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Newbie DarkRadiant Questions


demagogue

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Thanks - might do the trick.

 

Just gotta figure out how to set a brush parameter to change dependant upon this...

Depending on what or how it reports, perhaps

$func_mover.rotate (wha, tev, er) might work.

No idea how to do that with the strobe - it's always been set through DR's interface in the past.

Might just press the fuckit button on this one.

 

I'm using comic sans from now on - idk you could change font.

 

// doesn't work... ;`( appears that movers require integers to operate and cannot be , eg variableName = value returned by get.tic.
// eh well, never mind. Thanks for showing me the thing anyhow, mate - I wouldn't have been able to do it with the strobe light, which is the important one, really.

Another one bites the dust.

Edited by teh_saccade
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Hello all,

 

I have a newbie question as well and I hope you can help me.

 

To create water, Fidcals Tutorial recommends the following steps:

 

1. Drag out a brush

2. Give it the texture common/nodraw

3. Create Entity --> atdm:liquid_water

4. DEselect the water brush

5. Select top surface of water brush

6. Use texture water_source>water_clear

 

My problem starts after step #4: If I deselect the water brush, the entire water brush vanishes and can be restored only through the UNDO function. I have repeated this several times and it's always the same.

 

I have also tried simply copying the "water surface starter packs" from the Starterpack, but I receive the same result: as soon as I deselect the brush, it vanishes (although the top surface remains).

 

It would be great to get some help. Thank you very much.

 

Best regards,

JackF.

 

P.S. I never thought that mapping would make so much fun. It may be (correction: it is) frustrating for a beginner, but received a few cool results: strange looking rooms (some of them with "integrated" rainfall), a dark sky showing a full moon and a crazy guard walking a strange way I ordered him to walk. Thanks a lot to all the guys out there who made this happen.

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Check the filtering, you probably have entities or nodraw surfaces filtered which is why they are disappearing

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

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The murky water entity gives your GUI a slightly green tint, but does not decrease the visibility. In order to achieve that, you will have to use a fog light. See http://wiki.thedarkmod.com/index.php?title=Swimmable_Water

Thanks Destined, that'll do it :)

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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I've noticed that grouped sounds in .sndshd like this:

 

random_words_adjective
{
editor_displayFolder erh_sounds

sound/voices/adjective_abandoned.ogg
sound/voices/adjective_ancient.ogg
sound/voices/adjective_angry.ogg
sound/voices/adjective_arctic.ogg
sound/voices/adjective_ascending.ogg
sound/voices/adjective_beautiful.ogg
sound/voices/adjective_black.ogg
sound/voices/adjective_blind.ogg
sound/voices/adjective_blue.ogg
sound/voices/adjective_bogus.ogg
sound/voices/adjective_brave.ogg
sound/voices/adjective_broken.ogg
sound/voices/adjective_bronze.ogg
sound/voices/adjective_burning.ogg

(...)

}

 

are playing only about 30 first positions from list, rest never occurring - can I somehow force and extend it?

S2wtMNl.gif

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You could try starting the mission and pulling down the console and typing

 

s_showStartSound 1

 

and the console will show every sound that gets started.

 

If a mission spams the console too much, try creating a simple mission with a single speaker and your shader, and fire it every second or so.

 

Then you can see what the engine is playing.

 

There are no limits to the number of sounds in a shader. (I.e. no cutoff at 30.)

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Yup it plays only beginning of list (a-e):

 

