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So, what are you working on right now?


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Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission...   http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-

Got back to DR and added a few rooms to my WIP ...          

I AM BACK! http://www.bilder-upload.eu/show.php?file=019e20-1434833332.jpg And as a direct picture with a bit less resolution:

Posted Images

I have some veggies in boiling water now:

https://streamable.com/gln5g

Spoiler

//Author: Dram // Changed by STRUNK to be boiling water
textures/water_source/cave_water_clear
{
    qer_editorimage textures/darkmod/sfx/water_surf_001_ed
    discrete
    nonsolid
    water
    twosided
    translucent
       description "slightly dark clear rippling water"

    {
        vertexProgram HeatHazeWithMaskAndDepth.vfp
        vertexParm 0 0.1 * sintable [ ( time * 20 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [  ( time * 17 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))
        fragmentProgram HeatHazeWithMaskAndDepth.vfp
        fragmentMap 0 _currentRender
        fragmentMap 1 textures/sfx/vp1
        fragmentMap 2 textures/water_source/vp_water
        fragmentMap 3 _currentDepth
        scale 4,4
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 50 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 50 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        red 0.70
        green 1
        blue 50
    }
}

 

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On 3/22/2020 at 5:10 PM, Geep said:

@HMart, fun video. Clearly getting a portal working in TDM would be its own project

 For sure, it also requires some knowledge about the engine internals, specially in the part about cutting surfaces and creating collision borders. But I hope that someday someone is brave enough to embark on this project for TDM. :)   

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I would say must have spices would Parsley, Sage, Rosemary, and Thyme, but maybe I am just old 😉 Would it be possible to make a label on it? That way the spices could be identified not only by their colour. This is, of course, nothing important; just a thought.

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Great to see a better fish model being brought to TDM.

I once played around with a Unity-store lagoon model that had several articulated fish models, plus schooling fish behavior in C#. The latter involved each fish using per-frame nearest-neighbor detection of its closest schoolmates, then averaging their motion vectors and applying it, while striving to maintain an optimal distance from each other. I have no idea if schooling would be possible in TDM, and how one might do that.

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