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ERH+

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Everything posted by ERH+

  1. Bikerdude helped with optimisation and resolving bugs the map was flooded with, but also made decorations more detailed. And with translation.
  2. Why all grids have XX.000000 in bottom-right "current grid size"?
  3. Pay .99$ to steal that purse. Real money cause real thrill!
  4. Although someone's music-modelling associations are interesting I guess it will be too dependent on e.g. nostalgia to make it "useful" for others - what matter is if it make you want to work. I can listen to any kind of music - one song looped for an hour, without being bored or tired. I need a trance so my thoughts and feelings go in parallel to each other and everything that will straighten them will fit the purpose. But for the sake of subject: Ufo:Aftershock - enjoyed both game and music: https://www.youtube.com/watch?v=C-RQfpgERZA Oblivion - TES4 have one of the best soundtracks, but I'm talking about the movie: https://www.youtube.com/watch?v=dWIXUxmN1vQ any more or less melodic electronic music. https://www.youtube.com/watch?v=octfeKzPLmg Tangerine Dream - Stratosfear - I used to listen to this while reading Moomins when I was maybe 10 . https://www.youtube.com/watch?v=2w8VsvJ40sM TD - Miracle Mile. Those bits are like soundtrack to my memories. https://www.youtube.com/watch?v=doW4s-1ULOc&t TD - Rubycon. Full submergence. https://www.youtube.com/watch?v=tmpxXq3Gx9w&t https://www.youtube.com/watch?v=ftckgVqc04E&t
  5. I know what God wants and, coincidently, our paths are very alike.
  6. @Outlooker you could use this rage outburst to improve your commentary with insight into people's minds behind masks. Internet is the wild west of social justice warriors and here we have an example of non existent moral values internalisation, or rather lack on reflection in distinguishing desire from other's rights. Kurshok identifies first pleasing voice coming from inside as „righteous”, externalise „I want” as a wider than his own urge and surrender to this saint anger any brakes that normally stops him from rampage in real world. In one moment he incarnate some sort of ultimate judge, jury and executioner (Judge Dredd's „I a'm the law!”), buuuuut in the next moment he realise there is someone bigger who will destroy his life as well. Eventually he is satisfied with „choosing” to not subdue to his own wantings and showing strength of will in that manner, letting you know what he want for Christmas. The problem is, he is totally overwhelmed by id voice – prisons are full of people who are certain that „he deserved that gratification / someone deserved that punishment”. Pathologicly narcissistic personalities are - every once in a while or all of the time – incapable of distinguishing so called voice of conscience from id voice. So lets hope either he is not suffering from such regressions too often, or he is getting a negative feedback from his surroundings instead of a pat at the back. God I love judging strangers over internet!
  7. I guess another doubling of entity's limit is not gonna happen soon? What would be the downside of it anyway?
  8. If this method could be available it will be like T3 but X times bigger - I would want to see that.
  9. Thats what I was trying to do: $func_static_3.sway(0, 0, '0 0 0'); but it have no effect on moving pendulum. I want to stop pendulum from moving. I guess the hard way is to .hide pendulum and .show func_static with the same model. Shame you can't control pendulums; if you want controlled speed up / slow down you have the spline mover - but its not looping.
  10. This command don't even use word pendulum but looks like it mimics its movement, sadly I don't see any effect of it. * Initiates a rotation back and forth along the given angles with the given speed and phase. */ scriptEvent void sway(float speed, float phase, vector angles); Aside from one above, is there a way to turn off pendulums? Simple triggering do nothing.
  11. I have over 10 ragdolls placed in water on map start and while they sink and take a sit the game is going to 3fps for several seconds. Is there some way to speed it up? They don't have to be frobable or movable.
  12. skin erh_coal { model models/er_1arch.ase textures/darkmod/stone/brick/redbrick_dull_small textures/darkmod/stone/natural/coal_floor } It looks like this and while I have and option in skin selection, model looks the same like default in browser and ingame. edit: ok it works, I've forgot to add default texture path before desired one. But now how to change it in game? I've tried via this script, without effect: void skin_test() { $func_static_2.setSkin("erh_coal"); } edit: yet again my fault, I forgot to set trigger correctly. Now everything is fine.
  13. How to make two separate skins for .ase exported from DR? It can be single texture without alignment, but how should look .def or .material file or whatever I need?
  14. http://forums.thedarkmod.com/topic/18452-seed-of-lodestar-fm-beta-test/?p=413858 .map is 73 MB.
  15. Maybe another approach: if I export f_s to some model format with few skin variants - how can I switch it's skin? skin_lit works on single model bound to single light I guess and I need multiple models reskinned.
  16. Areas I was cutting down had no AI or one tiny room restricted by monster_clip. And I remember some old posts stating that if you just make a colossal room, it will crash/dmap for hours even if it don't have anything in it.
  17. What is it doing? How exactly should I change this file?
  18. It seems like there are some geometry/ polygon/ map size limits other than 8192 entities or collision models after all. I had reduced entity number from almost 8000 to 6500 but best way to avoid malloc error while dmapping was reducing "big room" sizes. Now I have 16300x16300x7600 room, 24500x24500x33200 room, 5000x5000x3000 and some smaller like 3400x3800x1200. Sometimes turning big patches into func_static allowed avoid blue screen but now cutting down spaces isn't helping any more - anyone have some knowledge about what directly causing dmap crash? Maybe dividing bigger patches, maybe reducing complexity in patch inspector? I will probably try but at this scale it will take a while to redo dozens of entities and I don't even know if "error counter" is going up or down with those actions...
  19. Believe it or not but this mission is not supposed to be a slide show.
  20. Still looking for beta testers in this thread.
  21. What is a difference between ASE, LWO and OBJ?
  22. You need only one location separator per visportal, and it should intersect active surface of visportal brush.
  23. From my experience ambient lights can be immune to turning off, so I had to teleport them.
  24. It is the transition that make a problem - you see a cut between a skybox texture and a main "room". I just thought it will be easiest way but it makes another problem . But it is worth a thought how it works in case someone will have a GTA idea for map, i.e. with a flying machine.
  25. @nbohr1more I've made both arctic and sea section bigger up to 57344 in diameter and only visible thing stretched and reshaped is sea surface (so player don't see square horizon). Player movement is restricted by player clip, so is water volume. . Only thing that really changes is stretching triangles and textures. I remember from early map stage that making one big func_static (of ship haul) can take much longer to dmap than many small separate parts, so cutting sea surface into pieces is a chance - but it will in fact only make much more triangles.
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