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Status Replies posted by datiswous
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Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
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This info might also help you:
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Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
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The negative though is that the toolbar icons haven't been made for them and although this has been improved, some icons are still more difficult to see. The other issue is that the keyboard-shortcuts in the menu are not shown.
So these (do work, but) are not shown in DR in Linux.
So it's best to test this before investing time.
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Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
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If you would use Linux with a dark theme, you can have Dark Radiant in a dark interface.
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I've been gone for a while, but now I'm back, have a new desktop and I want to get back to making missions and playing missions. And doing other contributions. Waiting for my reset password for the wiki, but I'll take a look at it soon. Hello, all.
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Btw. in case you come across these 2 pages on the wiki, I modified them quite a bit after you left:
- https://wiki.thedarkmod.com/index.php?title=Entity_Database
- https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials
The contents of the Entity database was hidden and therefore no search could be made on it's contents (everything that is hidden does not excist for search and this makes it kind of useless i.m.o.). I restructured it so everything is always visible (with a back to top-index link after each section).
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Moddb article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-212-is-here
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I was playing Skyrim, got bored fast. Got back to The Dark Mod just for one mission, played "Somewhere above the City" which is not really a great mission but still good, as in above-average.
My biggest regret is living in this country, where there's a heat wave, I am sweating at 20c and I really wish for temperatures below 5c.
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I was playing Skyrim, got bored fast. Got back to The Dark Mod just for one mission, played "Somewhere above the City" which is not really a great mission but still good, as in above-average.
My biggest regret is living in this country, where there's a heat wave, I am sweating at 20c and I really wish for temperatures below 5c.
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People tend to be LOUD when they're unhappy. When they're happy you don't see anything except for the sales numbers.
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I was playing Skyrim, got bored fast. Got back to The Dark Mod just for one mission, played "Somewhere above the City" which is not really a great mission but still good, as in above-average.
My biggest regret is living in this country, where there's a heat wave, I am sweating at 20c and I really wish for temperatures below 5c.
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I was playing Skyrim, got bored fast. Got back to The Dark Mod just for one mission, played "Somewhere above the City" which is not really a great mission but still good, as in above-average.
My biggest regret is living in this country, where there's a heat wave, I am sweating at 20c and I really wish for temperatures below 5c.
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20 celvin? What country is that?
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Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.
I'm using Vivaldi.
Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works.
Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time.
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Even though I've been absent a long while, I still find myself dreamily wishing for the free time to do TDM mission development. When working on new research projects I'll find myself involuntarily thinking, "hee hee this could be a fun texture or readable or bit of map architecture." Or I find myself absentmindedly responding out loud to odd noises with a drunkguard-like "must've been rats!"
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Our friend datiswous has created subtitles for "The Black Mage". He also managed to shrink the size of the briefing video file without significant quality losses.
Version 3 of TBM is now available through the in game mission downloader.
Thank you, datiswous and happy Christmas everyone! -
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.