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  1. Dragofer, I completely understand what you're saying. I've dealt with problems that fit this profile before, it is most assuredly a work of gigantic proportion and has myriad complexities to consider. And I love what everyone did to build this wonderful map and write these delightful missions. One thing that can be done to make things easier is modularization of the textures. The architecture throughout the game follows a similar style, so that is not something to be too concerned about in a build. So if the map is laid out by what will be natural or planned city growth, then it's mainly just selecting what textures to place on roads and facades of buildings that will fit an area's theme. I believe the routes through the city are fine, it just gets a little disorienting for the above mentioned reason. I played for most a day and night (much to my wife's dismay), and I really enjoyed running around and exploring. I even took the targeting off for a while just so I could bebop around and have fun without Builder interference. Some of it reminded me of the Dragon Temple near Nakon Pathom and the Golden Mountain in Bangkok. (If you ever want inspiration for something to build with verticals and unique subterranes, look at some of the Buddhist temples in Thailand.)
  2. Congratulations on putting together this epic-scale map with some interesting and frustratingly, fun missions. I can tell a lot of work went into it from many different people. I enjoyed the main storyline, the idea of the player being more than just a simple thief. And how you can choose the method of exacting revenge on the villain makes it more than just a Mario World level —collect coins, free the princess... Oops! She's in another castle. And as much as I enjoyed the missions, I do feel the need to share my critic of the map. Humans build cities based on a geometry for planned growth or asymmetrically for natural growth. This map uses neither and is difficult to navigate. All the buildings have near identical exteriors in the dim light, there are no landmarks to reference. And the street signs are dark placards sitting in the dark, of limited use on the ground, but definitely not helpful if you've gone vertical. Another issue with the mapping is that, because of the hodgepodge of structures, there are many areas where you can literally walk on air (Hill Street is a good example), or get pushed sideways during a jump by an invisible wall. The latter is a feature found throughout the map. I have no suggestions on how to fix this other than through a walkthrough in Dark Radiant. But about the layout of the city, I do have a suggestion. It's based on my past work within government public works. And I give it as advice, to be regarded or disregarded —not for me to be a know-it-all or an attacker. I know a ton of work went into this project. Any building that was constructed by the government, a church, or wealthier faction should be part of a geometry. It can be part of a grid —polar or Cartesian— a militant triangle, star, diamond, etc. (as long as it's pointy), or your choice of polygon. Poorer areas, or places where the sprawl has grown with the city's population, are normally going to be like tree branches or rivers. The passageways flow around larger buildings (connecting to but not overpowering geometric ones) and natural formations. So for this map, the area around the church, the clock tower, and all major buildings housing the wealthy or government services (electrical and water centers) should be on a geometric pattern. This includes the verticals. The pipes and lines should radiate out in the same pattern as the ground-level roads. The "sprawl" is not random. There is a pattern to how sprawls develop, and often it grows like a tree. main branch of traffic forms, and the smaller branches bud out after that. If the sprawl is growing out of decay, the original large structures will look more like rocks in a river if you take a bird's-eye view. In areas where geometrical growth meets asymmetrical growth, in a newer city (only a couple hundred years old) you often find its a no-man's zone. There's not really any established business or housing from either side that seems to be permanent. It's in flux. Older cities will still maintain the line, but there is a mix of well and poorly funded architecture. Two of the biggies for navigation are the facades and the roads. In an area around a well-funded, high-profile project such as a church, the church will decide the look of the area. If its design is sedate and dark, many of the major structures in the neighborhood will to reflect that. And the road, which is normally funded by the builder, will be uniform in that area and wider than those found elsewhere. So around our theoretical church, that's in an older city, the buildings should show signs of having started out from the same designer. The roads should all be the same material and wide enough for high traffic or parades. A more recently built clock tower nearby our church will have it's own sycophantic buildings, but in better condition, and its own unique, wide pavements. If the structures' properties meet, then there is a distinct border. More often than not though, there is an intermediate section of sprawl that connects the two areas. Where sprawl sits closely between two properties, it leans more towards one design or the other. This is not really important for smaller maps. Smaller maps are tiny sections of larger geometry or asymmetric growth and can be treated independently. There are fewer high-level patterns to consider, and the above topics won't affect a player's run. But on a large map such as this one, consideration to city planning and growth can drastically increase a player's ability to navigate. One last note. This advice is given based the growth of a city considering material wealth only. Vying political factions and wars will change the footprint of various parts of a city in different ways than I described above. Asymmetric and geometric patterns will still arise, but density and direction will be different.
  3. I solved the problem the old-fashioned way, I went back to zero. I wiped the whole project, redid the files structure back to the original way I had it, and re-built the map. Now it works. Either I had a system glitch, or I just got myself stuck in a loop of erroneous actions. Thank you for the advice and the video link.
  4. I'm also having the problem of textures not being found. I've been reading and messing with this for a week before bothering the community, but I'm stumped. I have what I believe to be the correct file structure, the materials file looks correct, but whether I use TGA or DDS images, I have either a black brush or a blue 'no shader', respectively. The only thing visible is `oh_ed.jpg' in DarkRadiant. My images are being processed through Gimp. I am using mipmaps, I've tried dxt1 and dxt3, no RLE, origin is bottom left, they are to the power of 2, etc. The normalmap is visible if I use the DDS (but there's no diffuse image), and if I uncomment the DDS in order to force TGA, then the brush shows up flat-black in the game and DR's full-light view. There is always a warning or two about missing images no matter what I try when I run dmap, eg: WARNING:Couldn't load image: textures/darkmod/map_specific/oh/oh On a sidenote: When it's said to put a copy of the textures in the main Darkmod folder, I've tried putting the textures in as a PK4. 'tdm_textures_oh.pk4' contains: darkmod └── map_specific └── oh ├── oh_ed.jpg └── oh_local.tga -or, another attempt- ├── dds │ └── darkmod │ └── map_specific │ └── textures │ └── oh │ └── oh.dds └── textures └── darkmod └── map_specific └── oh ├── oh_ed.jpg └── oh_local.tga I even tried a PK4 that included the materials file. What is wrong and what is correct? Linux Mint 4.15.0-99 x86_64 DarkRadiant 2.5.0 X64 Darkmod 2.07/32
  5. I've eliminated a bunch of stuff from the map to see if I could figure out the cause, but no luck. Here is the map file with the creatures we have spoken of. There's three of them in that pose, so it gets interesting when they begin greeting one another. Originally it was every AI, but now it only seems to be these wenches. I had a couple nnoblemen that appeared contorted, but I could not make it reproductable. Horses were fine, a couple guards looked a little weird, but that went away. The attached map is a wreck, but it went from a work in progress to an experiment quickly; don't mind the mess. stealers.map
  6. I've never seen it in anything except for what I'm building. I'm using the latest release of Radiant and DarkMod, so I dunno. If I could trigger the AI with some kind of stimuli at the start of the game, then it would act normally. But I don't want to start it in an alert state. (What's really creepy is when she starts talking... It's like some kind of tortured soul was summoned to oracle for you. )
  7. Greetings. I am new to DarkRadiant and I'm working on my first rooms. I'm using an AI for scale during the process, and when I dmap and map the room to test it, the AI is showing up contorted and unmoving until it receives stimulus (eg. a body-shot with a water arrow). I've attached a picture for reference. While this would be a good effect for a horror mission, it's unwanted now. Why might this be happening? Cheers.
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