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demagogue

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demagogue last won the day on July 8

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About demagogue

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  • Birthday 09/22/1976

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    Tokyo
  • Interests
    international law, cognitive science, piano/guitar

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  1. I believe we even had a torrent once, or maybe I'm mis-remembering. I'm not against it in principle. But of course once a new version rolls around it's already out of date and the new one may have very few seeds, And it takes extra work to do a job already done, and we're short-staffed as it is. I thought updater does resume partially downloaded files though, because the first thing it does is an integrity check. But I don't remember this well either.
  2. I mean some people on TTLG are fanatical about the retro TG style. So you'd probably even have fans if you brought that style to TDM. In fact, I think some of those types might be the most resistant to playing TDM because they might feel it's not authentic enough or true to the TG/T2 FM roots. So you might even help soften them up for the switch. To your larger point though, I learned mapping originally from T2 levels also, and it's definitely a change of paradigm when I started learning how TDM maps work. You can learn so much looking through some existing TDM maps though, and there are a few great tutorials, like how to set up lines of sight. Some ideas from T2 also don't translate well... Like T2 portalization does the visportal business automatically, whereas we have to thinking about it & do it ourselves, and that affects how you set up lines of sight. And we have to think more carefully about the lighting since it's real time & has a performance hit. Well there's a lot of little things like that. The most important thing is just that you stay motivated. If your favored style of building makes you productive and you feel good about it, IMO that trumps every thing else. Better you get a map out that you feel good about than trying to take on too much, losing motivation, and never get anything released at all. Do what works for you.
  3. There are lots of little tricks you can use too. It's lights overlapping a surface that has the performance hit. So you can tweak the light boxes just so they don't overlap. Or you can have a large overlapping light with shadows turned off, and then sneak in smaller shadowcasting lights to make a few key shadows. (There's a whole wiki page on performance optimizations and tweaks too that every mapper should know about.)
  4. Are you going to make a tutorial for this? It'd be useful for the rest of us.
  5. That was always my opinion. (I think that's what I said above.) Valve's entire philosophy is the entire staff choose their own work schedule, so only games that people know are going to be good get worked on. If one can't get people to work on it, it means it's really likely it'd be a bad game if you forced people to work on it anyway. And I can't say that's much worse than no game at all.
  6. Focus on Indies. There are a lot of great games by thoughtful devs still coming out. Concentrate on them.
  7. Maybe the most ambitious free roam mission is Behind Closed Doors, the first mission for the Crucible of Omens campaign. It's massive and sprawling, but it also has countless tiny places on roofs, through windows, and down alleys that you can clamber and scramble and wiggle into.
  8. You might be able to do a kind of relay trigger to get your pause and then the final end (you can have the final, final objective to be a hidden one triggered after the speech is over). But personally I'd just have that objective call a script and do it all by script, then there's no relay business. You just directly add the commands to the script: the pause, then activate the speaker, then pause while it speaks, then trigger the final hidden objective directly. And you can find the commands either in the wiki, in other example scripts, or it's basically C++ so look up the C++ way and it will probably work.
  9. Does TortoiseSVN work the same when it's on GitHub? The shell for git is kind of nightmarish to work with. I still have to use a tutorial to walk through the steps to do basic things.
  10. I got them. I bought the DVD-R's and mailed them to him with a self-addressed stamped envelope. I still have the folder on my computer where I downloaded them into (well, via probably 4 or 5 laptops in between). It was from around the same time. The top of the readme says *** FINAL-FINAL KOMAG DVDs MAY 2012 ***
  11. Is it possible to delete it and spawn a new one at the new location?
  12. Thanks for everything you're doing taaaki. While it will be nice when we get a dark theme, I'm just happy we have our forum back. Take the time you need to do things right, of course.
  13. It, uh, has a nice personality?
  14. Epic Store is a disgrace, but that doesn't stop me & everyone from taking their monthly free giveaways anyway. And I've almost always taken the devs side for most things, given what I know about it just form TDM's own development dramas. While sometimes devs can be the engineers of their own dev hell, a lot of times the problem comes from management and the marketing/business side (something we've been blissfully free of for the most part), which I feel like devs are also burdened with handling without much credit.
  15. From the perspective of fans it sucks, but as a business model it's a smart system, and I could even argue it's better for the fans in the end. Their business model is every staff picks the projects they want to work on. So if a project can't sustain enough people to make progress, then it means that people don't believe in it and the project was doomed to begin with. In the long run, it means the projects that do make it out are the ones that could sustain people, so they're going to be worthwhile games the devs believed in. And as for the ones we never see, it's probably better that we don't see them. It means you would have had people working on a project they didn't believe in just to satisfy management, which is always a recipe for dev hell and ultimately a bad game. So all in all I'm okay with it. Better a great new game coming out than a piss poor 3
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