound, and maybe other instances:
    https://wiki.thedarkmod.com/index.php?title=Adding_ambient_Sounds_to_your_Map

    https://wiki.thedarkmod.com/index.php?title=Sounds:_Background_and_Local


  9. TextureGen.JPG?ex=67705635&is=676f04b5&h

    All is working and has a basic directory and save system, with automatic scaling to the recommended dimenstions (upper left) and can be used just to make the maps for input images (to the right from the directory and name, the red lines indicate how the reference image stays as it is), or have the inputted image as a reference for the AI to work from. 
    I tried to make it as simple as possible where things can be bypassed (like maps and saves) and a lot of nodes are hidden under other nodes, and nodes are pinned so you can't drag them around without unpinning them.

    Next step: getting it all ready and packed for download and install so ppl can use it .. and some sort of manual I guess : P

     

    @nbohr1more I see the texture guidlines were updated! But now I wonder about the recommended dimension or the heightmap?

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