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Radiant

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Posts posted by Radiant

  1. I have got three questions:

     

    - Is it possible to change the player model?

    - Is it possible to change a model's skin on the fly by a trigger without reloading? Does it has to be a gui?

     

    - Does anyone know how I can edit the wooden wall behind a painting?

    d9wq3ijh.jpg

    The material file just shows:

     

     

     

    models/darkmod/props/textures/painting09_m_d

    does not contain the wood texture.

    painting09_m
    {
    qer_editorimage models/darkmod/props/textures/painting09_m_d_ed
    wood
    
    diffusemap models/darkmod/props/textures/painting09_m_d
    bumpmap models/darkmod/props/textures/painting07_local
    specularmap models/darkmod/props/textures/painting07_s
    {
    if ( parm11 > 0 )
    blend gl_dst_color, gl_one
    map _white
    rgb 0.40 * parm11
    }
    {
    if ( parm11 > 0 )
    blend add
    map models/darkmod/props/textures/painting09_m_d
    rgb 0.15 * parm11
    }
    
    // TDM Ambient Method Related
    {
    if (global5 == 1)
    blend add
    map models/darkmod/props/textures/painting09_m_d
    scale 1, 1
    red global2
    green global3
    blue global4
    }
    {
    if (global5 == 2)
    blend add
    program ambientEnvironment.vfp
    vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
    vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
    vertexParm 2 global2, global3, global4, 1
    
    fragmentMap 0 cubeMap env/gen1
    fragmentMap 1 models/darkmod/props/textures/painting07_local // Bump
    fragmentMap 2 models/darkmod/props/textures/painting09_m_d // Diffuse
    fragmentMap 3 models/darkmod/props/textures/painting07_s // Specular
    }
    }

     

     

     

    Edit:

    Hm... I'm one step further. I created a new tga file with an alpha channel but the alpha channel doesn't get recognized.

    n8lqpfmb.jpg

     

    The alpha channel looks correct:

    3v7dcqjr.jpg

     

    Do I have to blend it in a special way?

     

    
    painting_empty_m
    {
    qer_editorimage models/darkmod/props/textures/painting09_m_d_ed
    
    {
    blend add
    map models/darkmod/props/textures/paintingempty09_m_d_ed.tga
    scale 1, 1
    }
    
    //diffusemap models/darkmod/props/textures/paintingempty09_m_d_ed.tga
    bumpmap models/darkmod/props/textures/painting07_local
    specularmap models/darkmod/props/textures/painting07_s
    }

     

    It somehow works in a weird way when I add translucent:

    eg6k2cmj.jpg

  2. It will be set 800,000 years in the future, and will be called Thief 2...The Morlock Age.

     

    The Thief-master general will be there in monkey form, always catching Garrett at the end of every mission...yet, always letting him slip through his monkey fingers... :ph34r:

     

    Basso is an angry rooster this time, pissed off at Garrett, because he falls in love with Jenivere...who is now a chicken.

    I see a brilliant fan mission with new barbecue gameplay mechanics just ahead!

  3. What would you do instead?

    I would say overall slightly quiter. Maybe less bright for player footsteps and less reverb for NPCs is the answer.

    If you compare

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk01.ogg

    to

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk03.ogg

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\stone_walk04.ogg

    you can hear that 01 (and 05) are brighter and I would say bright sounds are more present to people. So replace 01 and 05?

     

    I wouldn't give these sound that much reverb:

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_run01.ogg ...to 04 and

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_jump_land01.ogg ... to 04

     

    Two knocks are hearable in

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep01.ogg and

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep02.ogg

    but not in

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep03.ogg

    tdm_sound_sfx02.pk4\sound\sfx\movement\footsteps\player\wood_crouch_creep04.ogg

    I would say, as a masterthief you try to avoid putting your foot down with two sounds while chrouching.

     

    The "tile" footsteps for human (not player) are "overdone" and I think this one is the sound that bothers me most. The others for human sound ok.

    Less reverb here again? (01 is the brightest.)

    Or we could experiment with just heavier footsteps for this one.

     

    I know it's hard to create good sounds and make the player aware of the fact that his caused sounds are really important so don't take it amiss.

  4. Well, some tweaks are getting deleted at the Eidos board...

    Yes, sadly, I tried to follow the disable shroud link because mbForceHideCloakEffect=1; isn't working for me. Do I have to begin a new game for this too?

     

    @Bikerdude: Thanks for posting. The switch to 32Bit really helped me. You might want to have a look into SweetFX as well to sharpen textures and get rid of the grey filter?

    sharpen textures: http://sfx.thelazy.n...es/preset/1305/

    no filter: http://sfx.thelazy.n...es/preset/1309/

     

    Edit: Ah, it worked for me when I switched the level.

  5. A shared modular building collection could also bring some value if we could agree on one grid size. Just saying... I know it's hard to offer beloved tiles with some hours spent on.

     

    The thing is: How would you handle the database?

    It would take some time to develop a whole plugin for this forum software to make use of the user session, etc.

    How many people would contribute to the database so is it worth the effort? Maybe a poll would be useful.

     

    I mean: When it is a good resource which is helpful for any mapper then just try to get it into TDM at the next version.

    If it is really specific like a script then maybe just open a thread and showcase your stuff.

  6. @Tels: Kein Problem. Es ist immer schwierig abzuschätzen, ob es sowas schon gibt. Solche Aufgaben könntet ihr ruhig an die Community geben. ;) Vielleicht sogar das Fontpatchen? (Das ist ja eh so ne Scheißaufgabe. - Wenn alle deutschen Übersetzungen fertig sind, helf ich dir damit, wenn du willst.)

