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Tels

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Posts posted by Tels

  1. It's not as bad in this case, because the only issue we can get is compiler errors. Operating system platforms should be minor because we are coding within D3 and not withing an operating system.

     

    Well, thats the theory, anyway :P

     

    Well, this sounds like you could be our Linux tester. :)

     

    Sure :)

     

    My problem is that I can't run D3 on Linux right now, because I have no sounddriver for my card Creative Audigy ZS 2, which I bought specifically for T3. :( Maybe there is already a driver available because this was some months ago when I last checked.

     

    Did you check http://opensource.creative.com/soundcard.html? They list your card es supported by emu10K (if I read this correctly), so it _should_ work. :ph34r:

  2. Btw, in case you run into any common problems, these threads on www.doom3world.org should be helpful:

     

    http://www.doom3world.org/phpbb2/viewtopic.php?t=6733

     

    And this thread specifically for VCC2003 Toolkit:

     

    http://banditsteals.ba.funpic.de/d3files/

    Since this compiling under Windows will only result in windows binaries, what about Linux? I guess somebody needs then to compile your code under Linux, too. Is somebody doing this already?

     

    I'm just asking, because portability up-front is much easier than to discover in 3 months that the Linux build is absolutely broken. Normaly, what people do is to set up a repository (svn, cvs etc) and then somebody (else) goes and does nightly downloads of the latest code, and an automatic build on the important platforms. That means that each change that breaks something will be discovered soon, instead of weeks later.

     

    So, whats the Linux status of the extra code? ;)

     

    Just for the record, today I managed to compile the Linux SDK it via scons. Yeah! :D

     

    Cheers,

     

    Tels

     

    Edit:forgot smileys :)

  3. Aye, we do have working doors in place.  A frob system.  Weapons.  :)  We're in pretty good shape so far.

    Hm, frobbing, I love frobbing :ph34r:

     

    My little grubby hands itch to get their fingers on your stuff :)

     

    Anyway, I guess the inner sanctum er forum will have some info to get me up to speed on what the current status is, e.g. what needs to be done next?

     

    best wishes,

     

    Tels

  4. That doesn't sound so bad. :) Especially when you say that you would prefer to do scripting, because we only have one scripter so far and two C++ coders and one guy who can do GUI (which is rather similar with the scripting actually).

     

    I also prfere your approach of providing building blocks like lego, because IMO that is what a good toolset is and what will incite more designers to create their own levels, as it is hard enough to get started. What we could use for example, are readily scripted machines which are complete. So that you can simply take i.e. a generator which has some moving parts attached and plug it in the map without the need of attaching all the moving parts manually and the sound, etc. If you can do this, and you sound like this would be a good job for you, then we could give it a try. :)

    Although I had more architectural stuff in mind (like church tower tops, archways, spiral staircases etc), the machines are important, too. I do not know what the state of the mod is, for instance, whether you have doors working or not. But I would like to start in these areas.

     

    I posted in the other thread that I got gtkradiant to run on my machine, so I will now toy around with the tutorial maps I download and see if I can reproduce one and then load it on my doom3 here :)

     

     

    Best wishes,

     

    Tels

  5. Well. Tel if you can read this, can you tell me your background? What we need is someone who can do either C++ 3D coding, or D3 scripting.

    Wow, I got my own thread. I am humbled. ;)

     

    I really don't want to drag my personal life into this, so only a little background:

     

    *Old-die-hard-thief fan. I played it when it first came out. Somebody might infer a lot from the type of games I own, but then, I have also played games that I don't own and I own some games that I never played B) Anyway: http://digital-conquest.ath.cx/wiki/index.php/User:Tels

    * I am a full-time programmer by living. I code usually in Perl, but have done my share in C, XS, Pascal, countless other programming languages, assembler (back in "teh dayz" when you called yourself "coder", drank lot's of coffee and went to bed when the sun started to get so bright that you couldn't see the letters on the monitor anymore - e.g. right at dawn). However, the language you use does really not matter, because saying C is better than C++ or vice versa is saying that Russian is better than Esperanto. Use the right tool for the right job.

