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jysk

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Everything posted by jysk

  1. Blue torches? That must have looked funny. I am glad you liked it. Ofc epople always need to upgrade to the newsest TDM version. @ Springheel: thanks. @ simplen00b: Lol i guess you just climbed over the playerclip with those crates it seems at the wall. I should have expected someone like you and make it higher. Or i should have hid a surprise on the wall for you.
  2. Please could someone but the newer version of my map to the links on the mainpage. They arent working anyway (bloodgate and fidcal mirror) atm except for the dropbox link.
  3. @ Thiefette: @ Jaxa dunno its working fine for me, this is a standard readable edited with the standard readable editor. You encounter really strange bugs nobody else have. :/
  4. Black object? Could you specify that? Or make a screen? o.o
  5. I uploaded a new version in the first post. Could the people responsible for the mainpage upload it? The DL Links for the mission dont work anyway btw. Apart from fixing some minor bugs/textures (nothing really notable except the sticking moveables in the shed) its only performance optimizing. I sealed the southern part of the city off from the rest (+ made some VPs working / added a few more), so some views, like when coming out of the castle area, have high fps now. With that + removing many lights /removed some overlapping lights the market itselfs seems to have also a few fps more, but its still heavy for older PCs i guess. Ofc now you can get see castle wall from the market anymore, but it shouldnt be noticable as i made the market wall between the houses higher.
  6. Rightful Property does not really have "issues", at least nothing which is within my possibilities to fix it. It just haves a scene in the town which is quite performance demanding (an engine thing), making it hard for older systems to play it there. The rest works fine and nothing will or needs to be changed. I will release today or tomorrow an "improved version", but thats basically only removing lots of unimportant lights and adding some visportals/skywalls to squeeze out a few more fps in some views on the market but that wont change much in the big picture (+ some very very very minor fixes like rotating textures or a z-fighting). I have posted my specs in the thread and if your PC matches them or is above them you can easily play it.
  7. The moveables in the shed are sticking in the ground. I will fix that. Thanks for the comment though. Pwl can you put your first sentence into a spoiler (per "[ spoiler]" and " "), so you wont take the surprise from others away? You surly want them to wet themselves too.
  8. Well the map has nothing special regarding sounds, just a number of speakers + zone ambient sounds, nothing special which had not been used in other missions. I added your tip into the first post, but there is nothing i can do further as i cant reproduce it (and therefore cant test around) and i have the feeling this is more mod than map related. x: @ Jaxa sounds strange, but seems to be mod related dunno. x:
  9. @ The problems loading up the mission: Well i have absolutly no clue?! The mission loads up properly with my PCs and on the PC of other people too. What does the console say when it stopped loading? (CTRL+ALT+ ~ / STRG + ALT+ ^ ) I guess briefing and shop were then fine? @ Performance: I am trying to make somehow "improved version" to VP at least the area behind the houses properly which may grant a few FPS (but will create some awkward "views" behind the houses because of adding some skyportals there), but the very "heavy" scenes wont be much effected. Obv when the player stands at the bank and he looks down the whole market or the other turn around from the balcony there is nothing i can do i guess. @ Focus: Well the mission was intended to let the player explore some additional house/sceneries beside the main objective. Ofc it wasnt all planned this way and i had to change things during mapping. E.g. at first i wanted to make only 2 houses and a Inn in a L-shape at the docks but then I ironically thought that would kill of performance (*lol*) because this way the player would see everything from start on. So i made the castle area and then the town. I still appreciate the feedback.
