Jump to content
The Dark Mod Forums

Obsttorte

Active Developer
  • Posts

    6522
  • Joined

  • Last visited

  • Days Won

    111

Everything posted by Obsttorte

  1. What exactly do you mean with weird? Can you post some examples (of both correct and incorrect values). Where is the routine (and what's its name) stored in the code?
  2. You can change the lights on almost all light entities. Regarding map split: I guess a good solution would be to provide to versions of the map, a splitted and an unsplitted. So both parties, the low endlers and the high endlers, would benefit. Obviously this would mean some extra work for you. Regarding vert drift: I've already mentioned as we were talking about the func_static issue, that the method used is very error sensitive. If someone could post the current way this is be done, I would gladly like to come up with alternatives if possible. A question about that, has the matrix-matrix product that was there been removed? (Maybe the wrong thread to post this, but ... )
  3. A big plus of func_statics is that they do not interfer with brushes. This is quite useful for rooftops for example. You can place the func_static directly inside a caulk brush and it is drawn fully. This makes visportalizing outdoor areas quite handy. It is also useful for decorations, trim etc., again especially in areas you need to visportalize. If you need something several times, like windows, trim and so one, func_static provides the benefit that they are only loaded once. This helps decreasing load time. Making them non solid and using simple clip brushes instead can also help performance a bit, but is only necessary in areas with lots of details.
  4. @Sotha: Very nice shot indeed. Good lighting and nice decal usage ... as always
  5. Only doors occlude sound when closed. Windows (glass, so you can see trough them) do not occlude sound, as it is not possible to place a visportal in them.
  6. draw your map scan it as text (so the whole background is white) open it in gimp, there is an option called "color to alpha", use the color white (#FFFFFF) rectangle select it, cut it out open the blank paper from the startmap package in gimp (its called map_of_) insert the cutted map into it, drag-resize it export it as png or tga or whatever file format is used for maps (can't remember now) drink a stout
  7. Is the amount of HWA's needed to take out a zombie dependent on where you hit him? Maybe this would serve as an explanation. Or you've had your combat difficulty set higher then default. EDIT: Actually I wouldn't mind it if it takes some arrows more to take out undead, as I never did that (and don't plan to). But I guess this is something noce to know for taking into consideration when making haunted missions.
  8. If you've played my first FM and took a look at the map you knew I can't draw either.
  9. Every second time I take a look at the newest member it is banned. It seems that there are way more bots out there then humen. Reminds me of Terminator. :)

    1. bushwookie

      bushwookie

      Get to da choppah?

  10. When I make a map I draw it on a white piece of paper and then scan it. Than I set white to alpha in gimp and put it over the blank map shipped with the startmap. It's a pretty easy way to do it as it does not require much work to be done.
  11. No, during load IIRC. Just something to look at.
  12. Another reasons for crashes I noticed once was when I placed a speaker inside a model. I wanted to emit a machine sound from a machine, and thought that it would just be natural if the sound comes from inside the machine. Well, It crashed either. The speakers are supposed to not overlap with anything solid, so may look out for that.
  13. Isn't there something like an alpha setting in the shader definitions? Can this value be changed during game? This would be my approach. The "closed" texture over the "openend" and then increase the alpha of the first to 1 during open.
  14. I second that. The only effect the minimum sound distance should have on the sound occlusion is that it may lessens the effect a bit. I guess most mappers used this for ambient sounds like wind or so. Personally I prefer the zone system, so I don't use sounds with large minimum distances and would second that, too.
  15. I get your point, but didn't you say that the changes you've made only have the effect that alerted guards can not be one-shot killed. You never mentioned that they cannot be killed by one shot surprisingly on higher settings now. Or was this supposed to be an example for what a mapper could change on its own? Anyways, I'm just not a big fan of sliders (except for graphics and sound settings ). I think if we add yet another slider, we will add a fourth after the next discussion and then a fifth ... I guess I just second what Sotha says, that we just keep the two sliders and make the combat difficulty slider effecting several settings (like HP, auto-block,...) as I will most certainly not be able to make you remove them (I don't mind)
  16. Just rethought the ship "problem". I guess I'll just hide the ship model once the player is inside from where he can't see it anyways. If he goes out again I just show it again. As I have to monsterclip the area anyway, this shouldn't cause any troubles. Regarding the model approach: I guess it would be a good idea in general to have several parts of which you can build the facades. I just imagine having some sort of library from where you can pick the pieces to set up the building facades. This would save a lot of work when creating city street missions, as the interiors are mostly cubic rooms with some detail in it.
  17. I guess I've already mentioned it, but I think there is no need for any sliders at all. As Sotha said, they fragment the game. Also people my not notice them or they do not change them. So no, no extra slider. Personally I think that we could also use the both existing sliders and put wat is handled by them into the difficulty levels. So if you play on a higher difficulty level, fighting gets more difficult and lockpicking either.
  18. Yep, I noticed that. But as the insides of the ship won't be too high-detailed, I guess it will cause no problems.
  19. This looks like something shadowhide could have made.
  20. I guess that we have to shift the deadline anyways, so don't give up. Today I started with a ship. Actually I am using the ship model shipped with TDM (galleon_open_whatever). It is funny to map inside a model. But it also takes freaking long, so I hope I get it done this evening (at least the brushing). To all modelers out there: If you have nothing better to do, create models of buildings where the mappers can just build there rooms inside. I think this would give a little boost to city maps. (Hmm, maybe I'll go and make some myself using DR).
  21. Are you actually using rats (or tiny spiders) in your mission? If so, try removing them. EDIT: Oops, too slow.
  22. Yes, maybe. But wouldn't it be possible to add a spawnarg on the door entities to tell them not to close portals. I actually don't know how the "door closes visportal" code works.
  23. In the current state you cannot place a door that contains translucent parts (such as a glass window) in a visportal. Therefore the door cannot control the sound loss on that portal. My suggestion here is, that we could use a door entity, that behaves completely like a normal door, it opens/closes and set the sound loss on that portal, but it does not close it. The latter would be the only difference to the door entities we have now. This way we could bypass the possible problems that may be caused by doors addressing the nearest portal. Example: You have the door with glass. You close it. It sets the sound_loss to loss_closed but does not close the portal. So it effects sound but not rendering.
×
×
  • Create New...