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ERH+

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Everything posted by ERH+

  1. Oh nice a new FM for... wait what?
  2. I really like crowbar as a "key" tool, it is so natural choice for a thief that I would even trade it for sword as a standard equipment. And you could even choose spiky side as lethal weapon or rounded side for KO. I will be patient with judging whole thing, they probably don't have many things finished. If they targeting casual players with some neon signs over objectives or AI -that's fine, as far as I can disable it.
  3. If you have unpacked mission file in darkmod\fms and load samename.map file from darkmod\maps, all dmap files will land in darkmod\fms if I remember correctly. Just delete "old" unpacked mission folder from darkmod/fms.
  4. If most of missions going somewhere between categories, let embrace it with "half and quarter" pattern: Give "A" to dominating category, but no more than 2 times. If there are any minor elements worth mentioning, put "B" (2 or less). ("main areas", "sealed areas" etc is just to break long list into eye-friendly groups). -------------------------------------------- Mission xyz --------------------------------------- <Main areas> City streets --------------------------------- o Fortress ------------------------------------- A Outdoor ------------------------------------- B Caves (sewer) ----------------------------- o <Sealed areas> Prison ---------------------------------------- o Graves --------------------------------------- o Bank ----------------------------------------- o Warehouse --------------------------------- o <Prised areas> Museum ------------------------------------- o Sacral ---------------------------------------- o Mansion ------------------------------------- o Ancient -------------------------------------- o _________________________________________________________ <Theme> Horror ----------------------------------------- o Contest --------------------------------------- o Assassination ------------------------------- o Escape --------------------------------------- B <Foes> Builders -------------------------------------- o Pagans --------------------------------------- o Thieves --------------------------------------- o Mages ---------------------------------------- o <Threats> Undead -------------------------------------- A Beasts ---------------------------------------- o Daylight -------------------------------------- o Mechanical ---------------------------------- o
  5. I know even basic objectives can be tricky, but my build works in just unpredictable way. I use objectives editor and I don't know if it is maybe buggy? Objectives are switched wrong, they refuse to work when I apply change in unrelated place, when I have multiple similar objectives some work and some skip to next obj... I extracted whole chain of entities if someone want to take a look.
  6. Those sketches are like anatomy lessons for mappers. Pure joy. http://www.francesco...20&limitstart=0
  7. Unusable is said too much, but it is tricky for sure. Just a force field with "uniform : 0 0 -400". http://wiki.thedarkmod.com/index.php?title=Func_Forcefields
  8. @Melan: Waterfall is a thin triangle (or diamond) of water volume, with tdm_waterfall_light.prt here and there, and tdm_waterfall_light_splashes.prt at bottom. @Biker: This foggy cliff is surprisingly light for engine, at my low end PC I get not less than 30fps at wide angle from far corner of this area. I guess lack of lights is really beneficent.
  9. Redoing on TDM my TDS mission Abandoned Kingdom. I'm a bit tired of it for now, I will have less time in next months, so here are few more or less raw screenshots - there will be no significant progress in near time. There are TDS version screenshots just for comparison of similar structures on both engines. Builders:
  10. One thing about vertical movement: it could be pretty easy in narrow tunnels like chimneys, or even small gaps between buildings. If you can push your back against wall you wouldn't fall, all it need is ladder texture with crawling or "Thief3 gloves"-like sound.
  11. Change *Crystal Grave - Undead / Fortress
  12. How? BTW for now even translucent window texture don't cast not-translucent-part-of-texture shadows, is shadow/ light will be cast thru closed VP too?
  13. I have a bit different approach to modules, mine are smaller but I use less of them to build more varied rooms. And Z-fighting depends on grid discipline: when you use same length and thickness of wall everywhere, you don't need any improvisation -only time to make all modules match. It is worth that time because after they are done you will fit whole rooms in seconds, but you will get very homogeneous environment, it would be good for one big castle done in one style.
  14. I want emitter to follow other entity, for instance I have func_bobbing with boat model, and both water volume and water waves emitter are bind to boat. Or moving water column falling from water mill wheel, it need water splash emitter moving simultaneously.
  15. I would like to bind emitter to bobbing entity (ie water circles to bobbing boat, and similar), but emitter animation seems to speed up (or maybe reset), looks like its timer interfering with bobbing entity timing. Is there some solution to get proper animation?
  16. Yes but I want it to go to inventory, then player should be able to drop it. Ragdoll have all those 'shoulderable' args and I don't know if I just have to delete them and add inv_xxx args from playertools base.
  17. Is there a rat model, like this snail under nature/animals? I just found model arg in ragdoll rat and copy it to func_static.
  18. I want a dropable item with rat model, but when I copy/paste model from ragdoll rat, I have only black cube ingame. Do I need to do a rat model or is there some way to utilise existing one?
  19. I spotted this rotate camera issue shortly after I updated DR.
  20. Yes I needed a magic detector, showing to player an illusion sigils (not visible to common people). My map Is pretty big city section (and canals, and area behind city walls) so player would need to scour it all once again -someone could get frustrated.
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