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Status Replies posted by datiswous
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If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!
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Probably also better than https://www.imdb.com/title/tt0114011/ (haven't seen it yet).
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Idea: Thief 3 style missions.
One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
This could be used for the Thief 3 contest possibly..
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IDK about the fake loading screen though.
https://wiki.thedarkmod.com/index.php?title=Full-Screen_Video_Cutscenes#Movie_Theatre_Method
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Idea: Thief 3 style missions.
One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
This could be used for the Thief 3 contest possibly..
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Idea: Thief 3 style missions.
One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
This could be used for the Thief 3 contest possibly..
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I always find it kind of strange that in DR you can't apply spawnargs on specific brushes (I think), but you can apply textures. But those are not listed as spawnargs, so they're difficult to see except if you select the brush and go into the Surface inspector.
Wouldn't it be easier if DR would list textures for every seperate brush in the entity view?
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Well DR supports Q3 map format afaik.
https://forums.unvanquished.net/viewtopic.php?t=2121&hilit=darkradiant
(I don't know if it's of help, because I don't know enough about the subject, just in case it is useful).
Edit: I don't know if this is the correct topic about this. But it does have Q3 game mode:
So you say netradiant is tied to Unvanquished?
It says it's for multiple engines and is more up to date afaik than NetRadiant-Custom, acording to this page: https://wiki.unvanquished.net/wiki/Tools/Level_editors (but maybe that's only related to Unvanquished)
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Going from DarkRadiant to Trenchbroom feels like a big step back. It's great at geometry (prevents invalid brushes and vertex drifting like no other), but... that's about all. It's terribly underdeveloped. So far behind on so many things...
Unfortunately it seems to be the only option for my Godot projects, as editors like DR and Hammer are too tied to the engines/games they were made for. (Hammer probably even has a license wall or something, anyway.)
Sorry, just needed to let this out.
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Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.
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Some church building modules would be nice, so peeps can build variations easily
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Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.
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the greatest mapper of all times
I'm going to take this into account when reviewing your next mission
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How fun is it to play as an undead in thief trilogy / dark mod ? The haunting(T2) and To the end with nothing(T2). Those FMs are exemplary according to me
*tangential, Garrett vs countless apparitions
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How fun is it to play as an undead in thief trilogy / dark mod ? The haunting(T2) and To the end with nothing(T2). Those FMs are exemplary according to me
*tangential, Garrett vs countless apparitions
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Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.
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Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.
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Ah only 5 others..
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What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.
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Ok maybe this is better?
Quote* 2) All other subtitle decls start with "fm_" prefix and are located either also inside the fm_root.subs. or in other files starting with "fm_".
QuoteWait... but "fm_root.subs" also starts with "fm_", doesn't it?
I don't see how your wording is different...
Technically there's no difference, but it seems to me people think they have to put the subtitles in another file. You see this in every other fm with subtitles.
Maybe peeps just want to put stuff in different files, but I don't see the point.
Edit: Ok yeah I earlier said the description is partly wrong, while actually it isn't. Sorry about that.
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What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.
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What I see a lot in made subtitles (except the ones I make), is that people make an fm_root.subs and then put the inline subtitles in a seperate file, instead of just putting everything in that fm_root.subs file and I wonder why.. It doesn't matter off course, but I wonder why people do that.
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I guess there's this text (point 2) in the standard fm_root.subs that is partly wrong:
Quote/**
* This file should be overridden in order to provide mission-specific subtitles.
* When doing so, please follow the conventions:
* 1) The root decl is called "fm_root" and is located in file "fm_root.subs".
* 2) All other subtitle decls start with "fm_" prefix and are located in files starting with "fm_".
*/
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