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thebigh

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Everything posted by thebigh

  1. Count me in! Z-fighting detector extraordinare
  2. I think all the missions have now hit the 15 vote milestone, so how about we close the contest at the weekend of Dec 7-8?
  3. Thanks! I'm glad you enjoyed it. I didn't have a lot of time to build a huge map, so I tried to pack in a few surprises into a little one, and I think you're the first person to make use of the chimney!
  4. Lots and lots of Z fighting in this mission.
  5. Nice mission! I really enjoyed this one, and you weren't kidding about it being hard. It took me forever to work out how to escape after things got scary. I only scored about $3000 and found just one secret, so I'll have to have another play through later to discover what I missed.
  6. I saw that too. It seems to be an issue with the stock asset. Maybe future versions of TDM will fix it.
  7. Did you accidentally turn it off? Hitting the '0' key toggles it on and off.
  8. Ugh, this is why we shouldn't use "magic numbers" in code. If that thing had been named "secret_crank_wheel" or something instead of "func_static_1858" it would have been much clearer. None of New Job, St Lucia, or the Training Mission call the function real_frob_door_delayed so it seems this wasn't intended for any of the "official" missions. Or possibly it was used in an earlier version and the code still lingers like a bad smell.
  9. Sorry to be so late replying. The 2nd secret can be found
  10. I followed the directions on the Wiki, including using the decades-old 16-bit version of Terragen, which I still luckily had on an old mothballed computer of mine. Spent an hour or three getting the mountains and snow looking just right. Then when I made the snowy patch geometry for the nearer hills and rocks I fiddled with the outdoor ambient light to match the skybox as well as possible. Not perfect, but good enough. The moonlight is just a huge parallel light, obviously. It's bad for optimisation but in a mission as tiny as this that is unlikely to matter.
  11. Looking much better! More varied lighting, and quite a few graphical fixes, and now there's even a guard!
  12. My first mission had something similar, but not done anywhere near as well XD
  13. There's not much in there anyway, but being able to go through gives you a bit more mobility on the ground floor.
  14. I might have missed it in this thread, but when does voting close on this contest?
  15. Neat little mission! I had a lot of fun wandering through the little alleyways and clambering around the various apartments, and I really appreciated the opportunity for a bit of vertical jumping and mantling. You've got a good eye for the dingy, cramped City alleyways, nice job! The underground section was cool too. It gave me T1 vibes, like something the Keepers might build. I was having so much fun exploring and poking around that I almost didn't notice that there are no other AIs in the mission at all! That was an interesting touch.
  16. This might be an oddity that @OrbWeaver will need to take a look at.
  17. Nice! Congratulations. I, for one, will consider it "submitted on time" regardless.
  18. I did a bit of additional investigating. If I run the Windows version of DR I get the permamerged vertex issue you describe, but if I run on Linux I can click the vertices individually.
  19. @Uncertain Title has like an hour! Come on, you can do it!
  20. I'm having trouble replicating this issue. If I drag a pink vertex on top of a green one and then select both by dragging, they both get selected and aren't separated. But if I just select vertices by clicking I only select one of them can can easily move it off the other.
  21. Wow, OK, that's weird. I've never seen that before, and it certainly never showed up in my testing.
  22. Yeah, something is up with those sconces. It almost looks like the round holder bit doesn't cast shadows, but the wall bracket does, so all you get is a thin strip of shadow below the sconce.
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