Jump to content
The Dark Mod Forums

Baddcog

Member
  • Posts

    5348
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Baddcog

  1. Pretty cool, I feel he needs big toe claws though, feet should maybe be almost twice as long
  2. Baddcog

    Lanterns

    I agree that lanterns should take longer to go out. A candle wick is pretty fragile and 'dry'. An oil lamp has a pretty thick oil soaked wick. Realistically it would probably only go out if being upside doodle made the flames have a hard time getting air supply or something. Never the less for consistancies sake mod wide it seems alright for it to eventually go out. Water would deffinately snuff out the flame, the players lantern being a bit more sophisticated and covered/whatnot is an exception that is mostly gameplay oriented. Player might need light to navigate dark water tunnels, and since we don't have flares. Realistically even a torch soaked in oil would probably be quite hard to put out.
  3. Baddcog

    Lanterns

    When I cleaned up the light entities i got rid of the mess of lit/unlit/not lit, etc... There was some confusion when the lit and unlit entities were originally made which ended up with mix matched results: ie: Lamp_01 Lamp_01_unlit Lamp_02_lit Lamp_02 etc... Not only was it confusing it is no longer needed. Now all lights are a lit version ONLY. And there is a spawn arg to check when the author creates it 'starts unlit' This cleaned up the lists ALOT (only half as many lights to weed through) and it makes them all the same. Lit unless checked unlit (which is the least required type of light for an author to place). Anything that still exists in deprecated is only there so old maps won't break. If those lamps still exist with an unlit version it was probably just overlooked (though I thought i had them all)... maybe they still needed tested or something, I dont recall. --------- If they need an unlit skin please just create that so they are toggleable, but don't add unlit lights to the list. if you want you could also move that one unlit version to a deprecated folder, that looks like the only one that is truly out of place. in fact i think it is the only one that existed unlit because someone modified my original lantern (never had lit/unlit skins-was before all that) and made a lit/unlit versions of it at the same time. (A big part of the long list issue other than being confusing name wise, is that in the entity list you can't see the models so having lit/unlit of everyone makes a huge list to sort through) ------- It appears that torches still exist as lit/unlit versions and i can't recall if that was on purpose or if it slipped through the cracks... I was seriously running out of steam by the end of that project.
  4. Seems to make the most sense. Even for the player it's quite easy to get into a fireplace, but not so easy to get on a torch. And realistically a player might have a reason to try and get in a fireplace (hiding/passage,etc..) as opposed to mantling on a torch.
  5. Main problem is that everything will render all the time. And if the center of the model is inside the house then the entire outside will render when inside.
  6. A wedge of monster clip works fine for stairways if you make the stair brushes func_statics. The AI's brain follows the monster clip ramp, but the articulated figure lets the feet drop to whatever brush is under them.
  7. I'm looking forward to seeing it, but not enough to go to the theater. And I think it would fit fine being filmed much like the LOTR trilogy. Most likely people will watch the entire series as one so it would be weird to have 2 styles, even if the books were. I tried that with the cartoon version of the Hobbit and the LOTR series. 3 movies is a bit over kill though, I think they could have done it fine in one 3 hour epic. or at most 2 films,.
  8. The only issue i could see is Doom3 not using the Steam key when starting. I installed from disc and it only asked for the key during install, I have copied it to other directories (for working copy) and it never asked for the key. I run it through Steam (so people will see it) (TheDarkmod.exe that is) and have had no issues. So you should be fine to copy it over. Eiyther way you shouldn't need to fire up Steam to run TheDarkMod.exe
  9. He just realized his minor pitance of 1 gold piece has been snatched off his belt.
  10. Man, I was born to live in Europe, USA is sooo droll.
  11. Well, the head isn't new right, it's just a different head. You can still use the 'old' one. (comparison pics would have been slightly less confusing with the same heads) But yes, the body mesh/textures is a great improvement. Much more detail all around.
  12. Probably nothing that hasn't been said: If it's a dedicated rooftop mission, then make the roofs very high above the ground and player dies on contact. You really don't need much detail down there though having some wondering ai isn't bad. You could tune them down to basically rats. No reactions to arrows, etc... to save perf. It keeps the city looking alive, of course it could be only a few guards and mention a curfew. Maybe even a chase scene where they kill a thug if the player comes to a good vantage I think that's completely acceptable IF it makes sense in the story. You certainly won't hear anyone complain about a 100% rooftop mission, in fact it's probably the most desired map type of all as they are generally the least produced. --- you can always throw in some easter egg too for people who have to no clip and check the streets out. Don't make a kill brush down there, just let fall damage take care of it. (and make sure they can't jump down window ledges, etc.. ====== I'll just put this here for anyone who doesn't map: Optimizing (vis-portaling) maps can be pretty tough in open city streets. You are basically placing large doorways so they player can't see between them (can see as few rooms at once as possible). So a zig zag street is pretty easy to optimize (think of a hallway with multiple doors at corners - walk though one door and you loose sight of the others). Once you get to rooftops you no longer have the ceiling/walls to block your views. Or to put a door jam in. So it gets very tough to seal off areas and optimize and look natural. Hence the reason most people shy away from rooftop missions. I know I have started at least 5 in my mapping days and never got far. That's the main reason to do one or the other. Streets OR rooftops. Rooftops you can 'cheat' and keep most 'regular' details to a minimum because player won't be on the street