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RPGista

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Everything posted by RPGista

  1. Thats a pretty cool alone in the dark / resident evil 1 style gameplay experiment... As for your mod, great work so far man. Do you happen to have a roadmap of sorts, a guideline of everything you want to add and where. This I think would really help you and others to have a general perspective on progress and the final vision.
  2. Sorry I cant help, hopefully someone knowledgeable will show up with suggestions. Good to see someone working on a doom3 mod nowadays. Good luck!
  3. Yeah, I remember doing something like that, was even trying to bring in stuff from other moveables like the saw and kitchen stuff (impact sound and the like)... Dont worry my friend, its just my slow, weary mind, its not that the process is that difficult or anything. I would though cynically invite you to team up with me and writte those defs if you want, the files are just there for you to grab and re-release, if you find the time. Right now Im working on that dolmen model, and some more forest assets for the mod.
  4. Yay! PS: Any adjustments you guys feel is needed, just let me know.
  5. I know bikerdude personally (got to meet him during the time I was living in london) and hes this cool, friendly guy, whos done a whole lot of incredible work around here. I think we all appreaciate enormously all the concern and solicitude in actively helping new mappers getting their ideas out the door, all the busy work producing new material for the mod and all the insane amount of missions, map architecture you built, some of the most beloved missions in the mod history for sure... Speaking for myself, who has seen life going in all sorts of directions and only come here sporadically, its only natural you would feel like pursuing other things after devoting so much energy in this place, spending so much time with the same people. Its good to be able to turn off, invest in other interests. I would suggest painting . Im sure you will feel like creating some more after you take some time off and find other inspirations.
  6. Thanks man. As for the moveables, I simply wasnt getting them to appear on DR, so there was something broken with my setup. I used the warhammer model I had done before as reference, but something was off, and I had no patience to look into it any further. Demagogue reminded me a mapper can turn any model into a moveable entity inside DR though, so that takes care of it (I did that myself in my own mission with a wood box, many moons ago). They do have collision boxes, simple 6 sided boxes, so it isnt that.
  7. Thanks my friend. Actually thats a pretty good idea, Ive been meaning to learn arcturus' tutorial on fracturing models, would be a good excuse to finally do it. Will work on it.
  8. Ok, so I tweaked the menir a bit, I thought I should just realease it and work on others later. Its 50% taller now, I thought it needed to be a bit more monumental. The texture is slightly darker. It has a low poly shadow mesh in there. If the builders get a hold of this thing they will probably just take it down or carve a hammer on it and call it theirs from then on. https://1drv.ms/u/s!Al4XNpzYMsVvb_9QYeKX43jkh_c PS: I might darken the specular a little more and re-upload the model. But anyone can change the textures, its inside the the file, in the props folder. Just edit the tga images and the model will be refreshed next time you play the map.
  9. I think it would be extremely ironic to realease a mission with your own locked content, all the while basing it on a mountain of TDM assets (art, music, code) that was produced by countless people with a completely different state of mind and vison of what open art and community work means.
  10. RIP Chris Cornell. God damn what a beautiful voice.
  11. Its always interesting to see how a simple idea can generate so many problems that you had no idea at first. You just go "yeah, this would be cool!". I guess most of our problems are solved already - as springs says, the models themselves hide the player, so a denser bush or tree top will hide the player better than a sparse one. As it is, this will work most of the times. Still, you can have a case where you have a dense model that is actually depicting a few twigs, a very bare, dried bush, say, and that wouldnt hide you visually at all, but the geometry would still keep you invisible to the AI. So yes, I agree that if we could have a new arg where in DR you could say, this model will be from 0 to 1 transparent to AI (no visual change for the player), that would be awesome, you could set it up yourself, and not change anything in earlier maps. Or, if it could be aplied to the material alone, the leave alpha textures, even better, more accurate. This would be very interesting for any garden, forest map sections out there. But again, no idea how much work this means... Just something for our bright coders to munch over.
  12. The idea of a "missing link" is a fallacious one. Its a wrong perception of evolution, how it works. Consider this simple fact: every being that ever lived, was born to the same species as its parents. There's no reptilian parents giving birth to the first bird. The gene pool changes very gradually, so that the child will always be from the same species as the parents, but it'll likely be carrying very slight changes. What we get is a continuous flow from A to B. What we refer to when we look backwards in the past and say, this was a species, this was another, is merely a snapshot, an image of how the changes that happened to a certain population had effect over time. But it was so gradual, that only when those changes are visible in a meaningful way, do we stop and separate them into different things. In truth, it is always the same matter, changing shape and characteristics over time, going into different directions. There's no one moment when an ape gave birth to another ape called human. It was a gradual, continuous process, the populations are the same until they separate and evolve according to different situations. This also means that in a couple million years, human beings will be different from what they are today, we have not reached any pateau, it will keep changing, gradually, slightly, forever. As for the beards, ask yourself why do lions need their mane. We prefer girls with mostly no body hair nowadays, but that was obvisouly not the case back in the day otherwise we wouldnt be here.