     

    Mir ist noch etwas eingefallen:

    Wenn wir jetzt anfangen, die konvertierten Missionen zu testen und die aber noch nicht Standalone-ready sind, fangen wir danach nochmal an, alles zu testen.

    Deswegen sollten wir vielleicht doch noch warten, bis die Standalone-Versionen der Missionen raus sind, sowie die Umlaute unterstützt werden.

    (Bleibt nur zu hoffen, dass auch die konvertierten Versionen für die Standalone-Version benutzt werden.)

  7. Ok, danke für die ausführliche Erklärung.

    Wie wäre es mit einem "sanften Übergang"?

    - Man könnte z.B. in der Community fragen, ob sich ca. 5 Leute bereit erklären, übersetzte Missionen noch einmal durchzuspielen, um nach Bugs ausschau zu halten. (Muss ja nicht das Team sein, will ich damit sagen. ;) )

    - Die ersten Maps, die diesen Schritt durchlaufen, sind bereits in französisch, deutsch und italienisch übersetzt. (Dort gibt es bisher den größten Fortschritt laut Statusliste und manche sind schon bereit.)

    - Ist der Test abgeschlossen, wird diese Mission auf dem Server ersetzt. Das werden wohl danna uch nicht mehr als 5 Missionen pro Monat sein, wodurch der Traffic gegenüber der Hauruck-Aktion niedrig bleibt.

  8. Eine Lösugn sehe ich aber auch nicht, da es niemanden gibt, den man wirklich fragen könnte, doch mal endlich die konvertierten Missionen zu nehmen statt immer den englischen.

    Hm, das klingt ja alles nicht so erfreulich.

    Da muss ich jetzt mal doof fragen: Aber Springheel hat doch Adminzugriff auf das CMS? Dann könnte man wenigstens auf der Webseite die Links anpassen und sowohl die Ursprungs-, als auch die internationale Version anbieten.

  9. ... schmutzige Witze begrenzt.

    ...

    No problem, tell us some. ^^

     

    (PsymH mentioned, that the translation was cut in some of the readables in Flakebridge Monastery which could have been caused by the 1.08 update. Obsttorte as the translator will have a look at this.)

  10. @Bikerdude: About moving a shortcut with 10 questions asked, if you really like to move it: Have you set the UAC to a minimum?

    Maybe the SSD speeds will get to their old values, when Samsung optimizes them.

     

    Thank you very much for your tests. I now know, that this system will never get installed on my Desktop PC. I have also read that the metro screen needs 1-2 watts more than an idle Win 7 desktop screen. - What a shame for tablets.

    So... if I want to buy a new Win 8 x86 tablet as replacement for a laptop, perhaps I should just go with Win 7 and search for a nice metro like application? - Any suggestions?

  11. ... Hold down the f key. ...

    Thanks, that worked. I played it for 6 h (-30min for keyboard setup, etc.) now and I'm still in mission 1 like it seems. The tests I've read, talked about 12 h in total. So... does the testers just run through, alarming everything or am I just slow? (I really looked into every corner so far, because I don't wanna miss anything.)

  12.  

    The end doesn't really bothered me that much, I think it is just more like a book you are closing and you can make up your own ending in mind, selecting your preferred one as a reference.

    However, the meeting with Megan bored me too.

     

    The difficulty was good for me in overall, eventhough the A.I. really could have needed some improvement. The DLC weapons pack is waaaaay unbalanced btw.

  13. Thank you very much for all of your advices. ;)

    Well, I have bought it yesterday and I have to say: It's really nice! :D

     

    I found some nice tweaks in the official forum to get a nicer visual appereance:

    Open: X:\Users\USERNAME\Documents\My Games\Dishonored\DishonoredGame\Config\DishonoredEngine.ini

    Search for [systemSettings] and set the following values:

    AmbientOcclusion=True

    DetailMode=4

    MaxAnisotropy=16

    MaxMultisamples=2 //Anti-Ailiasing mode 2,4,8, depending on your graphics card

     

    One thing I wanna ask again: I've read a hint, that you can move faster when you havent equipped a weapon. But with which key can I put them away?

     

    The game seems to sell good: http://www.gamesthirst.com/2012/10/22/dishonored-continues-to-sell-well-says-pete-hines/

    Great news for Thief 4 and a sequel...

  14. So now the directory listing is blocked.

    Alternative idea: Place a index.php + htaccess with a password prompt in it. The code would be:

     

    index.php

     

    
    <?php
    define('PASSWORD', 'thedarkmod');
    define('PATH', '../i18n');
    
    if (!isset($_POST['password'])) {
    //password hasn't been send, so show formfield
    echo '<form action="index.php" method="POST">';
    echo '<b>Please type in password:</b><br>';
    echo '<input type="text" name="password"/>';
    echo '</form>';
    } else {
    if (htmlspecialchars($_POST['password']) == PASSWORD) {
    //list files in directory
    $filenames = scandir(PATH); //read directory
    foreach ($filenames as $filename) {
    if ($filename != '.htaccess' && $filename != '..' && $filename != '.' && $filename != 'index.php' && $filename != 'robots.txt') { //don't list htaccess, etc.
    echo '<a href="'.$filename.'">'.$filename.'</a><br/>';
    }
    }
    } else {
    echo 'Nothing to crawl, Taffer!<br>';
    echo 'Wrong password, please try <a href="index.php" target="_self">again</a>.';
    }
    }
    ?>

     

    .htaccess

     

    DirectoryIndex index.php

     

     

    Just place them in: http://www.bloodgate...m/pub/pk4/i18n/

    You can change these constants:

    define('PASSWORD', 'thedarkmod');

    define('PATH', '../i18n');

     

    Edit: And maybe a robots.txt

     

    User-agent: *
    Disallow: /

     

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