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So, what are you working on right now?


Springheel

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OMG! Soon we gotta get that "Shall we get together for whisky and cigars later?" bark for our AI too.

 

Maybe I should make some AI with arrows in the knee?

 

I'll start recording the loop tonight!

 

I got the script ready

 

Throw Something at Intruder: The intruder is visible, but you can’t get to him. You're angry and throw something.

tdm_ai_berny_combat_throw02 “Shall we get together for whisky and cigars later?”

 

Find Something Stolen: You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed.

tdm_ai_berny_notice_missing_item01 "Shall we get together for whisky and cigars later?"

tdm_ai_berny_notice_missing_item03 "Shall we get together for whisky and cigars later?"

Edited by Goldwell
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@kyyrma

 

I saw that scene as a snapshot of time. Like the debris was coming in and a guard had shut the gate at that point to prevent it, having realized it was going to wash garbage in to the streets. In that scenario even a gate going through the wagon wheel spindles would be ok. The scene looks really good.

 

Though the alley would probably be a bit more littered with junk washed in and the residual standing water on the ground would be flood water with a very dirty hue.

 

I know we can do dirty water when you're swimming in it but can we do dirty water from a distance with a translucent patch or similar, probably using matl. shader?

Edited by Lux
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@ PranQster: Those screenshots are awesome man! You must have put in awful lot of work because apart from the Pagan Orb I can't think of any other Pagan models you can use. Also to get a nice natural effect you have made all the Pagan buildings out of patches. Out of curiosity what FPS are you getting as it appears that most of your settings are open plan so visportal placement looks like it might be minimal.

Thanks :) I've been making most of the outdoors areas of this mission out of patches, especially the pagan area. And yes, it is hard, if not impossible, to properly visportal that area. I was able to place a couple without clipping any models or brushwork, but as I add more detail, that is getting harder to do.

Last I checked, I was getting in the range of 40-60 fps with 3 AI (un-molested) walking around. It's been a while since I checked frame rate though, but gameplay is smooth at 1920x1200 on 3-4 year old hardware. The trade-off is that I can't seed any grass or trees in that area. I'll place a few plants here & there eventually, but that's about it.

Also, that area is only the second, possibly third largest open area in the map and those screenshots are only showing about 2/3 of the village area. :)

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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My $0.02 regarding grid unit size 0.125:

  • If decal or other patches are clipping or mis-rendering, raise the offending patch by 0.125 units above the surface or patch it is currently fighting with.
  • If making custom models using this scale, then export that model to .ase and use the .ase model instead of the original brush/entity*.
  • Also it is often necessary to align some models to the floor or other surface using this grid size. If the model still clips the floor, then set the model to be just above the floor (so it doesn't fall through when you frob it, like many candle holders and chairs do in many maps).

*The dart board in siegeshop has darts made from brushwork, with the tips made on 0.125 grid. As regular brush/patch, the fine tips don't render in-game at all. I forgot to update them in siegeshop v.3, but I had previously converted them to .ase and their fine steel tips rendered perfectly then.

Edited by PranQster
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System: Mageia Linux Cauldron, aka Mageia 8

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Yeah, I've noticed building with 0.125 can lead to all sort of odd behaviour, like weird single strands of light eminating from the object in certain angles. The cigar box also suffers from this, although only in a very specific angle. I had planned to set them up on the level so that the player wouldn't be able to see it, but I'll try exporting to .ase instead and see if that will help :)

 

Edit: I just built something that I thought was terribly clever. The effect is much much slower in-game (it takes about 10 seconds for the basin to completely fill up, and another 10 to drain).

 

And here is the room that basin belongs to.

Edited by kyyrma
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Holy hell guys, that's amazing!

 

I'm very jealous of both of your skills. :o

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very nice colour scheme Sotha, but we need to replace that window texture in the main mod (its got that weird issue on the texture edge)

 

Yeah working on that last night for 4 hours the replacement window is going to look a lot better.

I always assumed I'd taste like boot leather.

 

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Reminds me a little of Sir Taff's "Let Sleeping Thieves Lie" kyyrma. Which is a good thing IMHO. Keep it up!!!

 

 

Good to see the visual "arms race" between Biker and Sotha continue though... :wub:

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Go easy on me, this is my first ever level and first time trying to record stuff...

 

Recording quality on both videos is not good, both are faaaar too dark, the mission is sparse on furniture, the frame rates are terrible in places, but, here's a mission I started earlier this year and haven't had time to revisit yet....

 

 

The mansion you see has three floors with rooms laid out, including many gaurds rooms, ballroom, swimming pool including changing facilities, offices and bedrooms, grand entrance way, games room with bar and pool tables, library, vault room, kitchen, art exhibition room, servants quartets, outside the main grounds is a small village and grounds keepers house with cellar. Most of the gaurds routes are laid out and many many gaurds are on patrol protecting a noble on the top floor in his bedroom. The level is very playable despite its early status and features many alternative ways to get into the grounds, into the mansion and up to the top floors. Trying to sneak in through the front doors past multiple patrolling gaurds and archers up a height is a huge amount of fun :-)

Edited by wheek
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Ooh, can you show a screenie? The window texture will be updated in some new version of TDM?

 

Probably not updated as that would break old maps, but just a new window texture, here's the first revision, don't really like it all that much, but working on it still.

 

dqq2.jpg

 

Close up detail.

9yge.jpg

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I always assumed I'd taste like boot leather.

 

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Go easy on me, this is my first ever level and first time trying to record stuff...

the video is a bit blurry, but from what I could see not bad for a first attempt.

 

Probably not updated as that would break old maps, but just a new window texture, here's the first revision, don't really like it all that much, but working on it still.

nice work Alum.

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Good to see the visual "arms race" between Biker and Sotha continue though... :wub:

The battle of the champions has begun ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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