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thebigh

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Everything posted by thebigh

  1. I'm not going to get involved in political debates. Just want to see if anyone here can give this Catalan person some guidance, because they seem eager to help and I don't know how to respond to them.
  2. There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
  3. I'm not sure what "dark element" you're talking about. All I do for my ghost speedrun is run up to where the leg is and grab it when the inventor and the purse guy leave. That's not long after I get there because of the patrol timings. Then I run to the balcony to get the key that opens the vent hatch, again arriving just as the greybeard noble leaves. After that it's just up the vent, grab the other key, and to the exit. Nothing much to it.
  4. The patrol timings are actually really convenient, aren't they?
  5. I did find one lockpick lying on the metal floor of the room with all the loot. I wonder if that was supposed to be there.
  6. So I watched your video, and you mentioned not understanding visportals properly. You're pretty much right when you say the mission's so small that visually it's not that important. But they also control sound propagation, so even in a tiny mission they're crucially important. You might have noticed, for example, that if you jump around on your starting ledge, it's easy to alert the people watching the museum exhibits. And when they start barking, it sounds like they're standing right next to you because, without visportals, sound propagates in a direct line. Realistically, it should sound more like the sound has traveled through the open window and round the side of the building- so it should arrive from a different direction and be a lot quieter. To get this to work in FMH just for the starting ledge, try this: * Extend the walls of caulk all the way to the ceiling, and make sure there are no gaps. You want to seal off the ledge from the rest of the mission air-tight, so that not even a gnat could fly into the museum except through the window. * Make a worldspawn brush inside the window, blocking it off entirely. Convert it to a visportal. It should now be a cuboid with five nodraw faces and one visportal face. * Dmap your level. If you get any "portal dropped as leaky" errors, then either the visportal isn't blocking the entire window or the other brushes surrounding the ledge area aren't providing an air-tight seal. If that happens, load up the pointfile in DR and look for the red line. This indicates how our imaginary gnat is flying to avoid having to pass through the visportal. Extend the visportal or caulk brushes to block the gap, repeating as often as necessary until all the leaks are sealed. Do all this multiple times, putting visportals into the gaps between rooms. For example, in the coal room, obvious places for visportals would be the hatch leading down to the exit, the locked door, and the hole you jump to from the chandelier. Other natural visportal locations would be doorways, the little crawlspaces, and the vent leading to the room with the Mysterious Key. You definitely want to extend the caulk brushes near the balconies to be completely air-tight, because right now they seal nothing and I can even mantle onto them and onto the museum roof. The goal is to divide the mission into discrete areas- visleafs- where you can't get from one to another without passing through a portal. A noise that happens in a different visleaf will sound to you and to AIs as though it's travelled through the nearest portal and not in a direct line through a wall. https://wiki.thedarkmod.com/index.php?title=Visportals#Sound_Propagation LOL, good luck with that brightly lit loot platform with the museum guest watching it constantly from three feet away. That's 94.1% of the mission's loot total. XD
  7. This is a fun one to speed run. I can finish in under a minute, 0:59 to be exact, but I bet I could get as low as 0:57 with luck
  8. Congratulations on the release!
  9. I'm feeling a bit of burnout at the moment and have shelved the missions I started for now. But don't worry, I'll be feeling that itch to open DarkRadiant again soon enough.
  10. A lighting bug introduced, I think, in 2.12. Heart of Lone Salvation, just on entering the cellar through the sewer pipe:
  11. I had a quick play around with my mission DeLisle, which is designed to have slightly darker ambient than most missions, and with more little subtle point lights here and there to break up the darkness. I found 2.13b1 with gamma=1 to be overall darker than 2.12, g=1.2. I bumped it up to 1.1, and found the brightness was then pretty similar but the contrast was slightly more washed out. The little eerie candle flames, which were supposed to add distinct blues and greens to the scene, have faded towards sepia and the pitch black areas have become noticeably grey. This isn't at all what I was going for. It slightly detracts from the mood of the level.
  12. Starting a playthrough of the whole Dark Mod, from oldest mission to newest. I've knocked over the first few already and about to start Living Expenses. Only ~170 missions to go!

    1. Show previous comments  15 more
    2. thebigh

      thebigh

      You can see my progress so far here:

       

      https://wiki.thedarkmod.com/index.php?title=User:Thebigh/TDM_playthrough

       

      Next up is another mission I've been not looking forward to: Alchemist. I dislike it because all the guards start off in berzerk mode, making it feel like I've messed up even before I started

    3. Jetrell

      Jetrell

      you're making great progress. thanks for adding your playthrough link, adding the play time is helpful but it'd also be interesting if you added some general observations/comments, just a thought.

    4. thebigh

      thebigh

      I find myself enjoying the older and smaller missions like Too Late and Special Delivery a lot. They make a nice change of pace from the huge sprawlers we play nowadays.

  13. It's working again now. Must have been some temporary glitch.
  14. I'm having trouble installing this. I've tried two different mirrors but I keep getting "minizip errors", whatever that means.
  15. Most of the game is dark. Areas where clamping, or other artifacts of bright lighting, occur are pretty rare. I'd rather put up with some plasticky appearance in 5% of a level than endure a milky cataract look for the other 95%
  16. Looks like we're going to hit the 200 mark possibly next year.
  17. Yeah, this looks worse IMO. It looks like Corbin is developing cataracts.
  18. Merry Christmas!
  19. People often overdo the EFXs. IMO if you walk into a room and the first thing you notice is, "Aha! This mission is using EFX" then it's probably too much.
  20. Can I just say that the recent improvements to mantling speed and reliability have made jumping and climbing around in this mission even more fun.
  21. Noice! It's a really neat little mission that deserves inclusion.
  22. Besides, you have to leave something for missions to introduce.
  23. I'm having trouble with the health potion objective in Night 2. I grabbed the one in the kitchen and but where are the rest of them?
  24. You just gotta burp a bunch of times before you hit the ceiling.
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