  13. It sure can feel that way when you are first encountering those problems, but once you understand things and have some finished work under your belt, you'll be freed from this feeling of confusion and will be able to create things in a much more confident way. Just stick with it, and perhaps scale down your ambitions to a point where you can produce something to be proud of but at the same time, wont demand excessive amounts of energy. Imposing yourself a clear limit is a good way to go. For me, for example, it was a time limit and a choice of not doing anything the mod itself couldnt achieve internally (without coding), and using only stock assets (I put a couple new models in there for a revised bugfixing version, but only for decoration, and after the release). This allowed me to focus solely on mapping and the flow of the gameplay. Believe me, making through all stages of a finished, game-ready mission (briefing, new art for title screens, mapping, plataforming, mood, lighting, AI, triggers, writting, sound, playtesting, revising, packaging, releasing) is a handful as it is. Once youve done it once, you'll be able to get back to it and go further much more easily. Not that I have (made another mission). But its only a matter of time and ideas.
  14. Oh cool, then it does work, I thought more likely that only the branch models would be an obstacle.
  15. I was taking a look at a gameplay video yesterday and saw something that caught my eye, how the player could hide behind bushes and stay hidden. I would assume its a more vulnerable hiding spot, because of all the open spaces between leaves and branches, but a dense bush should work quite well as cover. Is that accounted for in TDM? Do alpha images hide the player from AI vision behind its opaque areas? Because if they dont, wouldnt hiding behind bushes support be a cool addition to the game? I was thinking that maybe we could use a simple trick - use an entity exactly like a omni light box, that instead of lighting the area, will block the AI vision the closer it is to the center. This means you would be harder to see the closer you are to the center of the bush (either inside the brush, or behind it), less so toward the edges. You could place this entity on any brush big enough to hide the player (hes pretty small when crouching), and now players would be able to use them, or a tree top, as efficient cover. It would also be lovely to have those little leave sounds you make when walking inside the branches, alert close by AI...
  16. If we are not animals, what are we then? Humans have not evolved from apes, they are apes, african apes. Again, before we can make assumptions about any being, we should at least study what we can actually know about it.
  17. This has indeed become quite que extensive read, and Im afraid I havent read all the arguments myself. But I seem to get this feeling that, for some, it seems like it is an undesirable thing that we are biological beings... This always amuses me. Its a fact that our every thought must come from our body. From our structures, our matter. No body, no thought, no feeling, no anything. I wonder why people would think their reasoning isnt simply a part of biology as well, subjected to the same influences and dynamics as every other proccess in the body? Yes, that means we are animals, Anderson. What would you have us be, plants, minerals? Human beings are animals, constrained and built by the same system that created everyother animal, evolution. It seems logical to me that this inhereted structure (dna), is the source and framework of all our thoughts and feelings. This is no more or less noble or pessimistic, its just the way it is. If you ground human beings on earth and study other animals we are closely related to, you'll find that a lot of our instincts, wants and contradictions are shared, are the same. Perhaps you think your complicated academic work you do everyday is something no "beast" could do, but the reason you do it for, at the very botton, comes down to sustaining yourself, so you can feed yourself, house yourself, walk proudly among your peers, and every animal can understand that, and looks to do the same, every day. We all understand that seen by this logic, our lives are very basic. We look for whatever it is our bodies tell us is important. For us, that means confort, sustainement, pleasure, and yes, challenges, risk, and even danger sometimes. We evolved to want certain things, and we will try to achieve them, if we can. Its funny to think of a thought experiment, to discover if we can control our minds, or if its the other way around. Think of a color, and then say it out loud. Or perhaps a name. You'll see that whatever color it was, whatever name came up, you didnt choose it, it came to you, for unknown reasons. You had no power to decide what it was. You can however, say white, instead of the actual color you thought of (say it was black). In a split second you decided to do the opposite of what your brain actually wanted you to do. Maybe thats what we perceive as reasoning. This ability of evaluating your reflex responses and seeing if they apply to the situation, if some other response is needed. But what is really cool I think is the question of wether this conscious choice is really that conscious, or if it came to you, just like the first want, which you supressed, came to you. Either way, wants is what we have. No way we will ever understand why we want the things we want unless we study the animal human being.