log file 'qconsole.log' opened on Tue Apr 25 09:11:20 2017

StartSound 179984ms (1,0,random_words_adjective) = 'sound/voices/adjective_burning.ogg'
StartSound 181984ms (2,0,random_words_noun) = 'sound/voices/noun_bull.ogg'
StartSound 183984ms (3,0,random_words_verb) = 'sound/voices/verb_cures.ogg'
StartSound 185984ms (4,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 187984ms (5,0,random_words_noun) = 'sound/voices/noun_city.ogg'
StartSound 189984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 191984ms (1,0,random_words_adjective) = 'sound/voices/adjective_angry.ogg'
StartSound 193984ms (2,0,random_words_noun) = 'sound/voices/noun_bird.ogg'
StartSound 195984ms (3,0,random_words_verb) = 'sound/voices/verb_brings.ogg'
StartSound 197984ms (4,0,random_words_adjective) = 'sound/voices/adjective_brave.ogg'
StartSound 199984ms (5,0,random_words_noun) = 'sound/voices/noun_bridge.ogg'
StartSound 201984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 203984ms (1,0,random_words_adjective) = 'sound/voices/adjective_ascending.ogg'
StartSound 205984ms (2,0,random_words_noun) = 'sound/voices/noun_ear.ogg'
StartSound 207984ms (3,0,random_words_verb) = 'sound/voices/verb_brings.ogg'
StartSound 209984ms (4,0,random_words_adjective) = 'sound/voices/adjective_cruel.ogg'
StartSound 211984ms (5,0,random_words_noun) = 'sound/voices/noun_beast.ogg'
StartSound 213984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 215984ms (1,0,random_words_adjective) = 'sound/voices/adjective_crazy.ogg'
StartSound 217984ms (2,0,random_words_noun) = 'sound/voices/noun_builder.ogg'
StartSound 219984ms (3,0,random_words_verb) = 'sound/voices/verb_devours.ogg'
StartSound 221984ms (4,0,random_words_adjective) = 'sound/voices/adjective_distant.ogg'
StartSound 223984ms (5,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 225984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 227984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dying.ogg'
StartSound 229984ms (2,0,random_words_noun) = 'sound/voices/noun_child.ogg'
StartSound 231984ms (3,0,random_words_verb) = 'sound/voices/verb_closes.ogg'
StartSound 233984ms (4,0,random_words_adjective) = 'sound/voices/adjective_broken.ogg'
StartSound 235984ms (5,0,random_words_noun) = 'sound/voices/noun_builder.ogg'
StartSound 237984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 239984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dark.ogg'
StartSound 241984ms (2,0,random_words_noun) = 'sound/voices/noun_copper.ogg'
StartSound 243984ms (3,0,random_words_verb) = 'sound/voices/verb_challenges.ogg'
StartSound 245984ms (4,0,random_words_adjective) = 'sound/voices/adjective_circular.ogg'
StartSound 247984ms (5,0,random_words_noun) = 'sound/voices/noun_builder.ogg'
StartSound 249984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 251984ms (1,0,random_words_adjective) = 'sound/voices/adjective_disfigured.ogg'
StartSound 253984ms (2,0,random_words_noun) = 'sound/voices/noun_beast.ogg'
StartSound 255984ms (3,0,random_words_verb) = 'sound/voices/verb_controls.ogg'
StartSound 257984ms (4,0,random_words_adjective) = 'sound/voices/adjective_arctic.ogg'
StartSound 259984ms (5,0,random_words_noun) = 'sound/voices/noun_angel.ogg'
StartSound 261984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 263984ms (1,0,random_words_adjective) = 'sound/voices/adjective_descending.ogg'
StartSound 265984ms (2,0,random_words_noun) = 'sound/voices/noun_ear.ogg'
StartSound 267984ms (3,0,random_words_verb) = 'sound/voices/verb_admires.ogg'
StartSound 269984ms (4,0,random_words_adjective) = 'sound/voices/adjective_black.ogg'
StartSound 271984ms (5,0,random_words_noun) = 'sound/voices/noun_barbarian.ogg'
StartSound 273984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 275984ms (1,0,random_words_adjective) = 'sound/voices/adjective_disfigured.ogg'
StartSound 277984ms (2,0,random_words_noun) = 'sound/voices/noun_arrow.ogg'
StartSound 279984ms (3,0,random_words_verb) = 'sound/voices/verb_awakes.ogg'
StartSound 281984ms (4,0,random_words_adjective) = 'sound/voices/adjective_circular.ogg'
StartSound 283984ms (5,0,random_words_noun) = 'sound/voices/noun_armour.ogg'
StartSound 285984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 287984ms (1,0,random_words_adjective) = 'sound/voices/adjective_colossal.ogg'
StartSound 289984ms (2,0,random_words_noun) = 'sound/voices/noun_day.ogg'
StartSound 291984ms (3,0,random_words_verb) = 'sound/voices/verb_bites.ogg'
StartSound 293984ms (4,0,random_words_adjective) = 'sound/voices/adjective_dead.ogg'
StartSound 295984ms (5,0,random_words_noun) = 'sound/voices/noun_desert.ogg'
StartSound 297984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 299984ms (1,0,random_words_adjective) = 'sound/voices/adjective_abandoned.ogg'
StartSound 301984ms (2,0,random_words_noun) = 'sound/voices/noun_angel.ogg'
StartSound 303984ms (3,0,random_words_verb) = 'sound/voices/verb_cuts.ogg'
StartSound 305984ms (4,0,random_words_adjective) = 'sound/voices/adjective_beautiful.ogg'
StartSound 307984ms (5,0,random_words_noun) = 'sound/voices/noun_bridge.ogg'
StartSound 309984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 311984ms (1,0,random_words_adjective) = 'sound/voices/adjective_clean.ogg'
StartSound 313984ms (2,0,random_words_noun) = 'sound/voices/noun_dragon.ogg'
StartSound 315984ms (3,0,random_words_verb) = 'sound/voices/verb_cures.ogg'
StartSound 317984ms (4,0,random_words_adjective) = 'sound/voices/adjective_crazy.ogg'
StartSound 319984ms (5,0,random_words_noun) = 'sound/voices/noun_blood.ogg'
StartSound 321984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 323984ms (1,0,random_words_adjective) = 'sound/voices/adjective_blind.ogg'
StartSound 325984ms (2,0,random_words_noun) = 'sound/voices/noun_desert.ogg'
StartSound 327984ms (3,0,random_words_verb) = 'sound/voices/verb_admires.ogg'
StartSound 329984ms (4,0,random_words_adjective) = 'sound/voices/adjective_ascending.ogg'
StartSound 331984ms (5,0,random_words_noun) = 'sound/voices/noun_day.ogg'
StartSound 333984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 335984ms (1,0,random_words_adjective) = 'sound/voices/adjective_bogus.ogg'
StartSound 337984ms (2,0,random_words_noun) = 'sound/voices/noun_circle.ogg'
StartSound 339984ms (3,0,random_words_verb) = 'sound/voices/verb_betrays.ogg'
StartSound 341984ms (4,0,random_words_adjective) = 'sound/voices/adjective_brave.ogg'
StartSound 343984ms (5,0,random_words_noun) = 'sound/voices/noun_blood.ogg'
StartSound 345984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 347984ms (1,0,random_words_adjective) = 'sound/voices/adjective_blue.ogg'
StartSound 349984ms (2,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 351984ms (3,0,random_words_verb) = 'sound/voices/verb_bites.ogg'
StartSound 353984ms (4,0,random_words_adjective) = 'sound/voices/adjective_black.ogg'
StartSound 355984ms (5,0,random_words_noun) = 'sound/voices/noun_bridge.ogg'
StartSound 357984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 359984ms (1,0,random_words_adjective) = 'sound/voices/adjective_abandoned.ogg'
StartSound 361984ms (2,0,random_words_noun) = 'sound/voices/noun_ear.ogg'
