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Springheel

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Posts posted by Springheel

  1. 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.

    • Like 1
  2. 29 minutes ago, STRUNK said:

    @HMart

    You are totally right. I can see that owl sitting somewhere in the distance, where you can't reach it indeed, but that goat, even if it's a 3d goat, I wouldn't put in a mission.

    You can ofc record a scene from your map with OBS and use that. About shadows; in the case of this transparent material: black is transparent.

    That's super-impressive. 

  3. Quote

    Also, the maps that came with the mod automatically are having issues downloading for me (they "appear" as blank slots with their sizes listed; each time I go to download them, TDM restarts with nothing listed again, just the option to install the maps again).

    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.

  4. 3 minutes ago, Filizitas said:

    Can we go back to the original questions!

    Can we talk about why we use ambient light?
    And why cant dark caves not be fully dark?
    Should we have a setting for ambient light?



    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.

    • Like 1
  5. 18 hours ago, kingsal said:

    I'm stoked to check this build out! Congrats.

     

    #5201 The apebeasts are missing some wearable objects. One of which is used in an animation and I think if the system can't find an animation object it throws up an error and kicks the player back to the main menu. See bug for more details.

    This should be fixed now on SVN,

    • Like 1
  6. 6 hours ago, Goldwell said:

     

    Ingame the apebeasts seem to be showing up without issue.

     

    But now ingame the werebeast is MIA ingame.

     

     

     

    He is meant to be in the middle.

     

    To make sure none of my def files were messing with anything I made this testmap in the dark mod base directory and made sure no FMs were installed. But yeah, in the editor the werebeast looks right, it's just ingame he is broken.

    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.

  7. Quote

    1) atdm:ai_manbeast & atdm:ai_manbeast_spear_thrower

    I think just the editor image is missing.  Do you see any issues in game? 

    Quote

    models/darkmod/weapons/volta_spear.ASE
    2) models/darkmod/junk/dirt_edge02_grass.lwo


    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.

    • Like 1
  8. 3 hours ago, Dragofer said:

    I reckon if there's a high likelihood you'll be put in a strict 14-day quarantine should you test positive, or if you know sooner or later a double digit % of people in your area are infected and you therefore wouldn't want to go go outside at all for anything (including shopping), then you wouldn't want to find yourself without enough toilet paper to last however long you're staying home.

    And even if you're not worried about either of those things, you might be concerned that you'll run out of TP because the people who are worried bought it all.

    • Like 1
  9. 5 hours ago, Goldwell said:

     

    In 2.07 you can swim down, grab the loot and then swim back up fighting against the func_forcefield, it's tight but you can still make it. In 2.08 with this new swimming animation, the forcefield will keep the player down there long enough to kill them.

     

     

    Even when swim-running?

  10. 10 hours ago, Filizitas said:



    Its a huge breakthrough. I am sure we will beat this completly! Very soon

     

    No one educated on the subject is saying anything close to that.  Best case scenario is that we have a vaccine in a year's time and the virus mutates into something with less of a mortality rate.

    • Like 1
  11. On 3/9/2020 at 9:16 PM, Goldwell said:

    I followed the instructions in the OP to download a fresh install of the 2.08 beta.

     

    Which means the version I have is “svn rev 8634/ 15810.”

     

    I do have an SVN tdm install but I did the fresh beta install as I want to be sure the version we rollout for the first beta has everything (asset wise) in it.

    I downloaded the SVN for the release branch, and although I did find a missing definition for one of the new zombies, the beastmen were properly textured.  Unless someone else can confirm the problem, I'm not sure where else to go with this.

     

    On another note, is the game supposed to default to windowed mode now? 

    • Like 1
  12. 5 hours ago, nbohr1more said:

    I found the first "color specular: bug (Tears of St Lucia basement):

     

    stlucia_2020-03-11_11_35_53.thumb.jpg.100cdfa0ad967b5b3ed07fc8329145bf.jpg

     

    The yellow patch on the ground flickers with r_testSpecularFix enabled. A few other places in this mission have these strange specular patches.

    Probably attempts to make it look moist?

     

    There are no patches in that area that I can see in the map.  The closest thing is a dirt decal, but it's on the other side.  And the stone texture, textures/darkmod/stone/cobblestones/cobblestone_blue_black, does not have a specular stage.

  13. 17 hours ago, stgatilov said:

    I looked into tdm_ai_monsters_werebeast.mtr on SVN, and it contains some paths to models/md5/monsters/... images.

    tdm_ai_monsters_werebeast.mtr looks more in the common naming style. Perhaps it's time to merge these two files and remove werebeast.mtr?

     

    Merging them makes sense.

    • Like 1
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