  18. You can find a hosting site for your pictures and simply link them here in your post. This would allow you to illustrate what you are saying, showing visual examples. Or maybe you could show off the best vistas in the map, in your personal view. It helps making people curious to play the mission as well.
  19. I would like to see common sense. Make it in a way people can trust the mechanics. Just like TDM. The awereness is gradual, and works great. You can KO people with a heavy object. Hurt them realistically. Fighting is tactical and a handful, as it should be. Movement and fluidity is excellent. Damage levels are what you would expect in a grounded game. Everything feels reasonable, and it is a great plataform to build your own adventure on. Its mostly a matter of how much time you can invest in it, but the assets are done in a way that you can get a very coherent gameplay world even if you dont have time for anything other than mapping, because the style, the mecahnics, the art direction, its all there for you, the foundations are set. You can build from there. Definitely, make it an anarchic environment. By that I mean, make it open, inviting, and design the framework such as to allow for people to come in and create with you and make it their own. The collaborative aproach. This will allow your project to grow. You cannot make it on your own. This is a certainty. So, from the get go, design and build such as to allow and inspire others to build upon your work. As a foundation. Its possible to unite people around your vision if its strong enough, enciting enough. But its much cooler to actually provide tools for people to create their own visions, with their individual take. This is coolest aspect of TDM, and what keeps the community alive.
  20. Maybe Im mistaken, but my feeling is that the original artist(s) who created the hud weapons and animations is not here anymore. But it should probably be the same as modding weapons for doom3, and maybe there are still tutorials on the topic around the web (since Ive never seen anything about it here or in the wiki).
  21. As for your models, Mircea, they are pretty impressive and I would very much like to follow your progress regarding the process of implementing new weapons and HUD animations inside TDM, because thats always been an idea od mine, to play with a few new weapons for our player character. But the modeling alone takes forever for me. WOuld be nice to have someone who can guide you through the process.
  22. Though I admire your work and passion, that you obviously dedicated to this, I agree with LDAsh about the sheer amount of work that would need to go into making a proper game TC in any engine. You guys might want to check motostep's work, he was directing a new futuristic game using IDtech4, he used to hang around here. What I would suggest is, rather than a full project, you could try and make a feature rich, condensed and fun mission set in the universe you wanted to create. You could side step the lack of models by focusing on one single enemy in the map, like a kind of boss, and make the rest about exploration, puzzles, etc. You could then focus on interactive mechanics, atuomated defense systems like cameras and laser detectors that dont require an AI and are still a challenge for players. And then you could team up with Mircea and produce a handful of character models, perhaps just one of them fully animated, or using TDM's animations, or some other Doom Mod's, just so you can populate with a key element here and there. Im thinking something like the original Winter Harvest mission, where you were in an abandoned village, there was a magical spider, a forest nearby, with other ruins, a lot of atmosphere, barely any living things. It all comes down to a single confrontation, at the end. The reworked version lost this minimalistic aproach a bit, with more of a sneaking mentality put into it (which for you guys would require more guards, more interaction with the player, more animations). So, maybe you should think of a small shadowrun heist where you go in there and you figure out how to get inside and how to beat the places' defenses, all the while you are showing off the universe and the new mechanics you would be introducing in a possible futuristic deusex inspired TDM mod. You would need to figure out a way of solving some action-rpg features that are not supported in TDM, like a conversation system. Shadowhide (winter harvest creator) did make a couple of tutorial maps where he put together a triggered scene where you could have different kinds of interaction with npcs, like a single line of speech when you "press" them, or even more sophisticated ones, though it was a long time ago. Would be great to recover and study those setups.
  23. I quite like the industrial feel to it, the abundant use of metal structural elements, coupled with bricks and stone textures, I think thats a great way to go. I particularly like the second image, with the galley there, I really like the scale of it, big, but not sparse... As for the water, this is the one you want (in fact, this should ALWAYS be used for any water, in any map, ever (Im not joking)) Its arcturu's water shader, you can find it here http://www.moddb.com/mods/the-dark-mod/addons/arcturuss-animated-grass-demo
  24. Yeah, a "hey we are having a TDM mapping workshop directed by one of the team's leaders if you are curious" should work well. But really, I dont think TTLG should be a priority, I see perhaps more potential on new "forums" like the facebook page, steam, moddb, cg artists forums (hell, a lot of assets here were made in blender (mine, for example), maybe we could post on their community), the main page news section, we can contact some of the online magazines that have mentioned TDM in the past and maybe they would be interested in spreading the word. I dont know, just seems like a harmless way of gathering a bit more attention. I can make a simple poster if it comes to that. But its up to springheel and what he envisions for the workshop to be.
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