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Springheel

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Everything posted by Springheel

  1. Isn't it rather contradictory to try to "creep" and "run" at the same time?
  2. Typically modules don't have to cast accurate shadows from behind, because the mapper is going to have to use worldspawn to seal them. If there are issues with light, the sealing geometry can be made out of something that casts shadows. I eventually stopped adding backs to my model modules for that reason.
  3. The game already uses plenty of real-world historical paintings. Why would you use contemporary art in a setting this is obviously not contemporary ?
  4. It's up to the mapper to decide what loot sends AI into alert. That's the best compromise between punishing the player too much and having AI stare blankly at a missing painting without noticing.
  5. It would also require an entirely new inventory management system where you can view your loot, see how much each weighs, and drop loot that is too heavy. None of that currently exists. Presumably it would also have to be integrated into the tools inventory system, unless loot weighs you down but tools don't.
  6. And what would that message be, especially considering that the artist doesn't choose the words on the card? This line of thinking leads to some obvious questions: Should game companies now include a questionnaire for potential artists to fill out, to make sure they don't have any problematic opinions before hiring them? How much do you know about the creators of TDM, and how much should their views impact your enjoyment of the game?
  7. Saved games from previous versions are not compatible.
  8. A working dog would certainly be a lot more useful than a dragon, and significantly easier as well due to the size, lack of wings, etc.
  9. Does the texture set include a normalmap? If you're not going to be doing the work yourself, you will at least need to manage the project. The first step would be finding someone willing to help, who actually has the necessary skillset to do one or all of the things that need to be done. That person will need to decide what they can do and in what order.
  10. We don't even have lip-synching on our human AI. As long as there is a jawbone that can open the mouth, that's sufficient.
  11. It has nothing to do with the animations. If there is no walk IK created for the skeleton, the entire model will lift up every time any part of it crosses an elevation, which will look quite ridiculous for something that large. It also means all 4 feet will never all be on the ground unless the ground is perfectly flat.
  12. Other major issues with something this large would be Inverse Kinetics for walking, turning, and keeping the wings and tail from constantly clipping into things. I don't know how difficult that would be. After five years we still haven't even got the werebeast into a fully working state. You would still need some additional animations as well: search pain breath weapon (what's the point of a dragon without one?) turn 180/360 I couldn't disagree more, actually. TDM is medieval steampunk and tries to avoid high fantasy tropes like orcs, elves and dragons. That said, I'm sure there would be mappers who would love to use a dragon if it was fully functional.
  13. Your view in real life doesn't bob up and down because your brain compensates for any small movements. Adding movement to the game would make it less like real life, not more. It would be like adding blinking.
  14. Sadly Sotha hasn't been around much in the last year. Check out the prefabs too...you'll find a LOT more time-saving stuff in there than the last time you were mapping.
  15. Wow, those stones got shiny somewhere along the way.
  16. TDM 2.08 Released! We are proud to announce the release of The Dark Mod 2.08! Long in development, many fixes related to Multi-Core, Uncapped FPS, and the 64-bit migration are now available. TDM 2.08 goes further with the process to modernize coding standards in TDM, replacing legacy OpenGL functions and ARB Assembly shaders with modern techniques. Mappers will be pleased to see many new quality assets as well as enhancements to rain, fog, skylight, AIs and visportal diagnostics. For the eye-candy crowd, new Bloom, 64-bit color mode, and SSAO options have been added! For Linux users, the project can now be compiled via CMake. A full changelog can be viewed here, but some highlights include: Better Visuals: Cabalistic has finally added the much requested SSAO feature to TDM. Using a method called Scalable Ambient Obscurance, now areas with flat ambient lighting come alive with new detail! He’s also implemented a new Bloom method, and brightness and gamma will no longer interfere with desktop brightness. Better AI: Grayman has refined the AI yet again, for instance ensuring that sitting and lying aren't thwarted by obstacles. Better Gameplay: The player’s ability to move and interact with the environment has been improved thanks to fixes to mantling as well as climbing ropes and ladders. Ragdolls are easier to handle and shouldering them is accompanied by an animation. Better Mapping: The mapper’s toolkit has seen several enhancements. A new X-ray surface and new spectrum spawnargs modify how objects are perceived. Rain is much less taxing and uses static collision detection to limit its fall. New visportal diagnostics make it easier than ever to track down notorious internal leaks. Better Performance: The dev team has as always been hard at work making improvements to performance and laying the groundwork for even more improvements in the future. Multi-Core’s stability has been enhanced and is no longer listed as an “Experimental” setting. New Assets: Many quality textures and models were added by both Team members and community contributors. Especially of note is the inclusion of Kingsal’s manbeasts and Springheel’s new zombies, and expect to catch glimpses of the werebeast. If you are a mission author, please take a look here. New Sounds: The player’s movement is now accompanied by new sounds when mantling, swimming and sliding down ropes and ladders. To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.08, so finish any missions you might be in the middle of first!
  17. If the AI hits an obstacle while on the elevator, it will reverse course so as not to crush him (though he will take damage from the initial impact). That sounds like the behaviour being described here. Is the AI being pushed into worldspawn by the elevator?
  18. That has been the case for some time...should be only the background that gets darker though, not the readable itself.
  19. Far Cry is your example of something that is NOT a murder simulator?
  20. Hmm, for some reason, while the texture files is present, the material entry seems to be missing from 2.08. Maybe it was just never uploaded? Not sure, but I've added it now.
  21. No, the texture file is there. The problem is that skin files should reference material entries, not texture files. To correct it, replace "textures/darkmod/stone/flat/smooth_marble_white01" in the skin with "textures/darkmod/stone/flat/smooth/marble_white01". That should fix it. The redwood issue seems to be a problem with something missing. I'm pretty sure the redwood texture was uploaded for 2.07, as it is used in all the interior mansion models. I'll have to look into it. Perhaps someone else can confirm whether they see it or not.
  22. There must be something missing, because it works fine for me. You say you don't see dark_redwood in the media list?
  23. Hold on. "textures/darkmod/stone/flat/smooth_marble_white01" is the actual name of the diffuse texture file. The material shader name is "textures/darkmod/stone/flat/smooth/marble_white01" The skin should be pointing to the material shader, not the file. That's the problem there. Again, I see nothing wrong with the material shader. And the skin seems to be correct too. I just tried it in game and it worked fine. Why are the books black in yours?
  24. Well, it's not the model or the skin. Any console warnings about missing textures?
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