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Dram

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Everything posted by Dram

  1. WOW....that is truly awesome Spring, great work!
  2. Well at least it works I guess. Speaking of which, what program are you using/what program do you export from? I've exported from 3ds max multiple times without smoothing issues.
  3. Hmm, it seems that the smoothing angle is set too high, but you say that's not it so it might be that when you export it it automatically welds vertices together (thus causing smoothing issues)? Not sure
  4. Just read the 3 reasons against. True, blocking the ladder is an exploit indeed, and ladders like that in the Horn of Quintus are a problem also. I guess in general it is better to wait till all the other features are done before we consider implementing this.
  5. Dram

    SFX - Status

    Ok, so essentially I should record sounds for the Pickaxe, Washboard and wooden bucket (if you have the rest of the items)? I'll try and find things which would work for those things. Also, if those weapons are not movable at the moment then I can open up the models and add collision models to them.
  6. They dealt with it by not allowing the guard to climb ropes but ladders yes. They could also fight while on the ladder, so you couldn't really get close to them without being wacked. As for arrows - IMO right now it is more an exploit then if the guards were able to climb ladders, as now you can shoot them freely from a safe place (top of ladder) without them being able to do anything about it, while if you were shooting them while they climb, it would mean you could get one or two arrows off at most before fleeing/dying. In an ideal situation, the guards would be covering their head with their armor while climbing (so arm pads etc) unless you were in range of attack in which case they swing their sword etc at you. They would climb with their sword out when alert, but with their sword away when not alert. This means 6 anims: * Climb up with sword out * Climb up without sword * Climb down with sword out * Climb down without sword * Attack with sword up * Attack with sword down That would also mean 2 more anims for mounting and dismounting the ladder top and bottom (you could play them in reverse for the opposite). To summarize: Ladders are more an exploit now what with the top being a safe zone then with AI being able to climb and you shoot them while they climb.
  7. Dram

    SFX - Status

    @Phide: Does this list still apply? I'm going to be recording this weekend, so I need a list of what to record.
  8. I'm one of the few that voted to have it in TDM. I enjoyed using them and they did have a nice strategic element. Of course, just because they are not in TDM now, does not mean that noone can implement them.
  9. That message is when your CDKey is being verified online. You can disable your net access and it will never show up, but normally it checks online to see if your CDKey is correct. You can test this by putting in a cdkey from serials.ws, as they're always being used by someone else. @Sneaksie: Try making the doomkey file read only, probably won't touch it then.
  10. Indeed, taking into account all the stuff we plan on implementing
  11. Very nice little game I enjoyed it thoroughly I sent you a pm about a bug I found btw.
  12. That must be a missing model. As for getting rid of it, the easiest way would be to do a selection brush over that area and it should select it, or if that fails, then look in the console while in game to see if it says anything about a missing model, then write that down, and do a search in the editor through the entity list to find that model on one of the entities. Once you locate it, simply delete it.
  13. Indeed, dark objects also have this problem - wine bottle
  14. Heeeey, that's really nice! Do you have a higher quality version that I could slap into the repository? This one is 128K. Of course, your name would be added to credits
  15. Also forgot to mention that map bugs are also a motivation killer, especially when you come across them when playing your own map. To overcome this, I just have a paper on my desk where I write any map bugs I come across. Needless to say, it is very long (I write even minor details like offset textures etc etc), but it helps because you know exactly what you need to fix. Today I basically spent the afternoon fixing bugs in the map. Some are major and require more time, (such as overhauling movables which use the old D3 weights etc) but overall it is a good habit to keep a bug list imo.
  16. One thing that helped me get out of my two-week-long mapping-block was loading up Gears of War and looking at the buildings and caves; made me think "I should try that" and off I went...
  17. Just checked the review again, oops....I meant the 9800GT Sorry, the 9800GX2 is the best on the market...ehehe
  18. I've heard reviews of the 9800s, pretty crap apparently. IMO going for the 8800GTX or Ultra is the way to go, or the GT for a cheaper price - AU$250
  19. Yes, you have to copy the set fs_game etc crap only after the qutation marks
  20. I would just like to take this opportunity to congratulate you Tim on your 33rd birthday Have a good one! *glug glug*
  21. Just read about tweaking of textures. Very nice Sneaks and yes that is true that we should tweak even existing ones. IMO we shouldn't -remove- any, but only replace them. It is the most de-motivating thing having to constantly replace textures in a map because of a reorg etc. For a small map this is a non-issue, but for something like BM, it's a plain pain in the ass
  22. Whoa, just noticed this now. Sorry to not have replied a bit earlier, but which doors btw? On all my doors I have the origin always opposite to the handle location etc
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