  10. @ Chiron: This is actually an old screenshot. There was an 0.5 units gap between the window and the wall, therefore it looks a bit strange mb. This is already fixed since a longer time. @ Performance: Yes as i feared low end systems would have a problem in the midtown/market. If it is the AI i dont know, due size of the map there a number of AI's, but they are doing nothing special except patrolling, waiting , sitting and sleeping (+2 card playing prefabs and the backyard guard ~). Usually the rest of the mission (apart from the market place) should be playable on every system, as all other areas, especially the indoor ones, are properly visportaled. Thats really bad that performance problems are so hard here, i hoped would still somehow be playable. :/ My system is btw a Q9400 + a Geforce 260 GTX, 4GB RAM + Windows 7 64 just for information/comparison. :/ EDIT: Ok i havnt really tried it with FPS on - i just judged whether its still somehow smooth. My 5 years old laptop with a Dual Core 2 Ghz a Geforce 9600 + 3 GB RAM (+ heavy loaded Vista) also gets only as low as 6 fps on some views on the Market (rest is fine), but its still playable for me without problems, a just a bit slower. o.O Thats why i thought/hoped it will work on low end systems too, because it felt still playable there (didnt checked fps until now with my Laptop). :/
  11. Well yes, the docks area is indeed just the beginning. o; @ Pranqster i may try that. Funny thing is some bodies dont sink at all, even without Montserclip, some dont sink with monsterclip and some sink always even with monterclip. ~
  12. This is my mission from the contest. The map is probably a bit larger than SeriousToni's one. Short version introduction: An arranged deal involving a mysterious orb you stole beforehand was busted by the Builders. Your former "friend" took a flight with it. You tracked him down in the Seaside Inn near the docks, so its time to retrieve your rightful property! Download Link: https://www.thedarkmod.com/missiondetails/?internalName=rightful Very much thanks to (no specific order): nbohr1more - for reading and correcting my readables bikderdude - for general improvement + fixes SiyahParsomen - for beta testing and many suggestions/hints for fixes Sir Taffsalot - for beta testing and many suggestions/hints for fixes I hope you will enjoy it. As said, its a bit larger, but there is a map in the inventory for the city part. One scene in the city is quite performance demanding. The market place has because of its geometry basically no Visportals. Therefore on some views performance may or will drop. It was playable without problems on my mid range Pc but low-end systems may experience slowdowns here. I strongly recommend to close _all_ applications in the background to free up memory and ressources, it semed to me that this causes major differences in performance there. Have fun! Screenshots in the spoiler Important: If the mission crashes/freezes during loading screen try disable "OpenAL/EAX" of your sound card.
  13. I will release mine on the next/this day when i made a last check + dmap + packed it + a loading screen. ~
  14. Here is a Screenshot from me.
  15. You mean idle_bottle_drunk1 i guess? Because in the proguard_devel.def "models/md5/chars/guards/proguard/idle_bottle_drunk.md5ani" is defined as "anim idle_bottle_drunk1" so i guess i have to use the latter one?!
  16. Thanks to all for answering. I still dont see a difference, but i will leave it this way. To be sure i now used Springheels method and just changed those spawnargs without making him "drunk". Maybe the players will recognize him beeing drunk. °-^
  17. Thanks for looking over it, i took over your second sentence.
  18. I dont want to send pm's for that tiny bit. Thats page 6 of my briefing i inserted after some feedback. Can someone look over it and say whether its correct/sounds awkward and if this is the case correct it? Aside from that, the city itself offers a lot of opportunities for a professional like me. The Grimson's Bank has a branch in here. Perhaps, on my way back I could pay it a visit. For that I should be properly prepared, but my fence probably knows more...
  19. I dont want to divert from RPGista's more serious question/problem, but i have a small question by my own. I want to make a guard drunken. Aside from giving him a bottle and making him "drunk" per spawnarg I used path anims for "drunken" animations. The problem is: At the end the result is normal guard who dont looks drunken. I made a testmap using different models, using path_anims and path_cycleanim, with or without an attached bottle, with or without the Guard "drunken", and with idle_drunken, idle_bottle_drunk1 and idle_bottle_drunk2 (found those 3 in the proguard def) as animations but nothing distinctive happens. Or are those animations so subtle that i simply dont see the difference between a normal guard and a "drunken" guard? test7.map.txt
  20. Copy everything over and make a redirect with replacing the complete page with " #REDIRECT [[Loot]] ". ;P
  21. Ok, my mission is now probably "rdy" with only some additional minor details (like a loading Screen) missing. Therefore i need some people (2-3) who will actually give me some feedback about the map, especially gameplay but ofc other things you find too. If you want to betatest my map sent me please a pm.
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