Dromed - Dark Mod Differences

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written by Fidcal

Introduction

If you come to Dark Mod from Dromed then here's a summary of essential differences to save some head-scratching

'Maps' v 'Missions'

Brushes: Solid versus Void

There are no air brushes in Dark Mod. Instead of scooping out air brushes in solid, in Dark Mod solid brushes must be built in a void and the game space must be fully enclosed within those solid brushes. Any gaps will cause leaks and prevent compiling.

Dark Mod brushes need not be static but can be assigned singly or in groups to entities as doors, elevators, etc.

Room brushes, Sound Propogation

There is no need for any special room brushes in Dark Mod; sound works immediately after the map is compiled.

Sound to the player is propogated in a direct straight line even through solid brushes if the area is not sealed. It is only stopped by areas completely sealed by Visportals.

Sound from the player to AI is routed through Visportals.

Portalizing

Portalizing needs to be done manually. See Visportals or performance will be reduced.

Entities, Objects

Tangible objects in Dark Mod can be models created externally or brushes. Generally more complex and/or small items are models while brushes cna be used to make simpler ones like tables or doors.

Models and brushes can be static, non-functioning or else assigned to entities.

Entities are effectively functions that have some operation such as a door or elevator entity. Some of these already have models assigned.

Properties, Metaproperties

Links

Target Bind ?