StartSound 363984ms (3,0,random_words_verb) = 'sound/voices/verb_dwellsinside.ogg'
StartSound 365984ms (4,0,random_words_adjective) = 'sound/voices/adjective_disfigured.ogg'
StartSound 367984ms (5,0,random_words_noun) = 'sound/voices/noun_dagger.ogg'
StartSound 369984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 371984ms (1,0,random_words_adjective) = 'sound/voices/adjective_colossal.ogg'
StartSound 373984ms (2,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 375984ms (3,0,random_words_verb) = 'sound/voices/verb_attacks.ogg'
StartSound 377984ms (4,0,random_words_adjective) = 'sound/voices/adjective_dead.ogg'
StartSound 379984ms (5,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 381984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 383984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 385984ms (2,0,random_words_noun) = 'sound/voices/noun_bridge.ogg'
StartSound 387984ms (3,0,random_words_verb) = 'sound/voices/verb_asks.ogg'
StartSound 389984ms (4,0,random_words_adjective) = 'sound/voices/adjective_burning.ogg'
StartSound 391984ms (5,0,random_words_noun) = 'sound/voices/noun_bull.ogg'
StartSound 393984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 395984ms (1,0,random_words_adjective) = 'sound/voices/adjective_colossal.ogg'
StartSound 397984ms (2,0,random_words_noun) = 'sound/voices/noun_angel.ogg'
StartSound 399984ms (3,0,random_words_verb) = 'sound/voices/verb_cures.ogg'
StartSound 401984ms (4,0,random_words_adjective) = 'sound/voices/adjective_broken.ogg'
StartSound 403984ms (5,0,random_words_noun) = 'sound/voices/noun_alliance.ogg'
StartSound 405984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 407984ms (1,0,random_words_adjective) = 'sound/voices/adjective_beautiful.ogg'
StartSound 409984ms (2,0,random_words_noun) = 'sound/voices/noun_crown.ogg'
StartSound 411984ms (3,0,random_words_verb) = 'sound/voices/verb_burns.ogg'
StartSound 413984ms (4,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 415984ms (5,0,random_words_noun) = 'sound/voices/noun_altar.ogg'
StartSound 417984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 419984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dead.ogg'
StartSound 421984ms (2,0,random_words_noun) = 'sound/voices/noun_dragon.ogg'
StartSound 423984ms (3,0,random_words_verb) = 'sound/voices/verb_cures.ogg'
StartSound 425984ms (4,0,random_words_adjective) = 'sound/voices/adjective_arctic.ogg'
StartSound 427984ms (5,0,random_words_noun) = 'sound/voices/noun_circle.ogg'
StartSound 429984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 431984ms (1,0,random_words_adjective) = 'sound/voices/adjective_abandoned.ogg'
StartSound 433984ms (2,0,random_words_noun) = 'sound/voices/noun_darkness.ogg'
StartSound 435984ms (3,0,random_words_verb) = 'sound/voices/verb_closes.ogg'
StartSound 437984ms (4,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 439984ms (5,0,random_words_noun) = 'sound/voices/noun_day.ogg'
StartSound 441984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 443984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 445984ms (2,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 447984ms (3,0,random_words_verb) = 'sound/voices/verb_answers.ogg'
StartSound 449984ms (4,0,random_words_adjective) = 'sound/voices/adjective_clean.ogg'
StartSound 451984ms (5,0,random_words_noun) = 'sound/voices/noun_beast.ogg'
StartSound 453984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 455984ms (1,0,random_words_adjective) = 'sound/voices/adjective_calm.ogg'
StartSound 457984ms (2,0,random_words_noun) = 'sound/voices/noun_bridge.ogg'
StartSound 459984ms (3,0,random_words_verb) = 'sound/voices/verb_cuts.ogg'
StartSound 461984ms (4,0,random_words_adjective) = 'sound/voices/adjective_disfigured.ogg'
StartSound 463984ms (5,0,random_words_noun) = 'sound/voices/noun_dragon.ogg'
StartSound 465984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 467984ms (1,0,random_words_adjective) = 'sound/voices/adjective_damaged.ogg'
StartSound 469984ms (2,0,random_words_noun) = 'sound/voices/noun_bull.ogg'
StartSound 471984ms (3,0,random_words_verb) = 'sound/voices/verb_destroys.ogg'
StartSound 473984ms (4,0,random_words_adjective) = 'sound/voices/adjective_cruel.ogg'
StartSound 475984ms (5,0,random_words_noun) = 'sound/voices/noun_dust.ogg'
StartSound 477984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 479984ms (1,0,random_words_adjective) = 'sound/voices/adjective_clean.ogg'
StartSound 481984ms (2,0,random_words_noun) = 'sound/voices/noun_arrow.ogg'
StartSound 483984ms (3,0,random_words_verb) = 'sound/voices/verb_corrupts.ogg'
StartSound 485984ms (4,0,random_words_adjective) = 'sound/voices/adjective_empty.ogg'
StartSound 487984ms (5,0,random_words_noun) = 'sound/voices/noun_altar.ogg'
StartSound 489984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 491984ms (1,0,random_words_adjective) = 'sound/voices/adjective_circular.ogg'
StartSound 493984ms (2,0,random_words_noun) = 'sound/voices/noun_city.ogg'
StartSound 495984ms (3,0,random_words_verb) = 'sound/voices/verb_disobeys.ogg'
StartSound 497984ms (4,0,random_words_adjective) = 'sound/voices/adjective_damaged.ogg'
StartSound 499984ms (5,0,random_words_noun) = 'sound/voices/noun_dragon.ogg'
StartSound 501984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 503984ms (1,0,random_words_adjective) = 'sound/voices/adjective_calm.ogg'
StartSound 505984ms (2,0,random_words_noun) = 'sound/voices/noun_circle.ogg'
StartSound 507984ms (3,0,random_words_verb) = 'sound/voices/verb_calls.ogg'
StartSound 509984ms (4,0,random_words_adjective) = 'sound/voices/adjective_brave.ogg'
StartSound 511984ms (5,0,random_words_noun) = 'sound/voices/noun_arrow.ogg'
StartSound 513984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 515984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 517984ms (2,0,random_words_noun) = 'sound/voices/noun_copper.ogg'
StartSound 519984ms (3,0,random_words_verb) = 'sound/voices/verb_binds.ogg'
StartSound 521984ms (4,0,random_words_adjective) = 'sound/voices/adjective_beautiful.ogg'
StartSound 523984ms (5,0,random_words_noun) = 'sound/voices/noun_dagger.ogg'
StartSound 525984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 527984ms (1,0,random_words_adjective) = 'sound/voices/adjective_dangerous.ogg'
StartSound 529984ms (2,0,random_words_noun) = 'sound/voices/noun_blood.ogg'
StartSound 531984ms (3,0,random_words_verb) = 'sound/voices/verb_dwellsinside.ogg'
StartSound 533984ms (4,0,random_words_adjective) = 'sound/voices/adjective_circular.ogg'
StartSound 535984ms (5,0,random_words_noun) = 'sound/voices/noun_dog.ogg'
StartSound 537984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
StartSound 539984ms (1,0,random_words_adjective) = 'sound/voices/adjective_clean.ogg'
StartSound 541984ms (2,0,random_words_noun) = 'sound/voices/noun_builder.ogg'
StartSound 543984ms (3,0,random_words_verb) = 'sound/voices/verb_admires.ogg'
StartSound 545984ms (4,0,random_words_adjective) = 'sound/voices/adjective_distant.ogg'
StartSound 547984ms (5,0,random_words_noun) = 'sound/voices/noun_armour.ogg'
StartSound 549984ms (6,0,erh_sub_heartbeat_echo) = 'sound/voices/erh_sub_heartbeat_echo.ogg'
]logfile 2

