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Lux

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Everything posted by Lux

  1. <3'd Fallout New Vegas as well; possibly more than the original title though the intro wasn't as thorough.
  2. I'm not saying it isn't as far as compared to other games. I was just saying basically that vs. movie prices for 90min movie (majority) that a 6 hour game is priced about right at $60. Would I rather pay less? Sure. Would I rather all game be Deus Ex/Skyrim 50-150hrs for the same money? Sure. I'm sure the money men are looking at that too. Would you pay $100 (US) for a game that guarantees 100+ hours of gameplay? No telling what game prices are going to do in the future, or movie prices for that matter. Those that can't or don't want to afford it will pirate as they do now. The only reason, personally, that I don't mind paying $60 for a decent game is because its my hobby. I enjoy games and want to support the industry, not just leave it on the shoulders of everyone else. I get sincere enjoyment from games of all types and that is worth something to me.
  3. Barely lasts 4-6 hours? For me at least, 4-5 hours is worth $60bucks though Portal 2 wasn't a full price game when it was released on Steam. Going down to the movie theater and watching a flick costs $12 if you go alone and $24 bucks if you take someone with you and that's for usually 1.5hours of entertainment, and that doesn't count beverages and food which are outrageously priced. Considering all of the work that has gone in to games, and many of you are familiar with that, I personally think $60 for 4-5 hours of fun is completely warranted. Of course I'm not a "run through the levels and don't take in my surroundings" kind of player so Portal 2 lasted me 8-10 hours. Plenty of value in that, IMO and it wasn't even full priced.
  4. I've had a couple situations where, just for fun, I ran out in the light in front of a guard like standing maybe a meter in front of him and at first he says, "Do I see something there..." and then he goes in to attack mode with barks and it was maybe 1.5-2sec before he gave chase. I thought it was a bit slow. I am a more seasoned player however so its hard for me to judge balancing for the average player as Springheel mentioned. It would be nice if there were menu options in Settings that applied more difficult multipliers across all missions based on whether you choose, Easy, Medium, Expert in the mission or just a setting as there is now for lock picking and combat that applied to the AI's visual or auditory acuity. ... it was the last mission I played, I think The Builder's Influence though I've noticed it in others.
  5. Wow. Great mood you set in that scene, Melan. That's without sound or back story too. Sheesh.
  6. Yep, thanks for the vote of confidence! I'm going to need all the moral support I can get to get through this..haha. Thanks again, guys.
  7. Ha! Can't believe we didn't catch this either... .cfg file edit not necessary with 1.08...I feel dumb. Main Menu -> Controls -> General -> Always Run (Enable)! duh... >.<
  8. I think I mapped yesterday from 8am till midnight... listening to some trance music. The day felt like it went by in like 3 hours. I did get all my inner and outer city walls up and the god forsaken patch terrain in place Thanks guys for your comments, very helpful.
  9. Thank you. This is exactly what I was looking for. I recall in the tutorial copying and pasting texture on the bevel though all my patches were skewed in some way. Never thought of just creating a brush with the texture on it, using that, and then deleting the brush. Duh!? :\ Silly me. Thanks Obsttorte!
  10. I have to say now after messing with vertices for nearly the whole of yesterday that its completely random and though it is linked to moving vertices. The first couple times I created a simple patch mesh and assigned column/rows of 9 or over (and no I'm not using that many vertices in a single patch) I would hit V to bring up verts and then group select a row or column and the instant I moved them DR would crash. After reading your post above I created a random 9x9 patch selected a row and translated them and DR crashed. I restarted DR and now that works with no issue. Then I did 11x11, selected a row, translated them, no problem. So I created a 15x15, selected a row, translated them and DR Crashed again. Restarted DR and tried 15x15 again, now it works fine. It could be because I'm using SLi video cards? Not sure and its not repeatable unfortunately. Good thing too cause I had a spaghetti of vertices I was moving around yesterday and I didn't have any more crashes after the first 4 and then the 1 this morning.
  11. Do we have something to fix texture stretching on patches? Like @9:45 of this video http://www.youtube.com/watch?v=_iC0kH89cf4 where he uses the Surface Inspector?
  12. Another issue is, I've added 1 column and 1 row to the default 3x3 patch to make them 5x5. When I select multiple patch vertexes, the seams, to try and drag them down to match my terrain brush curve, nearly instantly and every time I try this I receive: EDIT: Every time I have 3 patches selected it happens for me everytime. With 2 patches selected I only get crashes occasionally maniupulating the vertices. EDIT2: Sometimes it crashes, sometime it doesn't. Not sure what's going on. I've had 10 patches selected all with vertices on and manipulating them with no issues and then other times it crashes.
  13. Not that its any big deal my WIP but I'd like some individual advice on how best to do something so as not to waste an enormous amount of time, etc. And I'd like it on an individual level from an individual. I don't want to post explanatory pictures of the entire overlay of my map and spoil it for anyone. I'm putting patches down on the terrain. I do have a guard and he'll chase you everywhere on the map successfully on the brushwork so that is good, however I'm going to convert the top surface of existing brushwork to monster clip (the rest is caulk) and put patches down and I'm spending too much time thinking how best to do it and would like some experienced feedback. The issue I'm having is in the ctrl-alt-T texture tool. In order to align everything so the seams blend I'm doing this: Is anyone available to chat maybe on ventrilo (i have a host and can give you the info) or on skype or pm me on googletalk @bbopptech Thanks in advance! EDIT: What's happening is, even though the rectangular grey boxes are completely aligned in the texture tool, the textures on the surface of the patches aren't.
  14. Yep, np! Just trying to make it more clear for you or for others that may not have the skillset.
  15. I created a thread on this and I'm posting this here also to try and broaden the net. http://forums.thedar...layers-manager/ EDIT: answered by grayman, ctrl click layer name. Thank you, grayman.
  16. The Layers manager is excellent and essential however I'm finding one aspect of it to be very clumsy. If you have all layers turned on and would like to start creating geometry on one particular layer there is no way in one click to select that particular layer as the "default" or "current creation layer" (the one with the Star). Currently the only way to get the layer you want to create geometry in to be "active" or "the one with the star" is to deselect all the others and the star sequentially cycles through (up or down) to an active layer. Would be very nice here if either 1) There was an initial third column that you could one click the star to. As in, you want a certain layer to be the current geometry creation layer, you select a button to set it in one click. 2) Instead of adding a "star column" you could "right-click" the current star/check mark column for any particular layer and that one click would set that layer as the "starred" layer. 3) Or add a new orthagonal right-click entry in the layer section that says something like "set default >" and then calls a list of all layers that you can select. That would be 2 clicks but still way better. As I mentioned above and I'm sure many of you are familiar with, the current implementation has you deselecting a bunch of layers just to move the star around to the layer you want. Clearly the work around is to create the geometry and then select it and --> move to layer however this gets tedious when you're creating a bunch of geometry on a particular layer or switching between two-three layers and it would be very nice to just select the layer you want to be starred default creation layer. Is this in the works already for DR or is there a simple way to perform this?
  17. Looks like you're making great progress. The blacksmith shop above looks well used and lived in and the fire soot decals are great. I never played the original but I'll have to do that to compare and contrast when this one comes out. Keep up the good work!
  18. @Springheel, thanks for that! Nico, you won't be deleting any files. You just need to add the line Springheel noted above, to your darkmod.cfg file. Where ever your Darkmod directory folder is located, open it and you'll see the "darkmod.cfg" file in there. If you have a shortcut to The Dark Mod on your desktop you can right click the shortcut and select properties. Then at the bottom left select the button that says, "open file location" and it will open your Darkmod directory. Right click the Darkmod.cfg file and select "open with" or "edit". If you select "open with" then scroll down the list and select "Notepad" and click "OK". Then just add the line Springheel noted above. Scroll all the way to the bottom of the file and place the cursor on a new line at the bottom and type this exactly or copy it and paste it in to the file: seta in_alwaysRun "1" Then save the file and you should have always run ON and when you press shift+W you should walk.
  19. Lux

