Jump to content
The Dark Mod Forums

Lux

Member
  • Posts

    1573
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Lux

  1. Great mission, challenging and a lot of fun. Thanks Obsttorte. Going to play the new Old Habits now.
  2. Thanks, Kvorning. I just wanted to show that I've actually been doing something. Slowly but surely.
  3. Dragon's Claw? Hmm, don't recall seeing any, I'll have to have another glance. I haven't gotten to Deceptive Shadows yet.
  4. Thanks, it was worth a refresh after my first read. From the wiki: "Sound going to the AI travels the shortest distance through a visportal, passing at any point on the visportal surface." I think I just speed read the intro and glanced at the pics and the pics do not show the sound line taking the shortest path. Then I saw a speaker from ID talking about visportals on boobtube that was talking about sound going through the center of portals I seem to recall. From the wiki: "Visportals do NOT need to be closed to correctly channel sound to the player. Sometimes it is worth adding visportals even if they will not help with rendering (because they will always be open) in order to make sound travel the way it should." This tid-bit is also very welcome: ---------------------------------------- "Starting with Rev 2.00, sound_loss is also used in determining sound volume to the player. This aligns what AI hear with what the player hears. It also allows sound coming through the door to increase as the door opens, or decrease as the door closes, making for a more realistic experience." Besides doors/windows/sarcophagus lids (user entered args I would guess on that one) what other special entities effect sound propagation through visportals? If the map author is aware of this. Which I was and then forgot but now I am reborn in the words of the gray man. Thanks Seriously.
  5. I wish we had tiny spiders too, that crawled around on their webs and you could squash them but you don't because they're just eeking out their existence like you.
  6. Yeah, though I don't know about that. The timing in the first AC game had to be spot on or you'd get raped. It was challenging, frustrating, and fun. I don't know between AC1 and Arkham Asylam who developed the fighting style (chicken or egg, whoever came first) but its definitely consolified garbage either way. Its fun and looks good... but as far as player control, yea, like you said, press button to win (or block!).... Either way with AC the second story was a progression and then they just said f@ck all you loyal fans! and went some stupid direction and added a bunch of player unwanted nonsense...as they always do. And now what??.... its pirates of the caribbean? Totally bowing to the smirks and urges of the players talking about the "sea battles" from the 3rd game... but .... that's because the sea battles where the only FUN FREAKING ORIGINAL PART of the 3rd game. So lame. So uncreative. So milk a tree for sap. And we're the saps. It wreaks.
  7. The... headless shop owner? A really rough tease, starting to textures some things. The wall and ground textures are temp. Don't have roofs on yet. Was hoping to have some patched roofs with slants, sways, swagger. We'll see how much of a pain in the arse that is to do. Oh, and yes, clipper tool nightmare!
  8. Interesting post. I've read through the visportal wiki and understand that the sounds propagate through the center of visportals. I don't recall reading if sound went through closed visportals though, I'll have to look at it again. Do brushes in the shape of a box with visportaled doors on either side create a contained leaf; and also, sound will not propagate through a closed visportal? I thought they were strictly for graphical performance optimization. This opens avenues for sound propagation puzzles. I'll have to keep this in mind when graphical optimizing so I don't shut off sounds I want nearby AI to hear if they're on the other side of a closed visportal if that's the case.
  9. The first two AC games were a good time. The last one was not. No idea about Black Flag but I'm tentatively calling it a "don't buy" for me at least and I'm pretty sure that's going to stick. The new Thief game I'm going to buy and play just so I can witness first hand what they did to a magnificent franchise. Either way, these two games are in no way similar and a vote on it is asinine; oh wait yes they are..... now. Companies that go after the dollar instead of pushing the boundaries of what games can and should be are putting themselves in a position to fail. Maybe not now but with gestures like this their longevity is marked. And oh, I just looked at the link and Watch Dogs is by fAr the best looking game on that page because they're doing things that are new and inventive in at least some sense of the word.
  10. I was speaking in terms of what the editor can do. Of course the same functionality could be built in to Dark Radiant and I'm just unaware of it presently. I'm basically talking out my ass here so please don't be alarmed or get excited. Its not a criticism. I'm just learning DR and I've been looking at many different tutorial videos and CODRadiant, it seems (to me), has some useful tools we could use to make the environment look more organic, specifically in the area of patch manipulation and alpha blend and the ease with which those things can be used. Coming from a Mastercam background I'm also partial to a 3D window manipulation approach. Orthogonal views are extremely useful for many many things so don't get me wrong here. Precise alignment to grid is much easier for instance. I'm just asking to be asking I guess.
  11. like a funnel on either side of the doorway to kinda guide them through?
  12. Yeah I'll have to check this weekend when I have some time. Double doors won't/don't fit with the motif of the area at all. Maybe I'll have to make some custom doors that are wider than the stock ones.
  13. Is this being addressed in TDM 2.0?
  14. On another note, I was reading through Obsttorte's FM thread and I saw this: "... coming up from the cellar into the first-floor hall. The angled door that goes out to the archery range had a guard stuck in it, going round and round. AI don't handle angled doors well, because the AAS areas they use for navigation are all aligned NS/EW, and angled doorways get broken up into tiny areas, causing AI to get hung up on the door or doorframe. He eventually got out of it, but a few other guards that wanted to use that door had to turn away." At the top of the thread it is mentioned that Old Habits requires 1.08 to run properly which is the current release so I'm wondering now about my WIP which has many angled doors. In fact all of my doors that will be on the street level are at angles. Some slight, some severe angles. I have maybe 1 or 2 doors that align with the x/y axis. Is this going to be a fumbling mess for the AI?
  15. Or is could be the issue I was having where your path has "Doom 3" in it and it HAS to be "Doom3" with no spaces. You can't have any spaces in your path in preferences. I relocated my Steam directory just by Copying and Pasting the directory somewhere else and renaming "Doom 3" to "Doom3" and Doom3 runs fine, then I uninstalled it from Steam. Just make sure you point your prefs in DR to the new Doom3 location. If your path comes up blank everytime you open it, this is how I fixed it with help from the guys on the forums.
  16. That's also what I was thinking. Rough stone pillars with wooden fascia surrounding them.
  17. The thing about guards waking each other up in the SC series is that even if you just knocked him out, AI goes over to him, crouches and the guy immediately gets up. I could understand that if he'd been out for a bit already but it felt broken when you jUSt knocked a guy out and a guard comes in and immediately wakes him back up. No groggy, no head rubbing, just..."I'm awake now cause AI kneeled next to me" instantly. It definitely was a good mechanic but it wasn't thought out or implemented very well IMO. Btw, Chaos Theory is still the best SC game to date. (IMO of course).
  18. Well I gues we'll just make due Are there plans to migrate TDM to Id Tech5 when its released out in to the wild? I realize this is why BFG doesn't work with TDM and the capabilities in Tech5 look impressive.
  19. When I saw this thread pop up I went to the ingame downloader and downloaded the original Old Habits. I wanted to play the original prior to this so I could see the changes. I didn't see the revised one in the list though but it would be nice if it were there to download. I can of course use the link provided. In any case, is there a thread on the original Old Habits? I'm stuck.
  20. I've done quite a bit of construction/renovation stuff which should also help but I like mapping much more, no sweating, swinging hammers, running saws, etc. Just QE and Clip, baby! Tyler, looking good! Just remember to look at the door frame as three boards, not three brushes. Wood grain always goes with the length of wood unless you're using a wood (or texture) that doesn't have specific directional grain. Wood is strongest with the grain.
  21. <---feels like an idiot. Apologies, Springheel!
×
×
  • Create New...