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Everything posted by Springheel

  1. You can trigger damage brushes, as an alternative...that would work if you know where the AI is going to be when they die.
  2. I remember this happening with md5meshes long, long ago. Don't remember what caused it or if it's related.
  3. 1. That sounds like you're talking about patches. I talk about using patches in my mapping series...somewhere near the end when I talk about outdoor areas. They're not complicated. 2. That sounds like a skybox. You could do a search for that term. Using premade ones is easy; creating your own is more challenging.
  4. Pagans would be unlikely to have a consistent set of deities. They're not a unified group. Some might worship their ancestors, or nature spirits, or the sun and moon.
  5. All of my missions use random paths to varying degrees. Sotha developed the RIT method (random, interesting things) so you could expect randomness in most of his missions as well, I assume.
  6. I know there are some board-game fans here. I wanted to recommend a game that I've been playing for the last few months...Tabletop Simulator. It is essentially a sandbox platform that allows you to play almost any boardgame you want in a virtual space. It's been a godsend during quarantine. Over the last couple months I've played the Conan boardgame, Scythe, Dead of Winter, the Game of Thrones strategy game, tried the new Massive Darkness 2 that's currently on kickstarter, and played several games of X-Wing, all using Tabletop Simulator. Not only is it a great way to get to play boar
  7. Guards will notice doors that open in their FOV if the door is marked "suspicious" by the mapper.
  8. Just use www.photopea.com
  9. I'm of the opinion that the correct approach is: the bigger the scope, the lower the resolution. In other words, the description of a single block can be quite detailed; the description of an entire city less so, and the description of the entire empire should be intentionally fuzzy and indistinct. The same applies to timescales. Otherwise, it would be like trying to create a coherent canon out of the various Star Trek series and movies. If you zoom in too closely, you're just going to wind up with a mess of contradictions and disjointed trivia that interferes with the ability to enjoy
  10. I agree, mappers are going to freak out over the ability to test real-time lighting!
  11. Isn't it rather contradictory to try to "creep" and "run" at the same time?
  12. 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.
  13. The game already uses plenty of real-world historical paintings. Why would you use contemporary art in a setting this is obviously not contemporary ?
  14. 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.
  15. 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.
  16. 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?
  17. Saved games from previous versions are not compatible.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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 a
  23. 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.
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