    Thief 4 is trash.

    I actually was in a fraternity, but I'm used to the deragotory comments and hate. In any case it was a lot of fun, a good place to network, and a long time ago in a galaxy far far away.
  20. I used to provide application support/regression testing with JDS Uniphase and they've had a few rounds of lay offs in the past 5 years and layed me off about 3 years ago. So I was freed of the corporate prison and now run a machining center at a local machine shop that does prototyping work. Its therapeutic compared to my old job and I really enjoy it although it isn't forgiving. In my old job if you make a mistake you hit backspace/delete and carry on. If I make a mistake at the shop, the part is ruined, the tool is broken, I feel like a total idiot, and I've lost sometimes hours of work. It goes with the territory apparently but its extremely frustrating. In my free time I like bicycling on road or off road, anywhere from 60-100miles a week, we also have a couple dirt bikes (with engines) we ride out in the woods on some trails my brother and I built. And I'm slowly working TDM in to the mix. I've been tired when I get home from work lately with the summer heat and we've had weekend obligations the past few weekends but hopefully that will be calming down in the the coming weeks and I can get some things done in TDM.
  21. I read a lot of choose-your-own-adventure books as a kid and I loved the story lines in the Witcher series. I like the dialogue, conversation, and story and I think that makes or breaks a game and induces immersion if done correctly.
  22. There isn't a "walk" though is there or is that just considered "forward". There's a "forward" and a "run"... so you're saying assign W to "run" and Shift to "forward" and you'll always run and when you press shift + W you'll walk? Seems like forward bound to Shift would just make you walk only pressing Shift. Not Shift+W. Not sure as I haven't tested. Many interfaces use "run/walk" for Shift depending if you have the "always run" box ticked. That may be why he is confused.
  23. How about, make the guards fanny move around like he's doing the cha cha when you get it just right?
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