    * I gave up on windows a long time ago. (Before that, I used OS/2. Damn, now I feel really old :D

    * Beside programming, I also take apart other programs, fileformats etc. (See Cowgen :D

     

    Anyway, I am not qualified for C++ 3D coding. D3 scripting looks easy, though, after reading the tutorials. As soon as I get the dang radiant working I'll have a go :D

     

    One of the things that "bothers" me is that even nowadays, you always start mapping from scratch. I mean, you take an empty space, and add brushes. And if you want a staircase, you build it yourself, out of tiny, weeny, little solid slabs. Sounds manly, but boring - that is sooo 1995. I thought in the last 5 years people would have finally gotten the idea that doing this wastes a lot of time and automated the level creation process (see Cowgen, again :).

     

    So currently I have the idea that I can write plugins/tools/extensions to radiant, that lets you automate boring tasks, like creating a staircase, or other often needed things. Another possible idea is to build "building blocks" like archs, staircases and have them as pre-made "stubs" that you can insert into your level as to not waste time just because you need a 12x8 staircase *now* B)

     

    Well, guess that doesn't sound all to impressive since I don't have definite projects or materials to show :o)

     

    If you'd ask me what role I can see me in (in no particular order):

     

    Mapper (I love architecture, especally red brick churches :), Scripter, Betatester extraordinaire.

     

    If I had to describe myself: "Hacker" (in the old-school sense :ph34r:

     

    Tels

  6. Ahhh Cowgen.  I searched everywhere for that.  I thought it was a brilliant idea.  So, you're looking to code for Dark Mod huh?  ;)  Send an email to me at recruiting@thedarkmod.com if you would seriously like to apply.  :)  I can then get you started on your way to darkmod application.

    http://www.bloodgate.com/perl/packages/cow.zip - Warning! Last modified Januar 2001 (e.g. four years ago...) :D

     

    Email is on the way with my new adresses. (I had to disable the taffer@ and thief@ adresses due to too much spam :angry: )

  7. Of course we remember cowgen. I actually even used it once. ;) Whatever happened to the OpenGL 3D engine thing you where workin on?

    Hehe :)

     

    About the OpenGL thing: Too much work, too little time. I gave up on it a long time ago :huh:

     

    I think using a premade engine and modding it is much much better (especially now that we actually have something like doom3 with real-time lighting and great flexibility!)

     

    Tels :ph34r:

  8. Oh yeah, CowGen. If I remember what it is, then I think it was the program which helped convert Thief missions into .t3d. Right?

     

    I converted several, but never got around to re-texturing them.

     

    I did download CowGen, though I forgot what it was for. LOL.

     

    Dammit! someone tell me.

     

    EDIT: Oh, crap, sorry Tels, did'nt notice you could'nt install it. Sorry, I was'nt being sarcastic :( . My apologies.

     

    No offence taken :)

     

    About Cowgen:

     

    Well, I havent touched/used Cowgen for years :) (Somebody please tell me what others did with it in that time..)

     

    I consider it not too successfull (Well, I consider it a specacular timesink and failure, actually :), because 90% of the work went into reverse engeenering DarkEngines's fileformat, instead of creating features. Unfortunately, most of the file format I never decoded properly meaning it was forever incomplete. And since it never had a GUI, it was inaccessible to most of the people. (A definite mistake on my part - but I was young and needed the money :D

     

    Cowgen was, basically, an import/export filter for original thief levels. And since it could also create them from scratch, you could (in theory) create thief levels with it by describing them in Perl source code. Xarax (who I quote in my .sig :) used it to create random small city houses.

     

    If I would do such a project today, I would do quite a few things different :P

  9. [snip]

    Ah! Just remember it. apt-get.

    Edit: Forgot to ask. Are you interested to code for the darkmod?

    apt-get for Suse is, well lets say, vastly inferior to both Yast and the real thing on debian and emerge. Last time I used it, it completely fubared my system :/ I think we should continue the OS discussion elsewhere, if you want to chat about that sort of stuff :)

     

    Anyway, I'll find a way to install gtkradiant... B)

     

    Tels

     

    PS: Yes, would like to dabble in coding for dark mod, the doom3 engine impressed the hell out of me and the first thing I thought "wow, that would make a good Thief engine.." :)

  10. That's what emerge is for. :) Using gentoo. :)

     

    Ugh, that also amounts to a complete re-install - no thank you :)

     

    BTW: Are you by chance the author of cowgen?