 



and full list is way longer:

 

 

 

random_words_verb
{
editor_displayFolder erh_sounds

sound/voices/verb_admires.ogg
sound/voices/verb_animates.ogg
sound/voices/verb_answers.ogg
sound/voices/verb_asks.ogg
sound/voices/verb_attacks.ogg
sound/voices/verb_attracts.ogg
sound/voices/verb_awakes.ogg
sound/voices/verb_becomes.ogg
sound/voices/verb_believes.ogg
sound/voices/verb_betrays.ogg
sound/voices/verb_binds.ogg
sound/voices/verb_bites.ogg
sound/voices/verb_bless.ogg
sound/voices/verb_brings.ogg
sound/voices/verb_burns.ogg
sound/voices/verb_calls.ogg
sound/voices/verb_challenges.ogg
sound/voices/verb_climbs.ogg
sound/voices/verb_closes.ogg
sound/voices/verb_consorts.ogg
sound/voices/verb_controls.ogg
sound/voices/verb_corrupts.ogg
sound/voices/verb_cures.ogg
sound/voices/verb_cuts.ogg
sound/voices/verb_dancewith.ogg
sound/voices/verb_delays.ogg
sound/voices/verb_desires.ogg
sound/voices/verb_destroys.ogg
sound/voices/verb_devours.ogg
sound/voices/verb_disobeys.ogg
sound/voices/verb_dwellsinside.ogg
sound/voices/verb_encurages.ogg
sound/voices/verb_envy.ogg
sound/voices/verb_escapes.ogg
sound/voices/verb_expects.ogg
sound/voices/verb_faces.ogg
sound/voices/verb_feeds.ogg
sound/voices/verb_fights.ogg
sound/voices/verb_finds.ogg
sound/voices/verb_follows.ogg
sound/voices/verb_foresees.ogg
sound/voices/verb_foretells.ogg
sound/voices/verb_forms.ogg
sound/voices/verb_frees.ogg
sound/voices/verb_freezes.ogg
sound/voices/verb_givebirthto.ogg
sound/voices/verb_greets.ogg
sound/voices/verb_guides.ogg
sound/voices/verb_hears.ogg
sound/voices/verb_hides.ogg
sound/voices/verb_hipnotises.ogg
sound/voices/verb_holds.ogg
sound/voices/verb_hunts.ogg
sound/voices/verb_ignites.ogg
sound/voices/verb_ignores.ogg
sound/voices/verb_illuminates.ogg
sound/voices/verb_insults.ogg
sound/voices/verb_invites.ogg
sound/voices/verb_is.ogg
sound/voices/verb_isnt.ogg
sound/voices/verb_joins.ogg
sound/voices/verb_justify.ogg
sound/voices/verb_keeps.ogg
sound/voices/verb_kills.ogg
sound/voices/verb_kiss.ogg
sound/voices/verb_knows.ogg
sound/voices/verb_leeds.ogg
sound/voices/verb_lifts.ogg
sound/voices/verb_listensto.ogg
sound/voices/verb_looksat.ogg
sound/voices/verb_loves.ogg
sound/voices/verb_marchwith.ogg
sound/voices/verb_marks.ogg
sound/voices/verb_meets.ogg
sound/voices/verb_moves.ogg
sound/voices/verb_needs.ogg
sound/voices/verb_opens.ogg
sound/voices/verb_outruns.ogg
sound/voices/verb_pleases.ogg
sound/voices/verb_reaches.ogg
sound/voices/verb_rebuilds.ogg
sound/voices/verb_relayson.ogg
sound/voices/verb_removes.ogg
sound/voices/verb_replaces.ogg
sound/voices/verb_respects.ogg
sound/voices/verb_ressurects.ogg
sound/voices/verb_returns.ogg
sound/voices/verb_sacrifices.ogg
sound/voices/verb_seeks.ogg
sound/voices/verb_sells.ogg
sound/voices/verb_shakes.ogg
sound/voices/verb_shallbe.ogg
sound/voices/verb_shouldntbe.ogg
sound/voices/verb_shows.ogg
sound/voices/verb_smells.ogg
sound/voices/verb_speaksto.ogg
sound/voices/verb_spoils.ogg
sound/voices/verb_staresat.ogg
sound/voices/verb_steals.ogg
sound/voices/verb_stealsfrom.ogg
sound/voices/verb_stops.ogg
sound/voices/verb_strikesfrom.ogg
sound/voices/verb_summons.ogg
sound/voices/verb_takes.ogg
sound/voices/verb_turns.ogg
sound/voices/verb_unvails.ogg
sound/voices/verb_was.ogg
sound/voices/verb_wasnt.ogg
sound/voices/verb_welcomes.ogg
sound/voices/verb_willbe.ogg

