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ERH+

I think it may be complete THIS time...
Sep 05 2017 05:29 AM
  • ERH+'s Photo
    ERH+
    http://forums.thedarkmod.com/topic/18452-seed-of-lodestar-fm-beta-test/?p=411522
    Sep 05 2017 05:29 AM
  • nbohr1more's Photo
    nbohr1more
    Gonna test some more tonight!
    Sep 05 2017 08:07 AM
  • nbohr1more's Photo
    nbohr1more
    Moar hands on deck please! This is an awesome mission! Let's help it get a release. :)
    Sep 13 2017 12:54 PM
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ERH+

Ok so my wip mision looks playable, it needs tweaks but I need feedback if general direction of some ideas are valid. If you want to take a look you can find link in betatesting thread Seed Of Lodestar.
Oct 25 2016 02:06 AM
  • ERH+'s Photo
    ERH+
    http://forums.thedarkmod.com/topic/18452-seed-of-lodestar-fm-beta-test/#entry396129
    Oct 25 2016 02:13 AM
  • nbohr1more's Photo
    nbohr1more
    Congrats!
    Oct 25 2016 09:31 AM
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ERH+

I wonder if I can make betatesting, proofreading and voiceacting in a week before halloween...
Oct 21 2016 05:01 PM
  • ERH+'s Photo
    ERH+
    Seed Of Lodestar -is this name good? how many the/a it misses :D ? Mission needs few minor/major changes but it can be tested as a whole.
    Oct 21 2016 05:07 PM
  • Bikerdude's Photo
    Bikerdude
    Maybe Secret of the Lodestar? don't have a contact so can't think of something else..
    Oct 23 2016 03:04 AM
  • ERH+'s Photo
    ERH+
    can be 'seeds of the lodestar'?
    Oct 23 2016 03:23 AM
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ERH+

It is astonishing how much better performance is if I cut out a map section and use info_player_teleport to move between two separate "big rooms". If only transition is well thought and don't break immersion ofc. But fps boost is really worth it.
Jun 25 2016 12:16 AM
  • Bikerdude's Photo
    Bikerdude
    that would only be the case if the room/map section was sufficiently VP'd and optimized though...
    Jun 25 2016 07:23 AM
  • demagogue's Photo
    demagogue
    Just put the transition in a really dark room. That's the oldschool way of fudging things.
    Jun 26 2016 12:45 AM
  • Springheel's Photo
    Springheel
    Probably because AI stop thinking when they're far enough away. You can tweak that.
    Jun 26 2016 09:24 AM
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ERH+

Now I see what I was doing wrong whole time: I've reduced to minimum (by monster_clip) areas where AI can wander -and dmaping went down from eternity to only few minutes. For some reason AAS was computed even if areas are at different level than AI, even behind walls.
Jun 10 2016 07:32 AM
  • 161803398874989's Photo
    161803398874989
    Hmmm it shouldn't be that hard to reliably figure out where the AI can't go...
    Jun 13 2016 02:58 AM
  • demagogue's Photo
    demagogue
    For a human maybe. Dmap doesn't even know which side of a wall faces the inside or the void until you put an object in, so it's definitely not going to know where AI can go.
    Jun 14 2016 02:10 AM
  • ERH+'s Photo
    ERH+
    Yet another shocker. I used to merge smaller func_statics into big one. But if your room have a lot of details and whole model counts tens of thousands of tris -dmaping will take literally hours. So - regardless of texture number - making a one big room model is not so good idea.
    Jun 17 2016 07:06 PM
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ERH+

When you think you kinda understand graphic novel medium, you suddenly bump into Danny the Street ( https://en.wikipedia.org/wiki/Danny_the_Street )
Jun 07 2016 02:49 PM
  • Obsttorte's Photo
    Obsttorte
    Funny idea, though. Never heard of it before.
    Jun 08 2016 02:40 AM
  • ERH+'s Photo
    ERH+
    A transvestite male street - I can't even wrap my head around it. At some point he transform into Danny the World, so... he become a mother? It is one of those perpetuum mobile ideas fuelling themselves (pun intended) - put it in any environment and watch how gears start spinning.
    Jun 08 2016 04:48 AM
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ERH+

So my 'Abandoned' city map grew too big and TDM couldn't dmap it - crashes every time on my old 2 GB RAM pc. One year later I've bought finally new one with 8GB RAM, 32 bit Win7 used only 3 GB of it and dmap still crashes. Installed 64 bit Win7 -dmap finally is able to swallow big map, but Dark Radiant crashes at start. One day later Win7 "found out" it lacks service pack, installed it and now finally all works. One problem solved, thousand more waits in line.
Nov 21 2014 07:48 AM
  • Lux's Photo
    Lux
    congrats on the new puter!
    Nov 21 2014 10:23 AM
  • Bikerdude's Photo
    Bikerdude
    Drop me a PM if you need me to have a look at it for you.
    Nov 22 2014 07:39 AM
  • ERH+'s Photo
    ERH+
    Nah, now when I'm less emotionally invested in it, it will be easier to make drastic cuts if necessary. But thanks.
    Nov 23 2014 01:38 AM
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  • jaxa's Photo
    jaxa
    I hope there's more than rocks and sand in codespells
    Sep 25 2014 09:25 PM
  • ERH+'s Photo
    ERH+
    Those sand waves imply water movement as well. Add element combining like in Doodle God, + force fields/ strings, and it will be at least entertaining... sandbox. mudbox. lavabox. whatever.
    Sep 26 2014 03:40 AM
  • demagogue's Photo
    demagogue
    I've had this idea before too of procedurally generated magic. Magicka is the best I've seen, but I want to see it in an FPS setting, and more realistic and not so gamey. I'd love to see some indigenous magic power that has its own mystic procedural rules like physics has for masses and forces. Then you could really invent spells right out of nature. Incidentally, I've also seen interesting experiments in some Minecraft mods, e.g., the magic and alchemy ones.
    Sep 27 2014 02:33 AM
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ERH+

Does anyone knows why buider_forger have this heavy metal collar? Are those remains from Doom models? I'm making diving helmet for this model so it's perfect, but what is its purpose?
Apr 30 2014 11:21 AM
  • ERH+'s Photo
    ERH+
    Ah, so this metal beak is just lower part of vizor helmet. Interesting :).
    May 02 2014 02:04 AM
  • Springheel's Photo
    Springheel
    Interestingly, his early models of the builder guard didn't have the collar.

    May 02 2014 01:47 PM
  • Lux's Photo
    Lux
    Springheel, that link is inspirational!
    May 02 2014 05:28 PM