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angua

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angua last won the day on January 17

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About angua

  • Birthday 09/17/1980

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    http://www.angua.at
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    Female
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    Deep down in the Bonehoard

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  1. Ooooh so many interesting ideas! We had a similar story at one point, where the player has to pose as an acolyte and investigate the death of the former high priest, talking to several members, finding a way to enter the restricted area... After a while setting up all the triggers and conversations and scripts turned into a huge PITA - although it was quite funny to start a conversation and then walk off, having them talk to thin air I'll see to it that our story is not too similar. Although also placing our mission in the same universe and have some familiar characters appear (or at least being mentioned) would be a nice idea. I like stories with multiple possible endings Looks like I have to (re)play some TDM missions then. Mmh, we do have a library, but it is probably too small for such a degree of labyrinthinity.
  2. We (Greebo and myself) have been working on this ancient mission of ours for quite a few years. It is mostly finished (haha well at least mostly playable) but what we still don't have is a great story. We have had a few ideas but were not quite happy with them. It is a type of mission with Who would like to help us to come up with a badass story and objectives? We could also use some help with readables (I'm not that good with ye olde english) and maybe some input/feedback on the map. Here are a few screenshots:
  3. I've just tried blend gl_dst_color, gl_one This does brighten the underlying texture and it reacts to light corrrectly, but even where the image is white you can see the color of the underlying image, so not really perfect for snow... Maybe you could use this in combination with the alphatested image to mask the edges a bit.
  4. Maybe it's an inverted filter stage. So the used texture is white where the dirt should be and the shader does "1 - image" which results in dark dirt. If you darken the image with the color keyword, the resulting dirt becomes brighter. Using a larger color of 0.8 will cause the dirt to become a little bit brighter, while larger values will cause it to fade and become more and more invisible.
  5. I'm trying to get this to work at the moment... currently I have a flying builder guard (looks really funny... for some reason the head and shoulders detach from the body and float a little bit above the torso... ). I'm changing his move type from fly to anim with a path entity, and when he touches the ground, he slides all the way to the wall and keeps moon walking there...
  6. Hah, well spotted. Good old copy&paste bug.
  7. I've added some very basic support for flying AI. It's full of hacks and not quite functional for now. The fire elemental can follow a patrol route of path_corners at different heights now (but not through doors, it will just bump against a wall in the way and circle there), but in combat it just charges at the player's feet and circles there indefinitely. There is a new exe and pk4 for windows users, but someone will need to compile for linux. Thanks.
  8. Hm, I played around with coding them a while ago. Had them flying around, but no obstacle avoidance etc. I'll see if I can dig that old code up again.
  9. Hey, those are nice! While looking at the missing sounds list, I found that the revenant almost exclusively uses d3 sounds. We'll need a complete vocal set...
  10. The license doesn't look so good. It's aimed at commerical products. Here's one sentence of it:
  11. Yes, I sometimes do this.
  12. Just had a quick look at your blog, your quite unique I have to say. A hardcore coder, plays thief, cool German accent and female and a pretty one at that.

    And yeah I know you can BJ a frog, but don't they explode then...?

  13. Hm, I could do some vocals... might be fun, and I also have a microphone... but I don't have much time these days, and the quality is quite probably not going to be the best...
  14. This should be fixed now (in source, no new pk4 yet).
  15. This sounds like a bug, please report.
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