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jdude

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Everything posted by jdude

  1. jdude

    Thief 4

    From a financial stand-point. This would make no sense. Thief has never been a big money-maker has it? Yet it had high expectations.
  2. Someone want to post a piccy so we can see what it looks like?
  3. I have a x1950 pro, 3gigs of ram and a 1.87 ghz core 2 duo. I ran it with everything at medium, except: High textures, High water, Low volumetric fog. Volumetric fog lags horribly.
  4. I just beat this game and I was about to make a thread about it :] I absolutely loved this game!! It was a blast from start to finish, and it had me saying 'wow!' several times! I just wish the ending was better
  5. I think it may be more prominent in larger maps which cause DR to slow a lot.
  6. Howdy, I just wanted to let you guys know that I found a solution for the mouse getting stuck on the ortho views. if you hold tab for about 5 seconds, it resets the mouse. I thought it only worked for the 3d view but I was wrong
  7. Ahh I never thought about the naming, that's a good idea. But for the centering, I work with 3 ortho views and when you hit ctrl + tab it centers on the camera but it also changes the view to the next xy, zy, or zx view which isn't quite what I meant.
  8. Here's two ideas I thought would be very helpful for mappers. 1) Being able to place text in orthographic views. The purpose of this would be to create visible labels for entities which affect the map as a whole. An example is environmental ambient lighting. To make ambient lighting you just need one light. The issue is that if in the future, you want to change your ambient lighting you have you find where you placed the light. It can be very difficult if your map is large and full of entities to find the environmental light. 2) Center orthographic views where the camera is located. Is this already implemented? If it is, I'm unaware of it, if it isn't, we should implement it because it would make things a lot easier.
  9. Actually I really like this idea the most, it would really help people out in improving performance.
  10. I find myself having to go through a lot of entities applying no-shadow, such as torch sticks, boxes ect ect to optimize maps. And I was thinking it would be a lot quicker if we had a keyboard shortcut you could press in order to simply apply the no shadow 1 value to an entity without having to go through the current process of opening entity properties, adding the value, and changing it to 1.
  11. On a side note, I think mappers should avoid cloning rooms as much as possible and also try and avoid glass walls as much as possible. Sometimes you cannot, but try too. And every area should feel and look different from all other areas. It's annoying to play a level where there's 10 identical rooms and one just so happens to have a hatch or door that you miss because it looks like every other single room.
  12. oh okay Great work though!
  13. ahhh I just saw this thread! I love these textures!!! Where can I download them? The link on page one has a password and I do not know what the password is.
  14. A sense of discovery, rewarding Loot, originality and anticipation I feel are related. For instance, say you have a house of a burglar or something like that. You look around and read his journals blah blah blah, you find a trap door that he says will lead you to his stash. So far the player has a bit of a sense of discovery, for finding this, and a little anticipation. The problem lies within the reward. You could have it so the player opens up the trap door and finds a little room with some loot in it or some tools / equipment, but really, where is the fun in going into a room, taking stuff then leaving?! There is no fun in that, this is where the reward loot and originality come into play. Instead of a room, have something original, like maybe the burglar created a complex system of tunnels which lead to different work shops, you can explore, maybe he hit an underground oasis when he was digging his tunnel, which he converted into a workshop, maybe the trap door leads to an underground mushroom grow operation The thing is, I find it almost more rewarding to be presented with an original and memorable environment than with some basic loot or equipment.
  15. lol, isn't this the same predicament for any guy in a bad relationship
  16. I think that the D3 engine has been avoided by the modding community mostly because of misconceptions about the 'plastic' look the engine can give things and the idea that the engine was designed for tight hallways. I think people in general are just mis-informed about it's capabilities.
  17. For some reason the editor tends to do this to me every once and a while. I will be using the 3d camera and for some reason as long as the Dark Radiant window is open, the mouse wont get out of the 3d view box. If I hit tab though it gets out. But sometimes when looking around a 2d view using the right mouse button and moving, the mouse can get stuck, and when I alt tab to a different program and then move the cursor over Dark Radiant it gets stuck again and if I shake the mouse around it keeps centering on where it is stuck. I've had to quit when it does this because tab does nothing.
  18. Cool I just thought the Doom3 mod scene was pretty much dead except for us, but some with some deep searching you can find some really cool stuff!
  19. It seems lately, when I run DR 9.4, compile my map ect ect with it open then close it, my computer runs significantly slower after having it open. It's almost like it hasn't cleared itself out of the ram when I've run it, what is the problem here? I tried running sound recorder and it said it didn't have enough memory to do so and to close some aps, and nothing else was open, this kind of thing only happens if I've had DR open.
  20. I think it looks great, but it would look even better with some hair affects on the legs and mandibles.
  21. I just found these which look sort of interesting, I was wondering if anyone else has found any good looking D3 mods? http://recalltohell.d3files.com/news.htm http://doom3.planet-multiplayer.de/5.56FMJ/index2.php
  22. I think we should have one that looks like typed font. In-case the builders decide to make some kinda machine that makes pressed font Times New Roman?
  23. I was messing around with func_rotating and func_pendulum today and it's somewhat annoying having to figure out if the animations of things look proper, so I was thinking would it be possible to have a button which you could press to view everything in motion. For example, you press it and the brush connected to func_pendulum or rotation begins to move so you can see what it will do in-game. There could be a alpha'ed ghost brush in the original place to select, and it would be an option to view like lighting so it would be a quick way to test the map without dmaping it. Would this be too difficult to do?
  24. jdude

    Galleon model

    Very cool stuff! I can't wait to see what I can do with it, rotating it around and such
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