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Robert

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  1. Just finished it, really awesome! I'm going to write a detailed review tomorrow.
  2. That one is mine and is unfortunately down since I've apparently used too much traffic these last days and was blocked by my provider ;-) ...
  3. I adopted the package und rolled back the PKGBUILD to something really simple, that even I could understand :-D ... But it works! Just played the William Steele mission!
  4. I've always played TDM on linux and since the D3 code was released I've built it from source. For users of ArchLinux there are already scripts to do this in the user repository! https://aur.archlinux.org/packages.php?ID=2990 https://aur.archlinux.org/packages.php?ID=31788
  5. 1) The Heart of Lone Salvation 2) Alberic's Course 3) Glenham Tower 4) The Caduceus of St. Alban 5) St. Alban's Cathedral
  6. This was an OK mission for me. The beginning was really great. Very good background story and an exceptionally atmospheric start. When I first stepped into the corridor I was absolutly thrilled for the things to come! Visually I really liked the mission. The whole place looked quite good and the dining room was especially beautiful! Best thing was front garden with the trees bending in the wind. Wonderful! I also liked your use of mirrors. Sorry for having written so much critique. The beginning was just so wonderful that I was quite disappointed when it didn't continue this way ... (Although my playthrough seemed quite bug-infested, so maybe I'm to harsh here.)
  7. Loved it! One of the best TDM missions I've played so far! Visually extremely pleasing! Keep up the good work bikerdude!
  8. Finally I've managed to play this and I have to say it's awesome! Visually I think this is the best mission released so far: The cathedral is breathtakingly beautiful and the city one of the best I've seen so far. Gameplaywise I especially enjoyed the city part. So many different places to go. So many things to discover. Ooops ... now I've written more critique, than I originally wanted. This is a great mission Bikerdude and I really enjoyed it. For me it's the second best TDM mission released, second only to Heart. Congratulations!
  9. I don't know about the others but for the .de mirror, that I run, I have unlimited traffic and there is not much hosted there except for the darkmod, so you won't even be slowing down other websites or something ... I would suggest that you don't spend your time looking for alternative download possibilities but make awesome missions instead ...
  10. Just finished: Definitely an enjoyable mission! City architecture and ambient sound was particularly good and the briefing + loading screen is just pure awesome! Congrats to Springheel for a really good release! I've got to get some sleep now ...
  11. I'm getting this error when trying to exort my telescope prefab to ASE. Traceback (most recent call last): File "/usr/lib/darkradiant/scripts/commands/ase_export.py", line 381, in <module> execute() File "/usr/lib/darkradiant/scripts/commands/ase_export.py", line 136, in execute GlobalSelectionSystem.foreachSelected(walker) File "/usr/lib/darkradiant/scripts/commands/ase_export.py", line 131, in visit scenenode.traverse(nodewalker) File "/usr/lib/darkradiant/scripts/commands/ase_export.py", line 117, in pre processPatch(scenenode.getPatch()) File "/usr/lib/darkradiant/scripts/commands/ase_export.py", line 91, in processPatch for x in mesh.vertices: TypeError: iter() returned non-iterator of type 'iterator' I think this is related to the fact, that I'm working with ArchLinux where python3 (/usr/bin/python3) is the default python interpreter. I do have python 2.7 installed as /usr/bin/python2. The file /usr/bin/python is merely a symlink to /usr/bin/python3. Changing this link to point to python2 has unfortunately not worked. How does Darkradiant choose the python interpreter to run scripts with?
  12. You are right. I have to admit that I didn't spend very much time "texturing" it. I'll probably give it another try tomorrow ... Two things were quite annoying when building that telescope: #1: When you set a func_static to "noshadows 1", even surfaces with the shadow shader stop casting shadows. It appears to me that this forces you to always make the shadow caster model als a seperate func_static which makes handling the prefab a little uncomfortable and leads to annoyance #2 ... #2: Suppose you have two func_statics (in my case the visible and the shadow casting part) that you want to rotate around a specific point in space (the mount of the telescope). It appears to me that even if the "origin" of each func_static is the same point in space, you can't rotate both of them at the same time around this point. Selecting both of them in rotation mode sets the combined "origin" to some other point in space, whose exact location is a complete mystery to me. I guess that's probably caused by me not knowing how to use DR properly ...
  13. http://thedarkcorner.robertrueger.de/telescope/ Model is made out of 6 func_statics: 1. the telescope itself 2. the mount 3. the tripod +3 reduced polygon shadow casters inside The telescope_1 prefab is not yet aligned and intended for those who want to rotate the telescope's parts themselves. The telecope_2 prefab is already arranged in a reasonable position and ready to use. Use them for whatever you want! If you release a FM with them, I would be very happy if you would send me a message so I can have a look at them ingame ... Best regards, Robert PS: I've been learning DR for about a week now, so constructive criticism is very welcome ...
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