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Everything posted by Springheel

  1. 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.
  2. 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.
  3. Wow, those stones got shiny somewhere along the way.
  4. 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!
  5. 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?
  6. That has been the case for some time...should be only the background that gets darker though, not the readable itself.
  7. Far Cry is your example of something that is NOT a murder simulator?
  8. 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.
  9. 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.
  10. There must be something missing, because it works fine for me. You say you don't see dark_redwood in the media list?
  11. 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?
  12. Well, it's not the model or the skin. Any console warnings about missing textures?
  13. Try putting the textures/darkmod/stone/flat/smooth_marble_white01 texture on a brush and see if you have the same effect. That would help rule out the skin file or missing texture as the problem.
  14. I don't see anything obviously wrong with the textures/darkmod/stone/flat/smooth_marble_white01 or white_shiny materials. Neither use an additive stage. Both textures have been around for a decade, so I would assume this is more likely to be a local issue, especially given that it also happened on a bookshelf, which don't traditionally use additive stages either.
  15. Penalties are applied to something. I don't see how that fits.
  16. 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.
  17. 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
  18. 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.
  19. 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?
  20. I'd have to relearn how guis work to even guess at what's causing it.
  21. 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.
  22. If you don't care too much about quality, I could do something quick and dirty tomorrow.
  23. The tdm_feather texture doesn't have an alpha stage for some reason.
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