Geep 248 Posted June 21, 2020 Report Share Posted June 21, 2020 @Dragofer, although there's no inherited spawnarg starting with "accel", there is "decel_time". I changed the default value from 0.2 to 2 seconds, and sure enough, I can use a speed of 60 without AI damage. Let's crank this baby up and see what she can do! 1 Quote Link to post Share on other sites
Geep 248 Posted June 21, 2020 Report Share Posted June 21, 2020 With 2 second decel_time, speed of 120 is no problem for AI. That's brisk enough for me. Quote Link to post Share on other sites
Geep 248 Posted June 21, 2020 Report Share Posted June 21, 2020 BTW, for anyone wondering about how tall the elevator is, here's a DR shot of the elevator-only test map. You can see the silhouette of the guard on the upper level. 3 Quote Link to post Share on other sites
Popular Post Dragofer 1357 Posted June 22, 2020 Popular Post Report Share Posted June 22, 2020 You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.) 10 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
NeonsStyle 572 Posted June 29, 2020 Report Share Posted June 29, 2020 Found a way to stop the bobbing boat drifting by just removing the very well hidden door_slider lol Works great now 3 Quote 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 gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Popular Post Goldwell 2439 Posted July 5, 2020 Popular Post Report Share Posted July 5, 2020 The new rain in 2.08 is so fucking awesome! 11 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Amadeus 347 Posted July 5, 2020 Report Share Posted July 5, 2020 Beautiful work Goldwell!! Only you can make rain look oh so good 2 Quote FMs: A Good Neighbor Link to post Share on other sites
Melan 1807 Posted July 5, 2020 Report Share Posted July 5, 2020 Blade Runner Blues plays faintly in the background... 1 Quote 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 Link to post Share on other sites
chakkman 382 Posted July 6, 2020 Report Share Posted July 6, 2020 Looks awesome. 1 Quote Link to post Share on other sites
Popular Post pusianka 82 Posted July 27, 2020 Popular Post Report Share Posted July 27, 2020 (edited) Hi there, I picked up blender a week ago(having a little bit of experience with modelling in the past) and I am trying to recreate a building from my home town. [EDIT UPDATE SCREENSHOT] I wouldn't mind some tips on keeping clean topology like straight lines and stuff like this... It actually drives me nuts. [EDIT] Also I am still thinking how to deal with the lower level brick sculpting, would love some suggestions. Also congrats on the updates, I haven't been here for years but you guys really haven't been just sitting on your asses all this time Really nice to see all that. Edited July 28, 2020 by pusianka 11 Quote Link to post Share on other sites
PranQster 454 Posted July 27, 2020 Report Share Posted July 27, 2020 On 6/29/2020 at 12:04 AM, NeonsStyle said: Found a way to stop the bobbing boat drifting by just removing the very well hidden door_slider lol Works great now Aah. Sorry I never got back to that. Glad you fixed it on your own. 2 Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
Popular Post thebigh 102 Posted August 5, 2020 Popular Post Report Share Posted August 5, 2020 (edited) So here's the starting area of my first mission. As yet unnamed, it's a short mission set in the streets of Bridgeport in which you have to escape the City by finding a way past the city wall and a bunch of irate Watch guys guarding it. I'm still finding my way around with DarkRadiant but I think I captured the feel of the grimy back alleys of the City pretty well. I dialed the ambient up high so you can see everything. In actual play I will be using a combination of a very dark ambient and the "night vision" technique shown by Sotha in his "Bakery Job" tutorial videos. I'm really slow at mapping and I fuss over everything so, with luck, I might have something beta testable by the end of the year. Edited August 5, 2020 by thebigh 20 Quote { 0 | 🞵 } My missions: the Factory Heist Link to post Share on other sites
Obsttorte 1499 Posted August 5, 2020 Report Share Posted August 5, 2020 Nice job for a first attempt. Note that there are models for windows, supports etc..., so you don't have to build everything from brushes. That adds a bit more detail and speed things up a bit (you have already used some as I see, but there is really tons of stuff). Some of the windows could use frames, though. 2 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
thebigh 102 Posted August 5, 2020 Report Share Posted August 5, 2020 Hmm, yes. Good point about the window frames. I'll put a few in now. As for brushes v models, I bet that'll become a lot quicker when I'm more familiar with what's available and where it's stored. Right now I'm scrolling through lists, looking at things and going "nope, nope, nope, maybe, nope nope, hmmmm, nope, yuk, nope, nope, YES" 2 Quote { 0 | 🞵 } My missions: the Factory Heist Link to post Share on other sites