}

 

 

 

 


random_words_adjective
{
editor_displayFolder erh_sounds

sound/voices/adjective_abandoned.ogg
sound/voices/adjective_ancient.ogg
sound/voices/adjective_angry.ogg
sound/voices/adjective_arctic.ogg
sound/voices/adjective_ascending.ogg
sound/voices/adjective_beautiful.ogg
sound/voices/adjective_black.ogg
sound/voices/adjective_blind.ogg
sound/voices/adjective_blue.ogg
sound/voices/adjective_bogus.ogg
sound/voices/adjective_brave.ogg
sound/voices/adjective_broken.ogg
sound/voices/adjective_bronze.ogg
sound/voices/adjective_burning.ogg
sound/voices/adjective_calm.ogg
sound/voices/adjective_circular.ogg
sound/voices/adjective_clean.ogg
sound/voices/adjective_cold.ogg
sound/voices/adjective_colossal.ogg
sound/voices/adjective_crazy.ogg
sound/voices/adjective_cruel.ogg
sound/voices/adjective_damaged.ogg
sound/voices/adjective_dangerous.ogg
sound/voices/adjective_dark.ogg
sound/voices/adjective_dead.ogg
sound/voices/adjective_descending.ogg
sound/voices/adjective_dirty.ogg
sound/voices/adjective_disfigured.ogg
sound/voices/adjective_disguised.ogg
sound/voices/adjective_distant.ogg
sound/voices/adjective_dying.ogg
sound/voices/adjective_empty.ogg
sound/voices/adjective_enchanted.ogg
sound/voices/adjective_envious.ogg
sound/voices/adjective_evil.ogg
sound/voices/adjective_false.ogg
sound/voices/adjective_fast.ogg
sound/voices/adjective_filthy.ogg
sound/voices/adjective_first.ogg
sound/voices/adjective_flawless.ogg
sound/voices/adjective_forsaken.ogg
sound/voices/adjective_forth.ogg
sound/voices/adjective_free.ogg
sound/voices/adjective_frightening.ogg
sound/voices/adjective_frozen.ogg
sound/voices/adjective_gentle.ogg
sound/voices/adjective_glass.ogg
sound/voices/adjective_glittering.ogg
sound/voices/adjective_golden.ogg
sound/voices/adjective_graceful.ogg
sound/voices/adjective_gray.ogg
sound/voices/adjective_great.ogg
sound/voices/adjective_greedy.ogg
sound/voices/adjective_green.ogg
sound/voices/adjective_grim.ogg
sound/voices/adjective_growing.ogg
sound/voices/adjective_growling.ogg
sound/voices/adjective_guilty.ogg
sound/voices/adjective_hasty.ogg
sound/voices/adjective_hateful.ogg
sound/voices/adjective_heavenly.ogg
sound/voices/adjective_heavy.ogg
sound/voices/adjective_hidden.ogg
sound/voices/adjective_hideous.ogg
sound/voices/adjective_high.ogg
sound/voices/adjective_hollow.ogg
sound/voices/adjective_hungry.ogg
sound/voices/adjective_idle.ogg
sound/voices/adjective_immaterial.ogg
sound/voices/adjective_imperfect.ogg
sound/voices/adjective_inferior.ogg
sound/voices/adjective_infinite.ogg
sound/voices/adjective_inner.ogg
sound/voices/adjective_jaded.ogg
sound/voices/adjective_jagged.ogg
sound/voices/adjective_jealous.ogg
sound/voices/adjective_last.ogg
sound/voices/adjective_lawful.ogg
sound/voices/adjective_lazy.ogg
sound/voices/adjective_loathsome.ogg
sound/voices/adjective_lone.ogg
sound/voices/adjective_lost.ogg
sound/voices/adjective_loud.ogg
sound/voices/adjective_loyal.ogg
sound/voices/adjective_modest.ogg
sound/voices/adjective_new.ogg
sound/voices/adjective_old.ogg
sound/voices/adjective_outer.ogg
sound/voices/adjective_overlooked.ogg
sound/voices/adjective_pale.ogg
sound/voices/adjective_perfect.ogg
sound/voices/adjective_powerful.ogg
sound/voices/adjective_pure.ogg
sound/voices/adjective_quiet.ogg
sound/voices/adjective_red.ogg
sound/voices/adjective_rotten.ogg
sound/voices/adjective_second.ogg
sound/voices/adjective_shameless.ogg
sound/voices/adjective_shiny.ogg
sound/voices/adjective_silent.ogg
sound/voices/adjective_silver.ogg
sound/voices/adjective_sinful.ogg
sound/voices/adjective_single.ogg
sound/voices/adjective_small.ogg
sound/voices/adjective_steel.ogg
sound/voices/adjective_strange.ogg
sound/voices/adjective_strong.ogg
sound/voices/adjective_superior.ogg
sound/voices/adjective_third.ogg
sound/voices/adjective_thorny.ogg
sound/voices/adjective_triangular.ogg
sound/voices/adjective_true.ogg
sound/voices/adjective_twin.ogg
sound/voices/adjective_unknown.ogg
sound/voices/adjective_unwelcome.ogg
sound/voices/adjective_useful.ogg
sound/voices/adjective_valuable.ogg
sound/voices/adjective_vengeful.ogg
sound/voices/adjective_venomous.ogg
sound/voices/adjective_weak.ogg
sound/voices/adjective_white.ogg
sound/voices/adjective_wild.ogg
sound/voices/adjective_winged.ogg
sound/voices/adjective_wooden.ogg
sound/voices/adjective_worst.ogg
sound/voices/adjective_yellow.ogg
sound/voices/adjective_young.ogg

