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peter_spy

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Everything posted by peter_spy

  1. Same here. I wasn't able to reproduce this bug every time, but on the third playthrough I couldn't frob these either. These objects look like they're spawned when you open the lid (or at least physics is applied to them), maybe that's the problem.
  2. Typically, amateur mappers also need to be modelers and texture makers to have decent amount of creative freedom, so I think that's something to keep in mind as well. First thing that comes to mind is Shift + click not Ctrl + Shift + Click to select something. More importantly, the folder structure is outdated, and looking these assets up can be a bit confusing for a newcomer.
  3. If you don't have any experience with much more UX-focused editors, like UDK or UE4, you should do fine. There are lot of things you can customize, shortcuts included. Controls are a bit unorthodox, I'd say, but it makes sense, more often than not. E.g. You can't accidentally select anything, because you have to press Shift key first. Mouse controls are designed for fast brush building and scaling, very useful when blocking out and prototyping. I only don't get it why you can select brushes in 2d view by selecting an empty area inside them - that kind of undermines the effort to minimize accidents. Every other editor in the world treats brushes and models in 2d view like a wireframe, you can't select them in any other way than by selecting their edges or vertices. Also, one of the biggest chores is writing material definitions in notepad (preferably Notepad++). Other editors use material preview windows, slot or node-based. But if you stay out of anything flashy, you'll be mostly pasting the code and changing paths and names. I use self-made material templates, so I don't have to dig in the wiki everytime I forget how something was made.
  4. FWIW, for a very long time I believed the community should support Thief3 and make fan missions to discover its true potential. There's something I always liked in this awkward renderer, the bloom, weird material behavior and whatnot. But, making tech demos is rather easy. Fully-fledged missions, definitely not.
  5. That's should do then, I was playing on normal. I missed the workbench while walking through the basement for the first time.
  6. A New Job reminds me a lot of Thief 4 city sections and Thief 3 intro mission. Excellent level of detail, only the lightning feels a bit TDS-era. many of those excellent modular sections are kept in the ambient darkness. Example: Gameplay is has its natural flow, and is only interrupted by the hunt for the code. Maybe it's just me, but Anyway, I hope this little speedbump won't frustrate new players, especially that everything else in this mission feels really nice and intuitive in comparison.
  7. I guess nobody was using this because this is legacy Quake 3 animation model: http://www.misfitcode.com/misfitmodel3d/olh_quakemd3.html
  8. Gratz on releasing 2.05! "A New Job" looks like a proper mix of Thief 4 cityscape with TDS intro mission, and the level of detail is on par with modern expectations. The timing couldn't be better
  9. I always wondered why most of these clocks have numbers from 4 through 8 upside-down.
  10. Ohmygod, this is like the firstest world problems. And I thought I am being anal more often than not.
  11. I think the main problem is that, unless you get a key for shitty game from a publisher or developer himself, you have to buy it to post a review and warn others. That's a win-win situation for both shitty developers and Steam getting their cut. Even Sterling has to buy those games (with his Patreon money, I suppose) to make his videos. And now Playstation Store wants their slice of the cake with games like Life of Black Tiger or Firefighters – The Simulation released on their platform. I guess Valve waited with this for so long, because it generated substantial amount of profit. So now they'll be charging more, while using the data from discovery queues, instead of hiring real people to review those games. Brilliant.
  12. I think The Dark Mod won't have any problems getting past GL before SD is introduced. If you're not aware what kind of "games" is being greenlit these days, take a look at this: https://youtu.be/uTfxrH9R1yc?t=1m10s
  13. Yup, I linked that above. I haven't tested the water yet, but if that program is used in the interaction shader, it doesn't work like it should. Edit: the example of highlight / interaction shader in Dishonored 2:
  14. It's pretty much a standard way of implementing interaction highlight in games now. The only problem I have with it is that often it's very heavy-handed (case in point: Bioshock).
  15. I've found this article on ModWiki, will try that shader program at some point. As you know, fresnel is used mostly to give rim light effect to key objects and characters to make them stand out a bit from the environment. It's also used as frob / interaction shader, which is a bit better than just a "frob highlight" in well-lit environments. I was thinking about using it for a few important objects, but a subtle emissive / glow map should do as well. Edit: IMO TDM's interaction shader doesn't look like it has a fresnel program in place, for both default and enhanced version:
  16. Alright, hopefully this is my last question about shaders in a long time, and something totally optional, but I'm curious: has anyone tried making a fresnel material?
  17. Awesome, but you can put more text there, the usual trend goes like this: So people know what's in the video without clicking it or reading the description.
  18. One thing, I'd rather refrain from using "grading adjectives", especially super positive ones. Let the fans judge the content, otherwise we look a bit like we're in love with ourselves.
  19. Much, much better. Slower reading and consistent tone of voice alone made a huge difference here. Congrats!
  20. I think the goal of donations is a bit different. Sure, some people want to be mappers, modelers, coders. But there are many, many more who just want to be the audience. They don't have the skills and often they don't want to be creative contributors. They want to donate, so you can have more time to do what you're good at instead. Naturally, this is a huge commitment and pressure, you have to think it over very carefully and be up to the task.
  21. If there are letsplayers or mod or other gaming channels which have patreon supporters, and they show TDM and FMs, they are already making money from it. I'm totally against selling FMs, but don't see voluntary donations as a bad thing.
  22. They can do that easily right now. Steam is full of games which look like IT class homework of 11-year olds, with stolen assets or basic packs from Unity store just thrown in together for a quick profit.
  23. I played Stanley Parable for over 4 hours and I'm pretty sure I haven't found all the gags and variations. The paid version is pretty great, the game is innovative enough to spend that 10-15 bucks.
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