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Mortem Desino

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Everything posted by Mortem Desino

  1. STiFU and Dram have the right idea. Do not play in easy difficulty. It's called EASY for a good reason. I goofed off while first playing the game on easy. I hoped to see Bethesda's promise, "Don't be surprised if you wander somewhere you shouldn't and a supermutant punches your face in." Wrong. I accidentally stepped on his widdle foot and he yelled wewwy woud, "OWEE OWEE MEAN MAN I'LL GET YOU AT RECESS" Then I played it on hard. Yep. It felt like Fallout 1/2, where a level 1 beginner will lose his leg to a rat if he's gets a little too carried away goofing off, can call little kids adult terms, and blow raspberries at computer consoles. I'll repeat it again: "It felt like Fallout 1/2" not "It reminded me of Oblivion."
  2. I've got a similar rig, just dumbed down a ton P4 single core 2.4ghz 512MB ddr2 RAM Radeon 9600 Pro AGP (128MB ddr video ram) & Two-monitor setup medium quality at 800x600 (16:10 stretched rendering And your symptoms sound frighteningly similar to mine. Going through VisPortals Bogs down your cache and single-core CPU. And if you're running Windows Vista, try yelling at EXPLORER.exe which kinda automatically takes 50% of your physical ram.
  3. SneaksieDave, if it consoles you in any way: Every single outdoors and indoors cell was hand-created. In Oblivion, a lot of wilderness was simply pc-generated. Their highlighted section of washington D.C. is not as big as Tamriel, but wherever you go, everything you notice, everything you pick up, every enemy you fight, every object you blow up was put there by hand, and almost every one of them is persistant to your saved character.
  4. I think what he means is that, when a human is knocked out, he or she doesn't instantly collapse, but rather haphazardly stands for a second and kind of topples over, not straight down instantly. Besides, the natural human reaction to any kind of shock is to tense up muscles, not suddenly and totally relax them all. Review those Thief 1/2 animations and you'll see that their deaths are so much more natural-looking than instantly ragdoll at 0-health.
  5. Thanks, greebo! I believe I know a workaround earlier on the long assembly line of porting; Yes, I will lose about a week of work, but at least the map will come into existence. Much obliged to all. I don't want to have to give the team more work to solve such an obscure bug, so I may hold off the bug report.
  6. Alright, it was a combined problem with worldspawns and a bad install (Now patches work! Yay!) NOW my problem is how to tie a brush to a worldspawn in QuArK. It only wants to insert a worldspawn as a point entity, and I don't know how to tie it to a brush. Otherwise, all my porting work is for NAUGHT! NAUGHT, I SAY!
  7. "It more than likely is." said the man who is ever struggling to break his Worldcraft/Hammer habits. "Please elaborate on the use of this worldspawn ent," he added, "so that I shall rejoice at the continuation of my project."
  8. I'm running 0.9.7. I tried a few reinstalls and patches: I was surprised to see that none of those 0.9.8 pre-releases helped. Maybe it has something to do with my registry?
  9. Whenever I try to open any map file (I can create and save them correctly), this is always the result: 0 brushes, 0 patches, and 0 ents. This is all the same, whether it was created in DR (in this case: proparrow scaling.map), or if it was created in QuArK (docks.map) Both maps have nothing but plain geometry, and the only entities are lights and an info_player_start. If it makes any difference, docks.map was originally for HL2, and I ported only the geometry and textures (No entities) to Doom3 via Quake Army Knife. This is getting really frustrating, as I find DarkRadiant much easier to use than QuArK.
  10. A very, very, good demo map. The architecture was very impressive, and the layout of the church seemed very natural (no unexpected turns or rooms that you didn't expect to exist) The township had an excellent 'living' atmosphere. Not once did I get the feeling of a ghost town (despite not meeting any inhabitants). I especially enjoyed how exploration and experimentation is rewarded by either loot or humorous readables. The only real annoyances I had was clipping into geometry and the 3-second pauses as I moved between visleafs (you can blame my low-end system which only ran thief's den comfortably) Concerning the "floating man" error where the player clips into the geometry: Forgive me if this does not apply (Being an HL2 mapper myself, I'd hate having to give a D3 mapper more work) In the more intricate and detailed parts of geometry, playerclip brushes could be added to simplify how the player can collide with "The world." For example, in the rafters of the church, where the floor is made up of planks, make a playerclip "floor overlay" so that the player is not skipping up and down 1 unit unnecessarily between overlapping planks. And in the same way, the inside rooftop can be simplified into two angled playerclip brushes. By the way, I edited the voice resources (like I did before with thief's den) to use the same voices as T1/2. Just for fun, I changed the builders' conversation to be T1's "Bear Pits" conversation. As I fell out of my chair laughing, my character was hammered to death. (No paw hooks? What'd they do? Just...bump into each other?"
  11. Yeah, I decided to change all the placeholders to the original thief 2 "Benny" voice. (It took a while to tweak the volume and convert them all to oggs, but it was worth it!) Unfortunately, I'd REALLY have to work splicing something together for AI state: investigate Barrels,curtains,chair,etc.
  12. More movies of fun with rope arrows posted above. I'm rather proud of "When ropes get stuck in a brush." I was toying around, and found that with a low ceiling can trap the rope of a rope arrow. I tried it with a crate, hoping to make a pendulum, but instead won the world record for long jump.
  13. Yes, the HL2 community now refers to that as the "Black Hole effect" when props try to collide with each other impossibly (func_contraints on opposite faces of two props). Strain the server CPU! Overheat the northbridge! BWAHAHAH! To anyone interested, I've added a few movies, including a demo of the flying man, another "Waltzing", and more fun with rope arrows.
  14. It's a real shame that the flying man lost his powers. If anyone wants to try it for themselves on thief's den: I fired an arrow directly above the guard, and the arrow prop acted like it was parent to the shoulder in terms of movement, but also piercing the torso. When I tried to recreate it, all I got was a guard on rollerskates, not a jetpack. That last one was rather strange; The idea came from the HL2 visleafs/portals. If I remember right, I planted broadheads in the guard's shoulders and the sides of his feet so that he would have troubles going through the doorway. When the door automatically closed, that guard disappeared into the void and left a glitched visportal inside the door. I'll try to recreate it again and confirm. I'm also impressed to see that rope physics is working so well. I was actually thrown over a wall by the whiplash of a crate+rope arrow tipping over. And before I forget, It was also a really fun challenge to scale a wall by throwing a rope-arrow'd-prop over it.
  15. I'll apologize in advance for the aspect ratio of the screenshots. The widescreen option in the display menu was very useful for my monitor. And in the movies, pay no attention to the new, but strangely familiar voice of the guards. Thief's Den was great fun, but since I'm a mapper (HL2) I cannot help but try the strangest combinations of things to try to find a bug, or just something new. Onwards to the fun stuff! Arrow physics: how to make a lamp stand! Gag Candles that never sputter out! The Amazing Flying Man!: The effects of firing arrows into one's shoulders from directly above Movie 1 Movie 2 (demonstrated without cheats) Pic 1 Pic 2 Pic 3 Pic 4 Waltzing through a Level: How to block guards inside doorframes Pic 1 Pic 2 Pic 3 Waltzing through a Level: How to block guards behind a door Waltzing through a Level: Need to lock a door? (movie) Musician on the Prowl: How to turn a rope arrow into a metronome (movie) Instant Ladder: When there's no hope for a rope arrow above you, plant one below Movie 1 Movie 2 When ropes get stuck in a brush, the protagonist wins the record for long jump! (movie) You're not supposed to see that!: How to have fun with arrows, doors, and visportals
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