}

 

 


random_words_noun
{
editor_displayFolder erh_sounds

sound/voices/noun_abyss.ogg
sound/voices/noun_alliance.ogg
sound/voices/noun_altar.ogg
sound/voices/noun_angel.ogg
sound/voices/noun_armour.ogg
sound/voices/noun_arrow.ogg
sound/voices/noun_barbarian.ogg
sound/voices/noun_beast.ogg
sound/voices/noun_bird.ogg
sound/voices/noun_blood.ogg
sound/voices/noun_bridge.ogg
sound/voices/noun_brother.ogg
sound/voices/noun_builder.ogg
sound/voices/noun_bull.ogg
sound/voices/noun_cadaver.ogg
sound/voices/noun_chariot.ogg
sound/voices/noun_child.ogg
sound/voices/noun_circle.ogg
sound/voices/noun_city.ogg
sound/voices/noun_cloud.ogg
sound/voices/noun_copper.ogg
sound/voices/noun_crown.ogg
sound/voices/noun_dagger.ogg
sound/voices/noun_darkness.ogg
sound/voices/noun_day.ogg
sound/voices/noun_death.ogg
sound/voices/noun_desert.ogg
sound/voices/noun_dog.ogg
sound/voices/noun_dragon.ogg
sound/voices/noun_dust.ogg
sound/voices/noun_eagle.ogg
sound/voices/noun_ear.ogg
sound/voices/noun_earth.ogg
sound/voices/noun_eye.ogg
sound/voices/noun_fang.ogg
sound/voices/noun_father.ogg
sound/voices/noun_fire.ogg
sound/voices/noun_fist.ogg
sound/voices/noun_flesh.ogg
sound/voices/noun_flower.ogg
sound/voices/noun_forrest.ogg
sound/voices/noun_frost.ogg
sound/voices/noun_fruit.ogg
sound/voices/noun_gate.ogg
sound/voices/noun_gem.ogg
sound/voices/noun_ghost.ogg
sound/voices/noun_glass.ogg
sound/voices/noun_glove.ogg
sound/voices/noun_gold.ogg
sound/voices/noun_grave.ogg
sound/voices/noun_hall.ogg
sound/voices/noun_hammer.ogg
sound/voices/noun_hand.ogg
sound/voices/noun_hate.ogg
sound/voices/noun_hill.ogg
sound/voices/noun_hornet.ogg
sound/voices/noun_house.ogg
sound/voices/noun_iron.ogg
sound/voices/noun_isle.ogg
sound/voices/noun_king.ogg
sound/voices/noun_lake.ogg
sound/voices/noun_law.ogg
sound/voices/noun_life.ogg
sound/voices/noun_light.ogg
sound/voices/noun_lightning.ogg
sound/voices/noun_lion.ogg
sound/voices/noun_love.ogg
sound/voices/noun_mace.ogg
sound/voices/noun_magician.ogg
sound/voices/noun_mask.ogg
sound/voices/noun_mirror.ogg
sound/voices/noun_mist.ogg
sound/voices/noun_month.ogg
sound/voices/noun_moon.ogg
sound/voices/noun_mother.ogg
sound/voices/noun_mountain.ogg
sound/voices/noun_mouth.ogg
sound/voices/noun_name.ogg
sound/voices/noun_newborn.ogg
sound/voices/noun_night.ogg
sound/voices/noun_ocean.ogg
sound/voices/noun_owl.ogg
sound/voices/noun_passion.ogg
sound/voices/noun_plate.ogg
sound/voices/noun_priest.ogg
sound/voices/noun_prison.ogg
sound/voices/noun_rain.ogg
sound/voices/noun_raven.ogg
sound/voices/noun_ring.ogg
sound/voices/noun_river.ogg
sound/voices/noun_road.ogg
sound/voices/noun_ruin.ogg
sound/voices/noun_seed.ogg
sound/voices/noun_shield.ogg
sound/voices/noun_silver.ogg
sound/voices/noun_sister.ogg
sound/voices/noun_skull.ogg
sound/voices/noun_sleep.ogg
sound/voices/noun_snake.ogg
sound/voices/noun_snow.ogg
sound/voices/noun_sorrow.ogg
sound/voices/noun_spear.ogg
sound/voices/noun_specter.ogg
sound/voices/noun_sphere.ogg
sound/voices/noun_spider.ogg
sound/voices/noun_spirit.ogg
sound/voices/noun_star.ogg
sound/voices/noun_statue.ogg
sound/voices/noun_steel.ogg
sound/voices/noun_stone.ogg
sound/voices/noun_storm.ogg
sound/voices/noun_sun.ogg
sound/voices/noun_swamp.ogg
sound/voices/noun_sword.ogg
sound/voices/noun_temple.ogg
sound/voices/noun_temptation.ogg
sound/voices/noun_thief.ogg
sound/voices/noun_throne.ogg
sound/voices/noun_tiger.ogg
sound/voices/noun_tower.ogg
sound/voices/noun_traitor.ogg
sound/voices/noun_tree.ogg
sound/voices/noun_triangle.ogg
sound/voices/noun_valley.ogg
sound/voices/noun_vampire.ogg
sound/voices/noun_village.ogg
sound/voices/noun_vulture.ogg
sound/voices/noun_wall.ogg
sound/voices/noun_war.ogg
sound/voices/noun_warrior.ogg
sound/voices/noun_wind.ogg
sound/voices/noun_wolf.ogg
sound/voices/noun_word.ogg
sound/voices/noun_world.ogg
sound/voices/noun_worm.ogg
sound/voices/noun_year.ogg

