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Showing content with the highest reputation on 11/12/19 in all areas

  1. A new Gondola for Neon's project. (NOTE the background map isn't related to it). Still kinda swamped with stuff to do (and other requests!) but least to say the Epi is still cranking models here and there.
    9 points
  2. So, Taaaki got the new server running now. You can now download missions as usual again. Have fun, taffers!! ?
    3 points
  3. You people keep missing each other's points, I think. Context matters Alberto, while I agree with your practices in principle, even "universal" concepts don't apply universally to every problem. I would recommend trying to find a recording of John Romero talking about id Software's history and how they approached game design. He specifically mentions why missing assets are not treated as hard errors, and - surprise - it was specifically to enable fast iteration and getting products shipped Like I said, context matters. Missions and assets are not quite the same thing as writing code.
    2 points
  4. Thanks @taaaki? There's still an error. If you go to svn.thedarkmod.com it no longer redirects to svn.thedarkmod.com/publicsvn/darkmod_src/trunk. It simply shows 404 not found.
    2 points
  5. Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
    1 point
  6. Alberto, could you please comment if my suggestion would help for your goal? I'm afraid that some sort of compromise is the best we could get here. P.S. When I start hearing trendy words like Agile, DevOps, etc., I usually instinctively block myself from whatever follows...
    1 point
  7. Ah sweet I was decorating in the meantime I’ll check my filters after this dmap. Edit: Filters > Clip Textures, that did it. Duh. I had like 20 monster clips floating around down there lol. Thanks for the timely response Judith ? Here goes my first test of an AI patrol on uneven ground patches. So exciting.
    1 point
  8. Hard crashing the entire application for a missing asset is just stupid. If you do this on Windows (which most mappers and players are using), nobody will even see the error. They will just get the standard Windows "This application has caused an error and will be shut down" dialog and have no idea why unless they go hunting in log files. There is no benefit in this behaviour, you are literally hiding the problem if you do this. The only people who would conceivably want a console message followed by a hard crash are people running the game from the command line on Linux, which is a tiny minority of the userbase. If you wanted to make a missing asset a hard error (in order to prevent mappers from inadvertently shipping a map with a missing asset), you could make it print a message in the internal console and then refuse to load the map, much like what currently happens if you try to compile a map which has a leak. This behaviour might be useful for mappers but would have no use whatsoever for end users (who are not responsible for the assets in a map), so it should at best be a configurable developer option, as stgatilov is suggesting.
    1 point
  9. I personally only ship technology that after testing it from all angles I don't find bugs in it myself, and even then I have to correct plenty of thing. My advantage is that I correct them as soon as possible, I don't continue buying furniture when my home is on fire. Sure there are bugs that are undetectable at first, but missing assets don't belong into that category. It's like shipping a car without mirrors, and saying you didn't see it. Cause if you haven't had time to do it right, what makes you think that you will have time to fix it? I have already seen many brilliant ideas during my lifetime that failed just because the program was buggy. All the business that did that were out of the game on the fast track, and this project is not exception. For instance the Dark Mod installer seems to fall into that type. Great idea, but my friends won't install it because the installer simply crashes on their Windows computer. Adding that the infrastructure is now down, it doesn't matter how great the game is. For them it simply doesn't work. One think is making mistakes, but seeing them as such and prone to correction. On the other hand saying that shipping with half assed bugs is gud, I strongly think that's a joke. This isn't even difference of opinion, this is playing phony on me. Further refute from my side is waste.
    1 point
  10. Wow, so many "likes" in just a few days. Thank you, ladies and gentlemen.
    1 point
  11. I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
    1 point
  12. Edited. Thanks for the eagle eyes. @ Petike, Iv'e sent you a PM
    1 point
  13. Let me know if Petike will help you out or you need me, I looked through your post and noticed you have Mission of Mercy in there, and two entries for Patently Dangerous. My name was misspelled too.
    1 point
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