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Dram

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Everything posted by Dram

  1. That rock texture looks awesome....and it's a wip??
  2. @Angua: A replacement to the bricks would be awesome But please make it match in shape and color, to make lives easier.
  3. Dram

    Fallout 3

    Well, I got the game. Apart from the same engine issues as in Oblivion (the terrible movement, inability to jump if touching a wall or static object etc), the game is VERY nice. The random spawning of enemies actually works decent here - it doesn't really happen in front of you and they spawn a decent distance away, but usually behind you, out of sight. Had a very awesome scenario where I was casually exploring the landscape when I heard a "boom", then a boom again but closer, and upon turning to the direction I saw the smoke. Then again another boom but right behind me, injuring me a bit. I'm like wtf? and then suddenly was attacked by two super-mutants, who upon slashing me with their melee weapon took of almost a third of my health. So my best course of action was to run. As I ran away from them (they kept up just behind) suddenly from behind another ledge two radscorpions came out to join the fun. So now I had 4 trailing enemies with an exclusive goal to kill me. Then, as if by a scripted sequence, two friendly troopers (the ones dressed up in that crazy looking armor) popped up from behind this little party and started firing with lasers at the scorpions and mutants. Then dispatched them quite easily and then continued on their merry way, jogging, some way North or so. After this little run-in I figured I'd continue exploring, and as I did I found myself under attack by a big fat fly which shoots shit at you. I was shooting at it...with a pistol...almost killed one when another turned up (I later found these were actually there before I got there and were wandering around), so I decided to run. As I got further away from them they more or less gave up, so I stayed out of sight for a while near an old container......when suddenly from over a ledge further away from me comes a super mutant behemoth. Now, this behemoth was 2.5 times or so as tall as a normal super mutant, so it was a kind of situation where you feel shooting at it will really do nothing more then piss it off further. So I kind of stayed in that old container waiting for it to do something. It just stood there, waiting for its prey (which happened to be me) to come out and play. I waited for a minute or so before trying to dash for it. Unfortunately (for me) its legs were larger, more powerful, and thus faster, and so caught up with me without much of an issue (that, and due to the fact that when I ran out of the container it started striding toward me so I tried to get back in the container). One fell swipe and my corpse hit the inner wall of the container, lifelessly falling to the ground thereafter. That's when it became evident that perhaps I should have put more points into agility. In other words Sneaks, it's actually a decent game worth getting
  4. As a mapper, I have to say that replacing removed textures is about as interesting, time consuming, and frustrating as trying to get a dead whale carcass off the back of your lawn while wondering the whole time how the hell it got there through the night.
  5. I feel your frustration, but it's not easy to go back and fix maps to use different textures, as most of the time there are no adequate replacements. I totally agree we should get rid of textures that are bad, but imo we should approach it in a different way: * List textures that should be removed and/or replaced. * Find if they are being used in maps or models. * If yes, then either make a replacement or fix the texture. * If no then it can be safely removed. This means that textures which are bad and are not being used by mappers will be removed without stepping on anyone's toes. As for textures which are in use, those will have to be dealt with on a case by case basis, as depending on the extent of use they may be possible to simply remove - for example a texture is used in only one map on the back of a toilet or something of the sort. This has to be dealt with quickly though, before more textures are used etc. One good example is the default D3 dirt texture. We should remove its reference from our materials and instead only use the dirt that I believe arcturus made? They look almost the same in a general outlook, but arturus' one is of a much higher quality.
  6. Dram

    Fallout 3

    Game looks awesome, should be getting it tomorrow if all goes well.
  7. Here are two examples of that texture in use where a replacement would have to match very closely:
  8. Gyah, forgot, my apologies...doing it now....
  9. Well the problem is that they are moving too fast
  10. Just checked, yes it is in that map. The very first door you come across opens really fast. After it is a brush door that opens at the correct speed, so compare it to that.
  11. I believe it is maps/test/screwed_doors on SVN. If it does not have the problem then all you have to do is change the rotate value from 90 to -90, or the other way around, whichever.
  12. My guess is that ravenx444 was stuffing around with variables, testing what they do etc and must have changed this one and overlooked its effect at first. Am I right?
  13. Hehe, that's the lightgem debug The way to turn that on/off is through console via the following command: tdm_lg_hud 0 (default) "Shows the rendersnaphost n = <1..6> of the lightgem on-screen. If 0 none is shown." It displays the rendershot of the lightgem in the bottom left, quite useful for debugging.
  14. Wow, long post. But an interesting read, especially in the sense of getting insight into how others experience the mod. With regards to the bow pullback, I actually quite often find myself only pulling back about halfway and releasing it in rooms where the target is too low to directly shoot at (eg: top of a staircase down at a torch beneath the stairs). It is difficult with our quick-draw animation, admittedly, but is nonetheless possible. As for doors, I like Nightblade's approach - if you are normally walking or running, then frobbing the door is loud and the AI can hear it (a la Thief), but if you are holding down creep and frob the door, it opens about half as fast, and makes a much quieter opening noise, more of a creak really. If we get the time to do something like this then IMO it would be the best option, as you could open the door nice and quietly, and would actually help keep immersion imo. Just thoughts really.
  15. I mentioned this internally but it did not get fixed evidently. It is only with doors that use models, not brush doors. Thanks for drawing it out though, should be easier to track down this way
  16. Ahh bummer. I was hoping it was not the case.
  17. Hmm, one thing you can try is switch to older drivers and see if it happens there, otherwise, I don't really know what could be going wrong, so it must be driver incompatibility.
  18. As I said before when helping you fix it, the map looks very good
  19. That is truly strange. It seems it is flipping the render image of the world and applying the blurred bloom image correctly. BTW, did you create the two material files or did you just download the pk4 I posted above?
  20. Weird, could you post a screenshot please? Also, when it is upside down, is it perfectly sharp, or is the bloom being applied? It'll help narrow it down with a screenie.
  21. Having everything movable is not that big a performance issue actually, because physics are disabled until the object is touched, then the calculations start. Well it really does depend on the mapper. I am one strongly for having the environment as interactive as possible, even if it means players can stack all the crates from the map and make a giant tower to get onto a part of the map where they were not supposed to. Others prefer to have it impossible (or at least very difficult) to get to unintended areas, so they will limit movables etc. In a mansion I'm working on, every crate, barrel, object, etc is movable, unless it is jammed in the floor (like sunken treasure etc), which means that if you shoot a fire arrow at a table with loot on top of it, the loot goes flying and you'll have to start searching I tried this with a ring I made and it was almost impossible to find due to its small size, so I used wireframe view to find it, and sure enough it had gotten itself behind a table leg haha. In general though, I enjoy being able to play around with objects in the environment after I have finished the mission correctly first. As with any game, a little self-restraint is required. Which means no blocking entire hallways with crates to stop AI, as that is an exploit as they cannot pick them up and move them out of the way etc.
  22. Sure, but let me do this tomorrow, I'm barely holding my eyes open at this point, so I'll pop a screenie up tomorrow ok? Night.
  23. Cheers for the heads up STiFU, I've updated the main post with a download-able pk4 for bloom to work.
  24. hehe In any case, should work now. Let me know the results
  25. Always glad to help Well if you do wish to become a beta mapper, send a pm to New Horizon with a few screenies from that map, as it is looking quite good, and you seem to have a knack for using decals like vines etc, and you have gotten the hang of patches too. Now time for me to catch some Zzzz's it is almost 1am here and I need to get up at 7 gah...
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