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Springheel

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Everything posted by Springheel

  1. Penalties are applied to something. I don't see how that fits.
  2. Those who say it is important are never able to show evidence that it is important, however. The only reason to use caulk is for personal viewing preference, as grayman described.
  3. The dialogue and soundshaders already exist for short, random exchanges between AI using certain vocal sets. From memory, the Commander, Average Jack, Moor, Maiden and Cynic have them...maybe more I forgot. The exchanges use random phrases that follow the pattern: 1. convo_question, 2. convo_response, 3. convo_close. So you might get the following exchange: AI 1: "What did you think of that new recipe tonight?" AI2: "Could have been better." AI 3: "You would say that." The two AI sitting in the tavern in A New Job use this system (after they play their initial triggered conversation). edit: Oh, here it is. Not as thorough as I thought: https://wiki.thedarkmod.com/index.php?title=Random_Conversations
  4. Yes, I have set this up for several of the more recent vocal sets. I know I posted a tutorial on it, but I can't remember where atm.
  5. Uploaded a fix to SVN.
  6. That's a weird one. It looks like the spine joint is rotated the wrong way. Does this happen with all AI? Does it happen when you play other maps?
  7. I'd have to relearn how guis work to even guess at what's causing it.
  8. If that's the newspaper gui I made for New Job, it isn't set up to use page corners as it's only meant to be a single page.
  9. If you don't care too much about quality, I could do something quick and dirty tomorrow.
  10. The tdm_feather texture doesn't have an alpha stage for some reason.
  11. I'm not doing any modelling atm, but maybe Peterspy or Epifire could help? Don't know how often they read the forums, but they're active on Discord.
  12. The third and final mission has the plot written, and the map (which is almost 3 different maps) 60% done. There is some beautiful work there already completed, but far too much work remains for me to ever finish it. I'm going to be packaging the three sections up for adoption this summer (which is going to be a big task given all the custom assets). Anyone here who wanted to try and bring it across the finish line would have my full support.
  13. We have thousands of textures now. Upgrading them all would be a project that would take years for a small group of dedicated artists. Since most of our textures exist only in .dds format, they would have to be remade, not just resized. And any time you remake a texture, you run the risk of it not working as intended in missions where it has already been used. And beyond that, you ultimately run into the comparison trap. If you increase the quality of one thing, it makes the weaknesses of other things stand out more. The rigging of our character models (done by me, as far from a competent animator as you can get) is already our weakest link (followed closely by some animations themselves), and the better everything else looks, the more that is going to stand out.
  14. There is no open flame, so no reason to assume a water arrow would disable it.
  15. Very cool! I'm looking forward to seeing dinner parties happening behind mansion windows, as well as a distant scene of ships sailing to and fro for dock maps.
  16. Beautiful work! Love the fog effect too.
  17. Can you post a screenshot of what you mean? You don't have to download the missions that come with the mod--they are already downloaded; you just have to install them. If that's not working, either your original download was corrupt, or there is some kind of folder permission issue.
  18. 1. We use ambient light because it's not fun or entertaining to stare at a black monitor. 2. They can be. 3. We do.
  19. This should be fixed now on SVN,
  20. The animations are present in the release SVN. It's possible they were not included in the release package, as the werebeast used to be excluded. Although that doesn't make sense, as the mesh and the animations are in the same folder. If the mesh shows up in DR, the animations should as well.
  21. I think just the editor image is missing. Do you see any issues in game? These two should be fixed in revision 15885 The other ones are super old models, so either something has broken, or they were never finished and were uploaded by mistake.
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