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Showing results for tags 'particles'.
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Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the
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I have a tracker action to make one-shot particles controllable by triggering ( previous discussion ). I want to check briefly how people think they should work. Particles that cycle for ever can be turned on and off by triggering the func_emitter. When you restart them by triggering, they start up again with random timing so that you can trigger two or more of the same type at the same time, and the particles won't look identical or move in sync with one another. What you can't do using the current system is trigger one-shot particles, because the random timing usually means they don't show
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Hello there. I started playing with TDM yesterday evening and after viewing the tutorial mission and playing through Tears of Lucia, I've got to say I'm rather impressed. I won't go into any sort of glowing praise for the game here (though you guys do deserve it), but I did want to point out that I've experienced an issue on my setup in regards to the way torches, water, and other reflective surfaces (such as health potion vials) appear in the game. I'm assuming the issue is mostly on my end, but regardless here's what I'm seeing with torches while playing: With water: All of thi