}

 

 

 

edit: if there is a pattern it is 32 mark I guess.

Edited by ERH+

S2wtMNl.gif

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Installed any new players, codecs or device drivers / win-updates lately, ERH+..?

Otherwise smells of internal [logic] error / corrupt stop-leak, perhaps fixed by "have you tried turning it off and on again", deinstall-reinstall or re-making any custom .ogg files that perhaps might not be within parameters for sequence.

 

Is there a limit for allocation of memory on the playing of sounds? Are they cached entirely at mission start..?
If so, perhaps there lies an issue with size (or bitrate) of certain files being played..?

This would require a test in order to determine which is a problem - tediously removing one-by-one until it is found...

I would start by ensuring that heartbeat_echo is not still playing when it is called to start once again, next check adjective_dark, since this is usual cut-off before moving onto the >e.

Loop suggests 36 would be mark, but 32 suggests mem?

Add all .ogg to player and see if they all play - simpler to reinstall/recreate all pertinent files.

Hopefully it is as simple as recheck (CRC) or overwrite of [standard].ogg and related shaders rather than have to check individuals.

 

Could be many things. Clean slate might fix.

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Not that I know of, maybe somebody else would know, but from my experience selecting by edges and vertices is an exercise in frustration anyway. You've got to be pretty much pixel perfect and zooming in won't increase line thickness, it's just vectors.

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Curious about player rewards. Obviously you don't want massses of loot, but should there be something

in every room? I'd heard before that it is better to have less than more. So I'm curious of others views.

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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Not that I know of, maybe somebody else would know, but from my experience selecting by edges and vertices is an exercise in frustration anyway. You've got to be pretty much pixel perfect and zooming in won't increase line thickness, it's just vectors.

 

Actually no, that's how it works in most editors: ortho views don't detect brush sides/faces, so you can only do that in 3d view. This is helpful because it prevents you from accidental selecting and moving your brushes. And the wire frame has a certain radius around the edges, you don't have to click it precisely, at least that's how it worked in Unreal engines. With all the shift-clicking system, which I thought was designed to prevent accidental movement of your stuff on the map, this solution always seemed like undermining the whole effort. Good thing entities and meshes have first priority in the ortho view though.

Edited by Judith
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Curious about player rewards. Obviously you don't want massses of loot, but should there be something

in every room? I'd heard before that it is better to have less than more. So I'm curious of others views.

As quite often, it depends on taste. A lot of small items makes it more difficult to get 100% loot, which can be very annoying for perfectionists, while having only few more valuable items might be considered not difficult enough by some (especially if they are quite obvious). There was also a thread some time ago, where this topic was discussed (among other requirements/restrictions) that you might find interesting.

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Thanks Destined

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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IMO it's a balance between believable story (who put it here and why?), and players wanting to be rewarded for looking under every rock and searching every dead end. Thief reboot had us steal tons of cutlery and scissors. It's more like being kleptomaniac. I prefer less loot, but with backstory. I'd rather have 3 pieces of special loot, TDS style, over tons of forks, knives and scissors.

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Quick question: I have built a city section with Springheel's modules and want to put worldspawn brushes on their back, so I get a sealing geometry. However, I am not sure, if it is better for performance to have one block of worldspawn or to draw each side of the block seperately?

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I think if you use caulk the difference is negligible, since caulk isn't affected by shadows.

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Is it possible to change the way brushes are selected in ortho view? By default, you select a brush when you click inside it in the orthographic view. Is it possible to change that behavior to e.g. brush edges only?

 

Judith, since I end up converting a lot of brushes to mesh/patches to give them a little bend or dent here and there, or patch in a replacement brick or plaster job on brickwork (I don't like everything to be entirely straight, since medieval architecture is not entirely straight, especially judging by my kitchen floor which has a 12 degree slant to it, which makes the window look very wonky and me very drunk when cooking - can't eat in there off table, gravy and soup are a nightmare...) - selecting edges doesn't really apply, but it's the same principle as having to select vertices to touch and align.