to notice them. Don't need a lot of crates, shovels, etc.. (larger areas) Streets you can highly detail because players can't see over building tops into other areas and you are in hallways which are easy to seal off. (smaller areas) But if you combine rooftops AND streets it is very hard to seal off in small areas so you have to cut back on details everywhere. So the streets become lackluster and low detail and performance may still suffer. Melan has done some nice vertical gameplay, but Return to the City is not a 'proper' rooftop mission as much as it is a city street level with great vertical gameplay. There are only a few spots where you cross roofs, mainly you just skirt the top of buildings in a crooked street. The streets are fully detailed to be viewed at any height. (Even the rooftop stuff in Dishonoured was much more this style) This is more about precariously walking along high ledges. To me a rooftop mission has more street intersections you need to jump across, roofs that are fully accessible, and more long distance horizontal sightlines. 'Party' in TMA was this style, you got to shoot guards at a distance across the roofs, etc..) This is more about being on 'solid ground' with great views and heroic jumps to make.
  13. That's just one of the base wood textures i used on both models. So it should be easy enough to track down the material if that has anything to do with it.
  14. First time I saw the thread but i'll try and give pointers to important object details for TDM. Polycount (more importantly Tri count) is pretty important. Doom3 can handle quite a bit more than Thief 2, but still, everything counts. You haven't posted the counts but they look pretty high. The wireframes you show are mostly bounding boxes, maybe sub division? Things like those pastries should probably be somewhere around 100 tris max per object. You can still get a pretty rounded square at that size/shape. And you can make a shadowmesh that is around 24 tris. The whip cream swirl shows the tris and it is VERY high poly. ------ You should be able to find more info on the forums, I've typed it up in detail quite a few times. You can also look in DR at objects that are similar to compare tri counts. You can also look at the wire frames to see how they were built.
  15. Cool to see someone working on making it easier for new users to get it running. In my attempts at Linux I found many things hard to instal because of lack of frontends like this. So I can only imagine it is a good thing. Never had much luck getting a dual boot to work nicely though so I can't test.
  16. No pics to add but I am currently watching a movie on Hulu.com It's called 'Day of Wrath' about the spanish inquisition (fiction). It's got some nice scenes in castles.
  17. Hate to burst anyone's anti-Steam bubble... but regular edition is back up at $5.99, compared to 24.99 for BFG edition. Improvements are always welcome but i don't want to buy Doom3 again, especially at $25.
  18. Looks pretty awesome. Our hero got destroyed by that orc with the flail though.
  19. I bought Xeno Clash way back when it was new, was only $5 then. Definitely worth it. Somewhat short but it's such a crazy world and pretty fun too. ----- Decided to pop for Metro2033 too, installing now. Just traded some tf2 keys for it though, so it was basically free. Spend a little time everyday crafting/auctioning spiral knights stuff, trade that for tf2 stuff, trade that for games Recently got Crysis and Torchlight 2 the same way.
  20. Haven't played metro but two of my friends on steam said this: "The atmosphere of this game is incredible. One of the best FPS's I've played in years." "The "Ghosts" level is brilliant." The first quote is from a guy who just played through the thief series and has installed TDM. Looks like Grayman owns it too. ----------------- If anyone wants DOTA 2 : tower defense team stategy... I have a copy I am trying to give away
  21. Ah just saw this thread and was curious if the skybox stuff had been implemented. The stuff I was discussing at the end of the thread 7318 linked to above ^
  22. I guess the one thing that could be really great here would be a switch from flying to walking... might be too complicated? I made a gargoyle and did flying anims but he was walking. But it would be great if he could fly down, land and become a walking creature. Then fly away... Of course that would be great for birds, etc.. too. (not that i am promising I will ever do more work on him...)
  23. weird, there actually is an extra material in there outside of the material definitions. Must've been a bad copy/paste on my part. I'll try and update it tomorrow. -------- EDIT Updated, also added the wrought iron gate and hinge (the hinge tex might not be aligned really good but it's dark and small...
  24. Max stopped working and I haven't been able to get it up and running, guess I'll need to dl a newer version at some point. ---- @Diego, The bone names really don't matter. If the anims are only going to be for one monster (ie werewolf) then the anims will just called the bones in the mesh. But the names need to match for the guard rigs so they can all share the same anims.
  25. Just had to chime in and say it's great so far. Finding my way into the crypts.. had to take a break, will finish this weekend. ------- TDM really is feeling just polished as hell now. Running smooth, seeing ai line up for a door and the first lets the second close it... on and on. I did find one texture that has bugged me before that I think has a screwy normal map... but I've seen a lot worse in 'professional games'. Too bad this wasn't 1.0 just so people would have seen it from the start. I just don't see how anyone would have had any legitimate complaints if this had been their first experience. (I also noticed that a lot of inv icons like keys and books were semi-transparent, but a few seemed really opaque.. never noticed that before.. minor material issue? I never messed with icons so I don't know if there is a settings that maybe some are missing) -------- Either way, I kind of had that Bafford's feeling again playing this map. Great layout, really polished all the way around, great maps, great read-me's, great storyline... Really a classic so far and I've got a bit to go. Biggest bug was one sleeping lady floating above bed. Actually I think that was the only bug I've noticed (well, a few books are too big to place back in the containers I pulled them from- bug/tdm thing, i dunno... maybe they needed rotated 90 degrees?) Thanks Grayman!
×
×
  • Create New...