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Tels

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Everything posted by Tels

  1. Arcturus: Your textures are very nice! Plus, you fixed the texture in bonehoard even before I could complain about it (after seeing it yesterday night for the first time You are my hero of the day
  2. Oooh gimme on SVN! Nice arrow head, the only thing that makes me wonder a bit is how little the arrows stick into wood. I would have thought that they should go in deeper, esp. if you shoot them with a lot of power. All the best, Tels
  3. So you have to package your texture library as some mini-game featuring these textures
  4. Yes it is way to easy to get clones, you just need to forgot to hit ESC (deselect). I had like 3 clones of a simple room when I made my light test map... Having a check that two things are at exactly the same coordinates would be worth gold.
  5. From CGTextures: All materials including the organization and presentation of these materials on the CGTextures website are the property of CGTextures or it's Contributors and are protected by intellectual property laws. Use of the Textures is only allowed under the following conditions: - Private or commercial use - Use in 2D or 3D computer graphics, movies and printed media - Incorporation in computer games, 3D models - Selling 3D models bundled with modified versions of the textures Uhm, I really don't understand why they don't say "Its in the Public Domain, go have fun" right away. I mean, what else is there except "private or commercial use"? So tax-free societies, charities or churches can't use the textures, but $bigGameDeveloper can use them for free? *shakes head* Tels
  6. This all only applies if you do business on the side. What you do as your non-profit hobby is entirely yours - otherwise your company could also forbid you to read certain books, or write your diary about a certain topic, or go to your favourite pub and discuss stuff with people there. And I am sure we can all agree that expressing your opinion in the form of an three-dimensional map including an interactive story and then giving it away to people is just...an art form Tels
  7. OMG! Just very late yesterday night I saw that the archer crashes the map when he dies, and before I could even file a bugreport tonight, you fixed it already. You guys and gals are awesome! Tels
  8. Many thanx, it seems to work. (I didn't know you have to do that manually) All the best, Tels
  9. I was also looking into making this dialog a splitplane dialog, but it isn't just setting a flag, you have to rewrite portions of the code to do that and I am not familiar with GTK2 at all, so Iwas browing their doc today and spent quite a while getting up to speed - but haven't been able to change that yet (I was first getting DR to run, then "wasted" time mapping I don't mind if you fix the dialog, if not, I have a go at it maybe tomorrow. The crash I can confirm, I also have floating layout. I just subscribed to the bug tracker page, but email hasn't arrived yet. Probably hold hostage by spam checker (God, it takes ages to setup everything, I hope by the end of the week I am done All the best, Tels
  10. But sometimes you can counter this by "don't fix what ain't broken" :-) I still like red wine, even tho the basic concept hasn't changed much in the past x thousand years Tels
  11. Burg Elz on google maps: http://maps.google.com/maps?f=q&hl=en&...p;z=17&om=1
  12. Btw, in another small castle they had original driveway going up (over steep rocks!) and a very wide door, so the owner and visitors could just ride up there and "park" their horses next to the smith. (I nearly broke my leg just walking up that way...) Later then made the doors much much smaller to be able to defend the castle better, but when you come there for the first time you think: "Oh stupid, some modern idiot cemented the doors in" only to hear later that happened already a few hundred years ago Tels
  13. Thats what the tour guides at Burg Elz tell you, so I am not sure. (Google didn't help much) Sometimes the tour guides really tell stories that are soo interesting. Reading some historical books or archelogical journals then points out how far wrong their stories were. But you can bet whoever designed the castle defenses back then was *not* stupid I think it is about 20m down from the castle ground to the riverbed going round it, but the area it stands on is quite small. Hm. I really should go again to Elz and buy the book and start mapping it. It would be awesome... Hehe, yeah I was shocked when I drove below the castle and saw it from there all the best, Tels
  14. No, sorry I meant about in what file? So I can try to make that change myself but don't need to hunt around a few thousand files The screen size isn't that usefull, as you don't know what area these pixels cover. For instance, if I run 800x600 on my 22" monitor, then I need a much smaller font size in pixel than someone running the same 800x600 on a 15" monitor to make the letters appear roughly the same physical size. Of course, usually a higher resolution does really mean a bigger monitor. But the DPI covers this already, so I would read out these if possible. All the best, Tels
  15. Where would that approximately be? Couldn't the application read out the DPI setting and apply this to base the font on? Alternatively, a user-tweakable setting would be fine, you would only need to adjust these sizes once. At the moment the text is about 2mm high on my monitor, meaning I need a sort of magnify glass to read it All the best, Tels
  16. Moin, I am trying out DarkRadiant on Kubuntu 64, and wow, I am impressed. When choosing files, it actually uses the native KDE dialog etc. So far, I have found a few niggles, I am not sure if I should report these as bugs: Since my monitor runs at 1600x1200, I need a fairly big font size to actually read the texts. But: * The settings screen has a left-hand column with a fixed size. This means the text doesn't fit in it, and gets cut off (the rest of the dialog has plenty of space tho) * some texts like the grid-coordinates or the stats in the camera window are unreadable small In addition, the XYZ window's title bar does not change when you rotate the camera around. That means regardless of view, they are all named "XY". This is quite confusing. *Tels heads back to follow the beginners guide* PS: I am using the latest SVN release.
  17. Tels

