Jump to content
The Dark Mod Forums

Dram

Member
  • Posts

    7368
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Dram

  1. I've forgotten our app address, so just PM New Horizon, he handles most apps anyways.
  2. Hmm, well very recently Greebo changed the door handle adding to be much simpler, but this is in the internal build, and we always update the wiki, so this may be why the wiki is inaccurate for the Thief's Den build. This is the old process: 1. Create door via brush and make it an atdm:mover_door 2. Setting all the crap on it etc (eg turning angle etc) 3. Create handle via atdm:mover_door_handle 4. Set "bind" "<name of door>" on the handle entity 5. Set "door_handle" "<name of door handle>" on the door entity Please take care to write the post correctly, as it is difficult to decipher what you are trying to say specifically here:
  3. The other materials are (as greebo mentioned) light textures etc, however, they also include model textures. So you can find the textures that the trees use etc in there. Specifically, the numberwheel_wood texture is one that the T2 like numberwheel mechanical machine uses.
  4. Very VERY nice You've made great use of the Thief's Den assets Keep it up!
  5. Dram

    New Bow Anim

    There is also the upright T2-style bow available as well if you want it, which is easy to aim with, but is upright and has the aimer similar to T2.
  6. Dram

    New Bow Anim

    I would love to do some animation on the horse and the bow, but for some screwed reason 3DS Max is not working no matter what I do, always wants me to register. I have to reinstall windows very soon anyways, so I'll install 3DS Max afterwards.
  7. Speaking of the fire arrow, its effect needs serious recreation. We are currently using the D3 effect, but it's an explosion rather then a fire arrow swath.
  8. Well it was weighed up to problems - such as the AI holding a torch essentially getting killed by the gas arrow due to explosion. On the other hand, it would be interesting to have it flammable and alert the AI if the player was not careful and it lit up. I have neutral feelings either way.
  9. Yeah I wanted to set it hard coded to ON. MWAHAHAHAHAHAHAHAHA *power-trip* Realistically though, it is just a graphics option, so anyone can use it if they wish. You can use it very slightly and get a highlights boost, or a lot and get a blurred scene. Have you tried the rotoscope shader btw Crisp?
  10. Yeah, That is pretty impressive. However, if that is a collide-able surface then it will slow down most systems simply by the collision calculations. You may want to create a simpler collision model for the purpose of shadow casting and collision.
  11. That's a good system indeed. BTW, if you like bloom, then in the console put r_bloom 1. Also, if you want to configure it then here are settings you can play around with (along with the defaults I use): r_bloom 1 r_bloom_contrast_min 0.9 r_bloom_contrast_mult 1.3 r_bloom_buffer 5 r_bloom_blur_mult 1.2 That gives you a bloom effect of about Oblivion level. You can turn it down or up if you wish. Also, another option that is not performance demanding is the rotoscope shader that we've been allowed to use, which makes the game look like a noir cartoon. To turn it on put g_rotoscope 1
  12. Yeah...that was F**KING disturbing lol...... I actually have the game and am trying it out. To a degree it is not that bad, but it seriously feels like a mish mash when you recognize the environments from other games.
  13. Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
  14. Hahaha LOL. I was going to say "heh, a left hander" Anyways, pretty decent for Default D3 textures. As I recommended to BEAR, you might consider checking out the textures/hell/ folder - there are some wood textures there and brick textures. It will give you the opportunity to at least get it looking similar to thief style. In any case, you may want to consider installing Thief's Den if you haven't already - It's our first alpha release and has many TDM textures in it (mind, not all). This will help you get a map using decent textures going. As a sort of "hack" you can copy the materials and textures folder to your base folder if you really want to use D3 but use TDM textures.
  15. Not bad not bad It's taken a good start. Texturing is terrible, but that's not your fault as D3 resources are incredibly limited for Thief style maps. I recommend you check out the textures in the textures/hell folder - there are wood textures there and some brick textures, so you can at least get it looking close to what you intend. Lighting is the next step, and many mappers map differently, but I prefer to go room by room. It is better to first create empty rooms for all the places you want and then texture/detail them each, one by one. I must say that that is some pretty decent brush and patch work though.
  16. It is unfortunate, but the reason we will not make a v1.0 release at the end of the year is because we are not done just yet - vine arrows are not yet implemented, among other things. Not to mention the hours and hours required of testing and tweaking. But, as we've said on numerous occasions, we will release as soon as it is done. We could release tomorrow or today of course, however, we want v1.0 to be as bug free and complete as possible. We'd like to avoid the scenario of releasing v1.0 and then releasing 15 other patches to fix things, like T3 had to. On the plus side, things are moving at quite a pace right now Greebo is pulling off a ridiculous amount of code work, and is atm by far the most productive team member. He deserves the embarrassment credit
  17. Well good luck with your future endeavors, even though we've not formally met. Good luck and take care Yes oDD is a little anti-social at times
  18. Isn't that what "precache" is for? Or am I mis-understanding something here?
  19. I'm a sucker for House. Really well done imo. I'm not one to die for another season of it etc, but I watch it when it's on, though ice skating and hockey takes preference
  20. Yo Crisp, I'd gladly help you out, though I don't want any money. I'll send you a dxdiag report shortly...
  21. Wow...that's quite....just wow.... I'm surprised they didn't have any bloom effects etc on when they took them, though considering their backgrounds they probably don't have top end pcs either. Quite a sad story imo.
×
×
  • Create New...