 

Sometimes it is easier to select these things in camera view and then use the ortho grid as a reference in order to snap to the right place or know at least that you've sealed the gap.

 

Guess DR needs to know which brush to reference in order to know which thing to select the V/E/F, which is logical...

 

Maybe it is because tuning in the ortho-view is like using CAD from the 90s' and is a little fiddly at times that I prefer this way, spoiled by modern software...

 

// Also - Destined - my levels usually end enclosed inside a massive caulk box, rather than several smaller sections dotted here and there.

Achievement unlocked: Zero light-leaks :P

 

 

Edited by teh_saccade
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I love the "my drunk kitchen" remark, that's the only proper way to go :D

 

That said, the way of selecting wire-frame I'm talking about is exactly how you do it in modeling software, it's been in 3dsmax since I know it. I think Unreal engine had it right from the start too. In DR, I often use 3d view, mouselook and WASD keys, it's very fast and efficient. The ortho view in DR also has this thing, where it won't allow you to select a mesh if its faces are away from the camera, just like in 3d view.

Edited by Judith
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Yeah that thing with the mesh appearing invisible if it is "backwards" in the camera view can be disconcerting - especially if it is not added to a group to keep tabs on it...
I wish that it would at least retain some appearance (eg, outline) from the "outside" other than having to scour the grid-view or fly around with the camera to make sure it's there and not accidentally control+z'd or backspaced or whatever...

That would be a good feature request.

 

I am only familiar with:
http://docs.cryengine.com/display/SDKDOC2/Advanced+Vertex+Snapping , which is mostly visual, as you can see, and has an interface that is very similar to "companion software" such as bitmap2material, etc... Most assets (such as character and behaviour/script) are not my in my line - this is why DR is proving to be fun, it combines stuff known with stuff that idk jack and have to figure out like a puzzle when needing to find the right piece to fit.

RAGE and Anvil[next] I think have no public documentation, although I have not been involved in anything other than QC for this stuff...
Maya and other autodesk for Unity (although usually handed assets to place rather than construct - tailoring only) have visual interface that I prefer to use. Shame they kinda suck...

Only dabbled with the now somewhat obsolete UE3 for RO2 levels:
https://docs.unrealengine.com/udk/Three/GettingStartedLevels.html
(really ought to get onto UE4 since that is the thing now...)

Most of the 3D modelling work I have done has been using Zbrush, as I find this method far easier since it is like intuitive, tactile sculpture with clay and it's possible even to add bones and animate (which is nice), and can look better when the model is run through something like b2m to create maps and then messed with in photoshop and illustrator to be animated in after-effects for a cool looking video, exported in premiere.

I like DR very much, it gets easier to use every time, but there's no way I'd remap the camera controls to WSAD's as S is used very often for crticical surface inspector:)

Reckon perhaps stuff like 3DSmax, which sits there doing nothing except occasional import of something for v-ray post production render in PS or cut-out 3D / lenticular 3d image, would be useful to learn more about at some point, but... time... effort... not enough coffee in the world...

Will leave that for people such as yourself :P

(as for the drunk kitchen - save a lot of money on not getting bladdered by just walking from one room to the other - the building is from 17c... there is a beam in one of my neighbour's houses that is even older and another that was apparently replaced with some salvage from a ship from the Crimean war which was in mid 1800's (brought back with the Russian cannon that sits down the street). Across the square is a manor next to the castle that was built around the same time - it was completed around 1066-1085... which is probably the last time the public toilets were cleaned. Although the local archaeologist says that it's not the earliest example of that type of castle, as he thinks he's found ruins of one in a nearby place - but it does contain one of, if not the earliest templar chapels to be discovered in England... Only the places that have suffered from fire or other damage or have rich or commerical ownership have been "straightened out".

 

I was helping a mate clear out his new basement as he wants to make it into his living room - was an old servant's washroom when the block/mews used to be a coaching inn and manor, years ago before being chopped up into the houses and flats and shops now - and the water pipe was leaking right over his electric meter... someone had put a piece of wood to divert the drips, which led to a blocked-up, disfunctional toilet that was made from cast iron and dated 1800something, made local, that must have been freezing in winter - typical of this place, bloody taffs and drovers. Can't make this shit up, but it's good inspiration for Thief levels :P)

 

// Anyway - here's how my levels end up looking at the end.

 

Edited by teh_saccade
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A some point, I was determined to learn 3dsmax just "by doing", but frankly it's almost impossible. It's a powerhouse, you can really make anything with it, from low-poly models to Pixar movies. But hardly anything is intuitive here, you really need to know what you're doing, in most cases. So I took classes on 3dsmax architectural rendering at local Academy of Fine Arts. Then bought a few courses on modeling and texturing workflow for video games, it was around UE3 era. There's no way in hell you can get e.g. how Mental Ray works just by fiddling with options.

 

Also, that place you live in, it's definitely something else! It reminds me I should visit my friends in Ireland and Scotland, I haven't been to Dublin or Edinburgh for quite some time now.

Edited by Judith
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// Also - Destined - my levels usually end enclosed inside a massive caulk box, rather than several smaller sections dotted here and there.

Achievement unlocked: Zero light-leaks :P

Well, from what I have heard, city missions are real b*tches when it comes to visportaling. And since Springheel's modules are not sealing, the whole map would have to be rendered all the time as it is now. Right now, without any detailing, only a couple of lights and no AIs it is fine, but in the end I don't think that the frame rate would be very appealing (if it would be possible to play at all).

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  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
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