    Using GIMP

    As for the texturize plugin in Gimp, I toyed with it around a few days ago and found: * selecting the "tiling" option would end me up with layers that are completely black, but not connected to any image (so you can select them in the Layers dialog, but not do much with them) * not selecting the "tiling" option would crash the plugin if I used more than 256x256 (or so) as source image * sometimes it would crash just so * sometimes it worked, but since "tiling" was off, the result wasn't desirable I tried it with some gravel and some leaves. For no I have given up using this plugin, I will retry this when I have 2gig (currently have only one) as I think the crashes might be memory related (or maybe it is because I run a 64bit environment - or maybe the plugin is just really sloppy coded. it looks very promising though. all the best, Tels
  18. I know I shouldn't unearth posts from last year, but excuse me from catching up This scenario is actually quite realistic, as many(all?) old castles in Europe have spiral stairs going upstairs in a clockwise manner - apparently to fend of right-handed attackers who are at an disadvantage because their weapon collides with the central spire, while the defender has a clear way to swing down. (assuming the attackers enter at ground floor and fight their way up, of course. Downstairs it would go in the other direction) One example was Burg Elzt, a nice castle that someone (*cough*) could someday make into a map: http://www.pbase.com/sandpiper/burg_eltz All the best, Tels
  19. I think that the option "leave now" should only be there in "Easy" mode, but not on "Normal" or "Hard", where you always have to go to the exit. E.g. on "Easy", you have one more "cheating" option, but you can still go manually to the exit, so to speak. On Normal or Hard, you have to make it to the exit. (Heh, it is not easy mode, right?) Giving the player choices is good, but it shouldn't be made too simple Tels
  20. 256x256 icons for inventory sounds a bit overkill to me (I could fit only 6 icons net to each other on my HUGE 1600er resolution , but then, presumable these pale in comparisation to the rest of the textures. RLE won't work good for photos and/or stuff with lots of colors in it (it can only compress runs of pixels of the same color, like borders). if you want, you can send me the two icons and I can see what I can do to compress them without dropping the quality - sometimes even subtle things like smoothing them, or reducing the number of colors helps. Using 128x128 would mean roughly one quarter of the file size, tho, so maybe just using this would be better all the best, Tels
  21. Moin, seeing that I am still in the applicant status after a long time *cough*, I think it makes sense to finally steal ...erm get my member badge So here is what I plan to do: * work on the wiki * enhance DarkRadiant (I sent greebo a PM about this, if he thinks the idea isn't totally whacky, we can discuss this with more people on the forum) * create textures (I shot a lot of autum-related photos lately and will now try to create textures and decals from them) * start mapping If there is anything else I can do, just let me know. About me: * Thief player from the very first hour. * I worked with DromEd for Thief I, although I would like to forget how many thousand hours I poured into that - since I never finished a map/mission for playing Here is some work I did (sorry, most of the stuff on my webserver got removed quite a long time ago, and I fear the backups didn't survive my last system crash http://www.gamedev.net/reference/articles/article1012.asp If you want to know anything else, just ask. All the best, Tels
  22. AH! It never occured to me to look into my local folder, as ~/doom3 doesn't exist yet as I haven't run Doom 3 (yet). Creating the folder in "/home/te/games/doom/" where I installed doom didn't help, so I was stumped. Thanx again! I'll send you a private message tomorrow with some other DarkRadiant stuff - no need to bore the forum to death All the best, Tels
  23. Okay, just saying In related news: I am trying to run the DarkRadiant under Kubuntu, but I fail to get it to recognize the "fs_game" directory - it says it doesn't exist, but doesn't tell me where it expects it to be. And the wiki does (naturally) not mention this yet (as I haven't written that entry yet It seems you can simply bypass it by pressing "no", but I still wonder All the best, Tels
  24. Done. Btw, the wiki gave me now twice the following error: Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 38 bytes) in /home/evilarmy/public_html/darkwiki/languages/Language.php on line 1775 Somebody might want to look into that Tels
  25. I think it could be covered, since it will apply to every 64bit Kubuntu/Ubuntu installation as these libs aren't installed by default, and the error message is totally useless to tell the user what went wrong. Where should it be added? I don't see a specific Doom installation page, all I could found was: http://www.thirdfilms.com/darkwiki/index.p...le=Installation And the linux section there could need some love Should I insert something there? All the best, Tels
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