grayman 2969 Posted August 6, 2020 Report Share Posted August 6, 2020 13 hours ago, thebigh said: Hmm, yes. Good point about the window frames. I'll put a few in now. As for brushes v models, I bet that'll become a lot quicker when I'm more familiar with what's available and where it's stored. Right now I'm scrolling through lists, looking at things and going "nope, nope, nope, maybe, nope nope, hmmmm, nope, yuk, nope, nope, YES" Most list dialogues in DR provide a search function. When the dialogue is your active window, type a search term. 2 Quote Link to post Share on other sites
Melan 1807 Posted August 6, 2020 Report Share Posted August 6, 2020 That's a nice shot, and it does have a good atmosphere - well realised. I also like the premise of the mission; these "escape" missions always tend to be fun. Don't worry about your unfamiliarity with the asset library. Things will fall into place through practice. Also, very often, less is more - you can achieve good consistency with only a few objects, and that's good for mood as well. 1 Quote 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 Link to post Share on other sites
Popular Post Springheel 4630 Posted August 6, 2020 Author Popular Post Report Share Posted August 6, 2020 21 hours ago, thebigh said: Hmm, yes. Good point about the window frames. I'll put a few in now. As for brushes v models, I bet that'll become a lot quicker when I'm more familiar with what's available and where it's stored. Right now I'm scrolling through lists, looking at things and going "nope, nope, nope, maybe, nope nope, hmmmm, nope, yuk, nope, nope, YES" This might be helpful: 5 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Epifire 784 Posted August 28, 2020 Report Share Posted August 28, 2020 On 7/27/2020 at 2:48 PM, pusianka said: Hi there, I picked up blender a week ago(having a little bit of experience with modelling in the past) and I am trying to recreate a building from my home town. [EDIT UPDATE SCREENSHOT] I wouldn't mind some tips on keeping clean topology like straight lines and stuff like this... It actually drives me nuts. [EDIT] Also I am still thinking how to deal with the lower level brick sculpting, would love some suggestions. Also congrats on the updates, I haven't been here for years but you guys really haven't been just sitting on your asses all this time Really nice to see all that. Older post I know, but my recommendation (from the modeling aspect) would be to use tiling materials for the large faces and model/bake out unique details for pillars, frames and corners on a single UV texture. What you basically could have is a three or four texture building that way, you only would want to focus on the cool detail bits as unique and then use a tiling texture for the upper and lower portions where the wall changes color/features. Otherwise it's an easy project for burn out if you don't prioritize what should be left as unique details and what can be fudged with tiling materials. I like to think of it as, frame the thing in with hand crafted details and fill in the gaps with tiling. Very cool building nonetheless, I do hope you push that to completion because it's a very unique and interesting design. Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
Popular Post Goldwell 2439 Posted August 28, 2020 Popular Post Report Share Posted August 28, 2020 17 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Popular Post Dragofer 1357 Posted September 23, 2020 Popular Post Report Share Posted September 23, 2020 In a swamp, somewhere: 14 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
grayman 2969 Posted September 24, 2020 Report Share Posted September 24, 2020 Tres cool!!! 2 Quote Link to post Share on other sites
Popular Post STRUNK 270 Posted October 2, 2020 Popular Post Report Share Posted October 2, 2020 (edited) I have a BAT !! Bat Video Bat Video 2 Edited October 2, 2020 by STRUNK 11 Quote Link to post Share on other sites
grayman 2969 Posted October 2, 2020 Report Share Posted October 2, 2020 Nicely done!! 1 1 Quote Link to post Share on other sites
AluminumHaste 1055 Posted October 2, 2020 Report Share Posted October 2, 2020 That's freaking awesome 1 1 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
STRUNK 270 Posted October 2, 2020 Report Share Posted October 2, 2020 (edited) In the following video you see a little white cube that's a func_rotating on the x axis, randomishly triggered by a trigger_timer to invert rotation. Bound to that is the red square plane, that's also a func_rotating, but on the z axis. Bound to that is the little blue cube, that's a sliding door (auto open auto close) named Target. Bat Mechanics The Bat itself is green in the video and is made up of two wing shaped atdm:mover_door's (auto open auto close) bound to a func_mover named Bat (the body of the bat). With 2 little scripts, activated once by atdm:target_callscriptfunction's, the Bat is following and turnig towards the Target: void MoveToTarget() { float min = 10; float max = 20; float rand = min + sys.random(max - min); $Bat.time (rand/30); $Bat.accelTime (0); $Bat.decelTime (0); $Bat.moveTo( $Target ); sys.wait (0.1); sys.trigger($ScriptMove); } void LookAtTarget() { vector direction=$Bat.getOrigin()-$Target.getWorldOrigin(); $Bat.setAngles(sys.VecToAngles(-direction)+'0 0 0'); sys.wait (0.1); sys.trigger($ScriptLook); } If anyone wants a bat flying around in their mission, just pm me for the model and stuff : ) Edited October 2, 2020 by STRUNK 3 1 Quote Link to post Share on other sites
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