     

    Yeah. Wow, I wouldn't have thought that somebody remembers that old project - I nearly forgot it myself B)

     

    Dram: Well, I don't have actually the desire to either backup&update or re-install my system. I thought could postpone this a few months. *harumpf* And upgrading gtk amounts to basically updating the entire system - thats the only one thing I hate about SuSE :o

     

    Anyway, if I know you guys, but forgot how you are, well, be kind with me :-)

     

    Cheers,

     

    Tels :ph34r:

  11. # rpm --install gtkradiant-1.5.0-2005-01-16.i386.rpm
    error: Failed dependencies:
           gtk2 >= 2.4.0 is needed by gtkradiant-1.5.0-3
           gtkglext >= 1.0.0 is needed by gtkradiant-1.5.0-3
           libgdkglext-x11-1.0.so.0 is needed by gtkradiant-1.5.0-3
           libgtkglext-x11-1.0.so.0 is needed by gtkradiant-1.5.0-3
           mhash >= 0.9.0 is needed by gtkradiant-1.5.0-3

     

    Since my SuSE 9.1 still has gtk 2 2.2.x, I would need to update my entire system to install this. Ugh. :(

  12. Don't use weapons WILL work if it is not a phrase, but actively supported by the engine.

    Just wanted to chime in some things about swords:

     

    In T1, in the highest difficulty setting (and we all played this, right? Right? :ph34r: you couldn't kill guards or innocents, anyway.

     

    So I always thought the sword was bloody useless, except for fun games.

     

    So, what I _really_ would like is that on the loadout screen you can select your weapons (buy sword, or buy dagger, or both if you think you need it). If these things come with a weight-allowance, even better (if somebody thinks they need to carry around a big, heavy, bright, clunky sword - well, let them) :D

     

    The dagger would be usefull to pry small chests open, or similiar "tool" related situations. Of course, prying it open would make a guard notice it, vs. opening it with a key or lockpick

     

    Tels :P

  13. There will be some doors that cannot be picked, as that's an important feature in map-building, giving the FM author ways to ensure a player doesn't get to a particular area until he's been somewhere else first.  As for cycling through keys, we haven't really decided yet.  That's a small issue that can be decided later.

    Well, you could have both of them: Just have an option "Auto-select proper key" :-) That would satisfy occosianal players and hardcore looters.

     

    And for the record: pickable doors and keyring-rotating _are_ an tension-device - you sit there, probably in the light, make noises and just hope that no guard comes around the corner (on that flush carpet where you cannot hear him) and then begin to sweat and then to fumble. So, picking is essential, and if it is something that you can actually influence (e.g. learn to be better at either by having skillpoints or doing it manually with clues) than the better. I would like the feeling to "beat" a door in 10 seconds when it took me 40 when I tried it first. (Or to select the right key because I actually remember that the small golden key fits the church's sidedoor :)

     

    Oh, and of course, Thief is all about having more than one way, so people who don't like lockpicking (even on auto-mode) can find & use a key, bash the door, bribe the guard, steal a key, go through the secret backdoor, or just find any other way :-P

     

    My 0.02€

     

    Tels

  14. Hi Tels, good to have you here :)

     

    I hope this helps:

     

    This is what i have as my shortcut for the D3 editor:

     

    Target: (here goes the path to the Doom3 folder)\Doom3.exe +seta r_fullscreen 0 +seta com_allowConsole 1 +editor +vid_restart

    [snip]

    --Dram

    Helo Dram!

     

    Do I know you? (Just kidding, because every Thief knows every Taffer :ph34r:

     

    Anyway, I asked about Linux, and I doubt that Doom3.exe will work here good enough.

     

    Thanx to the gtkradiant link from somebody else, I forgot about this one. Last time I looked, it barely had doom3 support and this version wasn't available for linux. Now it seems that should work, downloading it as I type this...

     

    Excuse me, I have a program to install :)

     

    Tels

  15. Moin,

     

    just wanted to pop in and say "hullo" to all. :ph34r:

     

    Looking forward to this mod like nothing else. :D

     

    One question, though: I own Doom3, but I finished it in Linux before the first patch/SDK came out. So, is it possible to map/edit under Linux, or do I need evil Windooze for this? Searched that forum, but couldn't find an answer to that. (And have been out of the loop of the darkengine er darkmod er mapping community for too long :)

     

    Take care and loot,

     

    Tels

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