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Springheel

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--download objectives.pk4 from ftp and check to make sure there are no time-based commands

 

--also, download Napalm's previous main menu design to see what you can learn from the code

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  • 2 weeks later...

Add some default bounce sounds to moveable objects

http://forums.thedarkmod.com/index.php?showt...4&hl=bounce

 

Update website

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drumple's info on getting .roqs in game is on wiki

 

http://forums.thedarkmod.com/index.php?showtopic=3504&hl=

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  • 2 weeks later...

Menu Issues:

 

--check out updated fog swirl on mission_success and mission_failure. Possibly add an extra layer to the material

 

-- replace 'back' text with Main Menu button

-- add parchment for load/save screen

 

-- sort out credit screen (low priority)

 

-- create overlay for up/down arrows

 

-- modify colour of text highlight

 

-- explore Carelton scale--possibly need bold version

 

-- confer with Ish about control functionality

 

--look at mouseover effect for input 'box' http://forums.thedarkmod.com/index.php?showt...amp;#entry94984

 

As well:

 

-- work on design of New Game screen

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Made the following changes/updates to the Main Menu:

 

--created an appropriate 'soft light' effect for the character images

--resized character images

--slowed down the fading and changing of character images

--added an improved 'swirly fog' to the background

--added a slight fade from black to the opening

--removed greyish border around parchment

--added a delayed fade to the parchment

--added a delayed fade to the main menu options

--replaced the 'back' text with a main menu button

--added a placeholder New Game menu

--toned down the colour of the text bars

--replaced the main music

--redesigned quit screen (wip)

--made the main music start properly after credit screen

 

Still to do before uploading:

 

--add LoadGame placeholder

--look into bold Carelton possibility on D3W

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  • 2 weeks later...

--get healthbar working in HUD

--see if there's a way to have healthbar fade after appearing

--create houseguard skin for proguard

 

--make nobleman model request

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This might be useful for the main menu issues:

 

if (<condition>) {

<statement(s)>

[ } else {

<statement(s)> ]

}

Evaluates a condition block and, depending on the evaluation, executes certain statement(s). An standard if-else block. The if-else if format is also accepted.

<condition>: a logical condition.

<statement(s)>: one or more statements or blocks of statements.

Example(s):

Code:

if ("gui::newweapon" == 1) {

resetTime "WeapIcon1Large" "0" ;

}

 

if ("MultiplayerLANParent::selected" == 1) {

resetTime "AnimLANGameDown" "0" ;

} else {

resetTime "AnimLANCreateDown" "0" ;

set "MultiplayerLANParent::selected" "1" ;

}

 

if ( "gui::aim_color" == 1 ) {

resetTime "AimingRect1" "0" ;

} else if ( "gui::aim_color" == 2 ) {

resetTime "AimingRect2" "0" ;

} else if ( "gui::aim_color" == 3 ) {

resetTime "AimingRect3" "0" ;

} else if ( "gui::aim_color" == 4 ) {

resetTime "AimingRect4" "0" ;

}

 

Also, for fixing the overlapping image problem:

 

resetTime [<item>] <time>

Resets the time for a given item. This is used to "go back in time" and restart pieces of code executed on onTime{} event blocks.

<item>: the target item (windowDef, renderDef, etc) that will have its time changed. If this parameter is omitted, the resetTime command applies to the current item.

<time>: the new time that will be applied to the target item, in miliseconds.

Example(s):

Code:

resetTime "animHandler" "0";

resetTime "10";

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Look for thug model on ftp.

 

See if there are any houseguard files that might have the mesh in them as well

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Added heightmap to forger model

 

Next step: Work on houseguard texture

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--check D3 zombie heads for useability, and for severed head model

 

--fix reversed normals on revenant

 

--add if (gui::ingame) statement to get resume game/quit game buttons functional

http://forums.thedarkmod.com/index.php?showt...opid=95934&

 

--fix the textures on the ghoul

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--Try a blur for underwater view

 

I'll try one more thing for this...try to use a flat grey texture with a blend that adjusts for darkness. A grey texture does simulate blur, but we don't want to make dark water seem brighter than it is.

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--Go through the eye-height settings in the AI def files.

Scratch that--save until later

 

http://forums.thedarkmod.com/index.php?showt...opid=96927&

 

--check out drumple's loading screen

 

--What's needed to get weapon icons in-game? Check drumple's old hud.gui.

- ok, names already in but need to be repositioned

- after timedelay, names should transition off

- after timedelay, icons should slide down to where text was and/or shrink

 

Go ahead and put some concepts together for this, the code can be touched up later.

 

 

--http://forums.thedarkmod.com/index.php?showtopic=4966

Actually there's an offset in weapon_arrow.def:

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-- create an overlay for the spyglass

 

--try some kind of bubble effect for underwater overlay nope, no good

 

-- take some lantern screenshots

 

-- add the nolipsynch line

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--See about making a skybox template for artists

 

-- test the skybox you already made

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--upload archery range map to CVS.

 

--make inventory icon for lockpicks

--now get them set up to display and

--tweak position/size

 

--test out ragged banner

http://forums.thedarkmod.com/index.php?showtopic=5301&st=0

--done, just upload video

 

-- take a look at priest model

 

-- go through remaining AI and post size modification

 

-- research nobleman skin for proguard

 

-- disable lantern

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Icons and weapons are pretty much positioned in the right spot now. Left to do:

 

-- make rest of icons

-- create def entries for existing inventory objects

-- check position of stackable amount

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The hud for the inventory is a cvar, so you can use any hud you like. You only need to keep the variable names so that the code updates it properly. I think the loot info item shold be tweaked a bit. I put it there as a palceholder but it doesn't look that good IMO.

Gerhard

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I'd actually like to add a default image for the loot total, is that possible?

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