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krrg

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Everything posted by krrg

  1. Excellent mission, fairly compact, but lots of little secret compartments to find. I particularly liked The one thing that made it quite difficult was I encountered an odd bug as well: I admit that my "solution" to this mission amounted to giving out a lot of headaches and making an tidy little body pile of instead of trying to tiptoe around the whole time. Ah, well, sometimes that's way it goes
  2. Thanks! You're talking about the `dark_redwood` material, correct @Springheel? If so, there is still the matter of the smooth marble that started this whole discussion. Can this skin also get fixed for 2.08? I'd be happy to submit the change myself, but I think the asset definitions are part of a private repository.
  3. What is the fastest way to determine that?
  4. @STRUNK Oh yes, I'm definitely missing the `dark_redwood` from the media browser, same thing with the marble.
  5. There isn't a tga file for smooth_marble_white01, but there is a DDS file for it in the dds folder inside of `tdm_textures_stone_flat01.pk4`.
  6. Here is the infamous glowing bookshelf. This is the `models/darkmod/furniture/shelves/bookshelf_wide01_alt` model with the `mansion_dark_redwood` skin. Problematic texture seems to be `textures/darkmod/wood/boards/dark_redwood`. Applying this texture to a brush also reproduces the same glowing effect. Shame, really, just based on the renderings in Dark Radiant this wood looks really nice.
  7. I've run TDM successfully in fullscreen under Fedora 30, 31, and now 32 with an AMD Radeon RX 580 using X11. I suspect TDM doesn't totally work under Wayland; personally I'm using X because of some other programs that got very angry when running under Wayland, so I had to switch back to X to get things working. It should be easy to toggle over to using X; you can just switch it on the login page with the little gear icon. Do you happen to have a multi-monitor setup? For me, I had to go into the system display settings and disable my second monitor when playing TDM fullscreen. Otherw
  8. Nope, no warnings about it from from what I can see. For what it's worth, this is the map I'm using to repro this. I'd be curious to know what others see when they load this up. Edit: Even more interesting, is that some sides of the brush have this weirdness going on: bug1.map
  9. Not sure what to make of this!
  10. No, the problem happens well outside of frob distance (and the entity isn't even frobable). I was kind of thinking this was a local issue as well, except that I can reproduce this on completely different machines; the first place I noticed this were some problematic bookshelves when I was working on In Danger of Judgment on an old laptop. I'm mapping with a completely different computer now, fresh installation, etc, and still it seems like I have the fullbright problem for a few of these skins. Let me see if I can find the bookshelf that was giving me problems.
  11. Full-bright and semitransparent describes it perfectly. These are all textures or skins that were defined by the base game, not custom ones by me. I heard at some point (I don't know if this is true) the assets for the base game got broken out into a bunch of different pk4 files. I wonder if some materials defs got lost in the transition? Just a stab in the dark here, with nothing to guide me but a full-bright semitransparent basin.
  12. I've had a similar problem before, and I never thought to ask what was going on, but does anyone know why some of the skins/textures cause this odd glowing effect? The above is models/darkmod/decorative/vases/cup_marble with the `cup_marble_shiny` skin. I've had similar problems in the past with some of the statues and a bookshelf skin as well. Is this a bug in the game itself? Just a bad material with a messed up normalmap?
  13. What a cool mission, just finished it! Only found 4 / 5 secrets. There was one rather confusing part: And then, just as far as mapping goes, the lighting and soundscape was superb. The waterworks were particularly impressive, especially with the reflective water and electricals. Very good use overall of combining modules with custom brushwork and certainly something I'm aspiring to do more of in my next mission. I'll be excited to see what you come up with next!
  14. So glad you liked it! I've started working on the second mission in the series, and have a lot of the external design work done. Still a lot of details to fill in; in contrast to the first mission, the second mission in the series will be relatively larger and more complex. No particular timeline, but I'm sure I'll be leaking some screenshots here and there.
  15. Wow, thank you for the kind comments everyone, I'm beyond words! And thanks for the walkthrough video @Cambridge Spy, very nice! I've edited the original post to include some helps and hints for those of you trying to hunt down those elusive secrets. Some of them are tricky, just be glad that my wonderful beta testers reigned me a little on not making those secrets too difficult I'm so glad the storm upstairs was so well received! I spent a fair bit of time very early on in the design getting that thunderstorm put together. It's still in the early phases as far as what to build
  16. Description: The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out... Download Link: https://storage.googleapis.com/krrg-tdm/indangerofjudgment.pk4 Special Thanks to my beta testers for their great feedback! (Bienie, Cambridge Spy, Shadow, VanishedOne, acolyte6) Screenshots Helps and Hints: Author's Notes: This is my first ever fan mission, built over a period of ~6 months. I hope you enjoy playing it as
  17. I'm experimenting with adding some fog to a section of the sewers in my FM, but I'm getting an unfortunately sharp drop off between the section with and without fog. Is there a way to soften up the edges here instead of having an unrealistic line?
  18. ?The beta testing forum is now open access, and we've got a nice thread coming along over there.
  19. Hello all! I'm starting beta testing for my first ever mission: In Danger of Judgment. If you're interested, then look for the thread over in the beta testing forum; everyone is welcome! The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out...
  20. Wow, the atmosphere in this was incredible! I did find a very minor modeling glitch in the back of the cathedral where the window model's pillar is...obviously "empty". And finally
  21. Just played this through: brilliant job! The mission was more extensive than what I presumed originally;
  22. Just getting back into TDM mapping again after a hiatus for several months, and I'm have a...total newb question about lighting and those lovely prebuilt light entities. What I'm hoping is that there is an easy way to increase the light radius on entity lights (like candles, desk lamps, gas lamps, etc. that are added as entities). My understanding is that these entities create the light source when the map is loaded...so I don't actually have a light to edit directly. I've tried modifying `light_radius` on the entity's properties with no success (as I sort of expected---my understanding i
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