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Posts posted by rich_is_bored
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I highly doubt it works. A random collection of triangles does not have to define a convex volume. With brushes you already know that is the case.
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A custom light shader could be made to turn the light on and off repeatedly. You can also use the setShader script event to start/end the event if it's a response to the player/environment.
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I was never able to step down like that. I tried going cold turkey a few times but it's hard to stick to it when you're constantly around other smokers. The thing that finally did the trick for me was electronic cigarettes.
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Do it the old fashioned way. Offset the texture by half it's width and height and use the clone tool to blend the seams away.
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I recall on D3W a case where a person specified a custom hud to be used by adding a "gui" or "hud" (unsure which) key/value pair to the info_player_start in their map. I was surprised to see this worked as I figured that sort of thing was hardcoded. I might have to revisit that since we have the source code now and it would be interesting to learn the answer.
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I find it really difficult to sympathize. Poor taste or not, taking offense is a choice and an especially bad one at that considering we're talking about the dialog of fictional characters in a video game. The good news is you can exact your revenge against virtual sexists by stabbing them in the dick. Hooray video games!
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Owls eh? Reverse pick-pocket a dead rat onto a guards belt. Problem solved.
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PK4 files are simply zip archives that have been renamed.
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There were a few typos in my previous post. I haven't bothered with declarations for a while.
entityDef atdm:spider_large{ "inherit" "target_null" }
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You don't need an LWO exporter either.
File > Export selection as OBJ
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I was thinking about the way brushes are represented and how that data would be expected to change given different transformations. The surface normal of a plane would remain constant during a scale or move operation. It's the distance component of the plane equation where the precision issues arise. Then when you account for rotation the entire plane grouping is subject to precision issues. What strikes me as odd about the data structure is the emphasis put on preserving the orientation of faces when what we really care about are the intersection points. Why did id opt to store the brushes this way? Is it simply to save disk space?
I'm curious if the older brush structures from Quake, Q2, Q3 suffered the same problems. This issue may persist until we change the map format and that could be a huge undertaking.
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That's a good idea but it would work better as an addon. A custom declarations file would eliminate the need to extract missions, edit them, and repackage them. It would look something like this...
entity atdm:spider_large{ inherit "target_null" }
Save the text as zzz.def, copy it into a folder named def, archive the folder as zzz.pk4 and drop it in the base darkmod folder.
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I recall in DoomEdit there was a way to change the center of a light without changing it's location. Perhaps it only has an effect on shadows. I can't remember.
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Would the aim of that comparison be constructive critique? Or are you convinced you've nailed it and feel others would be too if only they knew who's voice you were aiming to model?
IMHO you don't sound feminine enough to be convincing. And I'm treading a fine line here by suggesting this and I certainly do not mean to insult you but you might consider consulting with some transgender people.
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The slider underneath Time Offset and Dead Time controls how strong 'gravity' is for these particles. Negative numbers indicate 'up' whereas positive numbers indicate 'down'. Checking the "World Gravity" box indicates the gravity should be aligned with the world gravity, otherwise it is aligned with the normal (direction) of the particle emitter.
This sounds like the issue you're having.
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I imagine it's similar to resurrecting a video card with a toaster oven. You get the solder connections hot enough and they'll reflow. Although I'm surprised to see that kind of heat coming out of a hair dryer.
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Yes. You might as well lend your account credentials.
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To my knowledge, you only get kicked if both want to play the same game.
That's what I thought when I tried setting it up for my nephews when the system first went public. But it doesn't work that way. Sure, you can't play the game in use. But you also can't play any other game in your library. I can browse the store. I can chat with friends. But if I play a game, any game, while one of my games is in use, that person will be kicked.
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IMHO, it's garbage. People can only play games in your library when you are not. If you login, they get kicked. It's too much trouble checking in with people to let them know "hey, i'm going to play a game now so you might get kicked.".
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This custom light addition; that means we can have specialized interaction shaders for different materials correct?
I'm sure you recall the vertex blended vegetation I demoed a few months back. Could we make a shader for that? It would spare people from having to make custom models as it would work on brushes and patches as well. You could also composite the two passes using addition rather than averaging which would be more physically correct.
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The distinction is between kill and knock out is pragmatically non-existent unless AI wake back up.
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All one would need to do is include all the replacement sounds in a PK4, name the file something like zzz_whatever.pk4 to ensure it's loaded last, and slap it in the base or FM directory. It's not as convenient as having TDM itself handle it, but it will work.
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Sounds like we need FM authors to start bundling a license with their missions.
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My experience with those converters has been disappointing. The absolute position of a joystick is interpreted as an acceleration value that's capped by the physical bounds of the well it resides. Trying to map a mouse to those inputs is like putting training wheels on. You want to whip around quickly and the game won't let you.
You come to realize it's not a hardware problem so much as a software problem. They've got USB ports. They just don't use them. I can only think of three games that had native k&m support and they were all ports that originated on PC; Quake 3, Unreal Tournament, and Half-Life 2.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Particle systems in games are a black box to me. Every particle has it's own properties that must be evaluated periodically and it all carries a performance cost. Yet there are games with countless particles whizzing around and bouncing off things as if the cost was trivial. And somehow this was possible prior to the trend of moving everything on to the GPU. Particle collision was a thing in the Doom 3 alpha leak ten years ago. I haven't the slightest clue how they marginalized the cost but they did.
Of course that's unnecessary for TDM. A bounds check would suffice. If nobody knows how to implement it with minimal overhead that's fine. But if someone does, you can use a collision model comprised of brushes to define the domain the particles operate in. There's no need to kill particles outside the domain either. Just skip them during render.
Alternately it might be possible to add rain in post. That's a possibility now that we have a proper depth buffer. Outside the droplets in immediate proximity to the player, rain is just 3D noise masked by level geometry.