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Tels

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Posts posted by Tels

  1. Hehehehe :D

     

    Yeah it's not on SVN don't worry ;)

     

    I basically added the metal rectangle and reanimated the bow to work with it.

     

    Oooh gimme on SVN! :D

     

    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

  2. Would love a clone ranger test tool that one could run now and again to check for clones at the exact same coordinates. I posted once before about finding I think it was 117 clones of a table. No way I did that by keypresses! Now the last day or so I've had dreadful frame lag in a small inner room but I've been busy testing other stuff. Some times it ground to a halt. I did notice the candle was much brighter than I recall but thought it was because I had reduced the ambient in a test! When I came to check the candle it had about four clones! I have not touched that candle since I don't know when so how did it get clones? Maybe I sleep walk but I can't help wondering how many maps have clones that nobody knows about?

     

    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.

  3. @PinkDot. You make good points. The lever on the large one is actually probably too large, but I will just export one lever once I get further and resize stuff. I'm stalling a bit on export 'cause I want to see what materials I'll be using before I start trudging thru materials.

     

    I don't think the size will be as much of an issue once in game, that shot is misleading for size. The small one will be about player size, the player will see the top, they'll have to look up to the other one. The grates will just be a random arch object so I plan on several sizes for use as vents, ect...

    The pipes will probably just be connector pieces and elbows since they will be harder to make in the editor. A few pipes might just be on the models on export though.

     

    I do have CGTextures bookmarked too :D I've DL alot of that stuff in the past. Mainly I was trying to use existing Darkmod textures but I guess we could still use some more textures...

     

    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

  4. Not neccessarily. If you work on some (not neccessarilly) private software that is in direct competition with your companies work, they can indeed request that you stop it or cancel your contract because it could be interpreted as a conflict in interests.

     

    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 :D

     

    Tels

  5. Ok done. All weapons now have collision models, with collision materials corresponding to their most common type (metal wood etc). All is on SVN. :)

     

    EDIT: 38 minutes total sweet! :D

     

    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! :wub:

     

    Tels

  6. Oh yeah, more bugs! Would you care to post them into the bugtracker? Or do you have time to look into the missing images?

     

    I can probably fix the splitpane/regular view quite fast, it's just that I must not forget. :)

     

    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 :D

     

     

    All the best,

     

    Tels

  7. Adding on to my previous post, the worst reasons for doing anything are:

    1 - It's traditional

    2 - It's what people expect

    3 - x game did it like that

     

    Sums up the current shambles of a games industry, which consists entirely of about 6 game ideas being endlessly repeated with slightly better graphics each time.

    That's also a perfect description of the current Dark Mod of course... :wacko:

     

    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

  8. 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.

     

    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

  9. Is that right? Very interesting, and yet another example among many of all of the thought that went into defense in old fortresses.

     

    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 :)

     

    Good pics, too. It amuses me how much framing and the mind plays into what you see in a photo. All of the pictures I've ever seen of Burg Eltz have made it look like it was atop a precarious narrow point of a mountain, but these ones demonstrate that it's actually quite near surrounding lands.

     

    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...

     

    Same with Neuschwanstein -- every photo I'd ever seen showed it in the clouds, atop an impossibly high mountain with no equal, a true fairy tale castle in the sky. Until recently, I saw it for the first time from the angle opposite to the one it's usually shot from, which reveals those other pics are probably taken from a mountain right behind it, which actually rises quite higher than it. Oops! Sorry if that spoils it for anyone else! :laugh:

     

    Hehe, yeah I was shocked when I drove below the castle and saw it from there :)

     

    all the best,

     

    Tels

  10. Either adding a horizontal scrollbar to the list, or making the dialog an adjustable splitpane.

     

    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 :)

     

    Not sure about DPI, but you can get the screen resolution from GTK.

     

    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

  11. That should be fairly easy to fix.

     

    Where would that approximately be?

     

    That might be harder, since these are both OpenGL-rendered text rather than GTK. It would probably be necessary to determine the screen size and adjust the text accordingly (which can certainly be done, it's just slightly more work than just tweaking a setting).

     

    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

  12. 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.

  13. 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

  14. (snip)

    attack anyway, despite how narrow the hallway is. "Pardon, Thief, would you mind walking down the hall a bit to the room at the end? I cannot swing my arm at you here."

     

    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

  15. Well, no, actually it's the worst of both worlds. Not only are you forced to always make your way to an exit whether you want to or not, but you still get a patronising mission complete screen for the trouble.

    I don't know what the problem is with simply letting the player exit the map at any time after the real objectives have been completed, and simply having an option on the main menu to display the stats screen for that mission if you so wish.

    That's the best of both words. Freedom of choice. You guys seem obsessed with these pedantic gaming conventions.

     

    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

  16. OK - but I think that answers my question :) I just resaved the icon from Paintshop Pro with 'uncompressed' selected and guess what - exactly the same file size. Seems PSPs tga compression is not working.

     

    So, if DM is as a general rule avoiding tga compression and if these icons are indicative then the total of all these files is 3 to 4 times the file size. (it may be that icons compress better as they have a lot of border)

     

    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

  17. 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 :ph34r:

     

    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

  18. Yes, I encountered the same in my Ubuntu installation. The expected folder is ~/.doom3/<fs_game>, where <fs_game> is usually "darkmod".

     

    However, the existing code doesn't detect whether a mod already exists in the actual /usr/local/games/doom3/<fs_game> folder (as it is in my case) and still wants to have the settings corrected. This is a minor bug which should be adressed in the GameManager's initEnginePath() routine, IIRC.

     

    Ideally, the mod should be below the user's ~/.doom3/ folder anyway, but in my case the mod is located on a shared NTFS drive.

     

    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

  19. Yes, we're aware of that error, I hope god_is_my_goldfish is already after that one. :mellow:

     

    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

  20. 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?

     

    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

  21. Could this be something for our wiki (Doom 3 installation guide) or is this too system-specific?

     

    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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