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AluminumHaste

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Everything posted by AluminumHaste

  1. They would have to secure the rights to do so, good luck with that. Recently they fell under the umbrella of embracer group, so now back with Eidos.
  2. I guess this is never going to be looked at? @OrbWeaver@greebo
  3. Just keep on keeping on man. Happy Bday
  4. So far I give it an 8/10 based on what I think they were going for.
  5. Holy crap you're use of lighting is godly I love it so much! Can't wait, I love your Volta series. Just a suggestion, for higher quality screenshots, make sure to set r_screenshot_format png to reduce colour banding. Also, and I'm sure this is already set, but make sure Color Precision is set to 64 in Video->Advanced.
  6. Because the visportal is closed and lights in that visleaf are no longer active, they're shut off. Why bother wasting CPU/GPU time on lighting a room that's completely closed off.
  7. That certainly seems to be part of the issue. When I copy and paste that part into a test map, and place a light behind the windows, the light goes right through. So in reality, light is bleeding all out of there in into that room from both sides. You only see it on the wall because the light is close to that spot.
  8. This might be why, maybe. The material def for that window texture: textures/darkmod/window/smallpanels_4w_dirty01_unlit { qer_editorimage textures/darkmod/window/smallpanels_4w_dirty01_unlit_ed glass noselfshadow noshadows diffusemap _black { blend add map textures/darkmod/window/smallpanels_4w_dirty01_unlit rgb .4 } frobstage_texture textures/darkmod/window/smallpanels_4w_dirty01_unlit 0.15 0.40 } Includes noshadows, so when the visportal is opened the light is activated in that visleaf, and it shines through the window panes.
  9. Yeah I just noticed also, the lamp from outside is also bleeding inside through the windows when the door is opened.
  10. Here, the light entity is offset and it's center is in the wall. Did you do that offset or is that part of the model?
  11. Try deleting the lamp and adding it back in? Make sure it isn't set to no_shadows as one of it's spawnargs?
  12. I know this was a while ago, but have you tried typing in the console r_volumetricEnable 0 Not sure if that CVAR is in there or not. Also, to reduce the performance hit try. r_volumetricSamples 8 (or lower)
  13. Yeah, I remember having issues with the UI in multiple AssCreed games.
  14. Once the player crosses this visportal, the light on the carpet gets brighter, and on the wall the shadows change subtly. Beautiful pool, but ummm, where is this light coming from?
  15. Light bleeds through walls when this door is open. When closed: Words are cut off on the first page. readables/fsx/letter_coats_sharpe { precache "num_pages" : "3" "page1_title" : { "" } "page1_body" : { "" "Sharpe," "" " Your display of loyalty in dealing with the Watts girl is commendable. It is certainly distasteful but we do what we must. Now that our 'friend' has outlived his usefulness, we must deal with him next and then we can put this unpleasantness behind us." " Now to the future. You see, City Watch officials and mayors are only the start. I've been exploring how a certain foreign nation can help culture my interests. The stakes are about to be raised Sharpe, and as my head of security your role is" <------Missing from readable } "page2_title" : { "" } "page2_body" : { "" "about to become even more crucial."
  16. Just getting around to playing this, I know I'm really late. But, right at the start, is the player supposed to get stuck under water? I jumped in the water and swam to the bottom to see what's down there, but I can't swim back up, I'm blocked by the vegetation. And invulnerable horses in the water below the main entrance?
  17. If the player can walk silently than that defeats a major game mechanic. There has to be a downside to moving quickly. Realism is not more important in this case.
  18. Please pm me the link so I can save it for future generations
  19. You can't spam attack, they'll block 90 percent of your attacks and destroy you. Remember guards are trained, the player is not. The sword was always last choice.
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