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So, what are you working on right now?

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The snow in the first screens is very clever. How did you do those bumps?

 

It looks like patches


I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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That looks really really nice detail work.


I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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It looks like patches

 

 

27 Oct 2009

;)


Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Dragofer, I like how much extra details are packed into some of those scenes. Like all the clutter on what looks to be the top of a shelf/loft? Just adds a bit more character all around.

nice leather chair.

;)

  • Like 3

You need a model? Epi does you a model.



Toss me a PM I promise I don't bite.



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Really amazing visuals, Dragofer! They look really realistic and lived in.

 

Keep up the excellent work!

  • Like 1

Clipper

-The mapper's best friend.

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push with box Vanishedone breaks everything) Throw boax at func_mover and it breaks or cause damage.

 

Using spline with anchors to means no breaking and damage.

 

$anchor.time(x);
$anchor.accelTime(x);
$anchor.decelTime(x);

$anchor.startSpline($name of spline);

 

how r u repeat the func_movers for movement continuously?

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The "while $object = 1" might work until the condition becomes false, which would never happen if that object were a physical switch that started true (that the player could never find, eg, in a wall) :)

Until $anchor.time </> (n);

is like a safety measure, so that if it is pushed or stopped, it just ends and then...

sys.waitFor (escalators/whatever) would repeat it ad infinitum, unless someone or something throws that $object/switch

Might restart it after push/block/whatever.

No extra script required - only the catmullroms(splines, whatever) and anchors/movers script... Perhaps easier with a few switches than extra scripts... Add the "while" at the end, maybe, (as a new void from main, "escalators", chuck it in "continuous(ly) [grammar corrections / correcting grammar]".), idk..?

Might stop them from being so easy to push around, because they will travel only a described path - but they can cause damage depending on the speed (time / acceltime / etc...)

Increasing the mass might have some... undesirable effect with motion :)
But... if it kills people - i'm down with that. :ph34r:

 


I'd be interested in how you've looped your escalators, also, VanishedOne.

Have a headache over looping scripts for objects that can be... "interfered" with.

Edited by teh_saccade
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This is the script I'm using:

void escalator_step(entity spline) {
	entity step = sys.spawn("escalator_step");
	step.time(20);
	step.accelTime(0);
	step.decelTime(0);
	step.disableSplineAngles();
	while (1) {
	step.startSpline(spline);
	sys.waitFor(step);
	}
}

void main () {         
	
    sys.waitFrame(); 
	
	float i;
	for ( i = 0; i < 20; i++ ) {
	thread escalator_step($escalator_splinemover_up);
	thread escalator_step($escalator_splinemover_down);
	sys.wait(1);
	}
}

Edit: to clarify the problem with pushing, it's not that you can push steps right off the spline, but that you can create gaps in the sequence and steps that overlap one another (the last bit is especially awkward since there's no way to explain it within the fiction as mechanical breakage). They still move on the spline, but ahead of or behind their proper timing.

Edited by VanishedOne
  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Yes - that is the problem - there's a way to "jam" them - like a spanner in the works.

This is fine to cause damage, because it's crush/smush...
Hmm...

Have you tried binding the individual steps..?

// bind the step to the escalator

{
$step.bind ($escalator);
}

//I got the exact same problems atm. Dealing with it by having it reset every so often by a self-throwing switch. Resets to "default" and... timing is trial and error - idk wtf it works it just does so I'm not touching that part for now... :P

Edited by teh_saccade
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Um, you're going to have to change a few names, we don't want any copyright issues!

 

Names are all changed, map is not 100 percent accurate on purpose.

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