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Melan

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Everything posted by Melan

  1. A question: to what extent should contestants be allowed to use architectural prefabs? I am thinking nothing vs. windows/columns/staircases/single architectural elements vs. buildings. The latter should obviously be limited - maybe completely, maybe to non-gameplay space. But what about the rest?
  2. As I understand it, brush and patch intersections are okay as long as their faces don't try to occupy the same plane. Thus, angles are all right.
  3. Bummer. RS does this on occasions. Try this: Uploading.com Please say when you got it so I can remove the file.
  4. greebo: Sure. Rapidshare (3.3 MB)
  5. I checked my savegames, and indeed, the offending one is at 270 MB. Looking at it in a text viewer, after some preliminary data in the first percent of content, approximately the first 90% of it is composed of identical strings that read In comparison, my savegames for Chalice have stayed under 24 MB, for Crown at 16 MB, Outpost at 14 MB and Training at 30 MB.
  6. For what it's worth, I have experienced this bug, but only with the recently released Patently Dangerous, not the other fan missions. I can't recall off hand if I have done more quicksaving in it than other missions; it may be possible since the patrols were relatively hard to avoid. I am on a laptop with an Intel Core 2 Duo T5670, 2 x 1024MB DDR-II RAM and an Intel X3100 video card.
  7. Thank you. I have been looking for these for reference.
  8. There is something really beautiful about complex wireframe geometry. Must be recessive engineer genes (dad's an engineer, mum's an economist; I became an economist who builds computer game levels, my brother became an engineer who subscribes to The Economist). Thanks for posting these.
  9. Fidcal: I am still missing them - say, if I am constructing a building made of a solid block, and later want to create an interior, building that can take a lot more work than if I had air brushes. In some cases, I resorted to CSG substract for simpler hollowing work because no, I am not going to cut apart complex architecture and readjust it wall by wall. Otherwise, the editor's virtues are obvious; here are some standouts that have impressed me: fast WYSIWYG editing, no portalisation (downside: have to load Doom3 to enter game mode, must exit DR every time because otherwise I get horrible lag - it takes long to load levels on my laptop, too)cutting brushes into conves shapes with the clipper tool, easy splitting for clean brushworkpatches - they can replicate a lot of air functions, and create the kind of arch-heavy look you have to be very conservative with in Dromed (downside: bevels don't always look good when you put on the textures - distortion can result at the top; sometimes finicky)func_static and prefabs; this can be incredibly powerfulrotating entire buildings without pain to create angled spaces. I did a lot of angles in Dromed to generally good effect, but damn I suffered. Here, it is painless.filters and layers, easy grid scalingstretching textures to brush faces.There may be more, including so far unexplored functionality, but these have been the most obvious.
  10. I will consider the opportunity, even if I am a bit leery of setting aside my large FM. One potential hurdle is that technical questions at this stage are bound to be more specific, meaning it will be easier to identify contestants, at least by those who browse the editing forums. If this is an acceptable compromise, you should go ahead with the contest.
  11. Better take a mission by mission approach and string together the pieces when everything is finished (unless the narrative forces the multi-mission structure). Frobber's KotP campaign, the Rocksbourg series, Sensut's Dracula/Báthory and my missions (which, except for Unbidden Guest, are interrelated and sequential) have all been released piecemeal. Completed campaigns released in one piece have been much less common (T2X, Calendra's Legacy and The Seven Sisters being obvious exceptions). Of course, if the missions are relatively small, a campaign may be easier to do.
  12. Fidcal: I will keep both methods in mind, thanks. I have so far used layers to remove startpack AI from the editor, since when several of those are in view, the editor slows down considerably (plus there is the issue of clutter), but getting into the practice you suggested is a good idea. greebo: that's a respectable position, so don't take it as heckling. Whenever it's done will be all right with me.
  13. I believe that beyond bugfixes, you should pressure a programmer into developing a WYSIWYG readable editor module that could generate precise XF content - it would not be a hard task, and it would make the editing process quite efficient. Is there a feature request thread here? I could not find one. (BTW, I did recognise DarkRadiant was not a native Doom editor. I actually do read wikis and documentation, even if it may not be evident from my questions - I am still struggling with a bit of information overload! )
  14. Yeah - I loaded the prefab into the editor, positioned it, then rotated it with the rotation tool at about 190°, and finally did a deselect via the Esc key. IIRC the latch did rotate, but it rotated incorrectly to a wrong position - perhaps similar to multibrushes in Dromed, where the last piece selected determined the rotation axis? A similar thing happened to the cloth bit in the chest once. I will have to experiment more in the evening; I did not do a systematic study of the errant behaviour. It may be my fault, although I think I did everything correctly. Even so, it is a bit problematic to manipulate something made up of so many independent bits: ideally, I should be able to check and readjust position and rotation without reselecting everything beforehand. I don't know if this is possible with the engine's limitations, though.
  15. Greebo: 1.0.2, I think - I uninstalled/reinstalled it twice since 1.0.0. Does it have a specific significance (aside from being able to clone patches)?
  16. More questions: 1) Door handles: they are supposed to be fixed to a door with the "bind" argument. But how to create the link between door and handle? I tried to affix a dual handle entity to a door, and originally thought from the Door tutorial I would only have to make the object touch the door... Or do I have to enter the door's ID into the bind parameter? If this is the case, how can I find this ID? I am not seeing numbers like in Dromed. 2) Prefab chests: these seem very finicky; whenever I rotate them, it seems something gets left behind in space - especially the latch on the lock. Is there an easier, less painful way of precise positioning? (Also, the old wooden chest often seems to produce some kind of graphical glitch - colours get screwed up and I have had two crashes while manipulating it. This doesn't seem universal, but it has happened more often than I thought it would.)
  17. A minor question on visportaling: do visportals meeting other visportals partition space? Or do I have to put in a worldspawn protrusion to create "windows" through which they propagate? In the image below, I made them meet over a roof at 90°; to the north, I also have two visportals (a rectangle and a triangle to cover roof) sealing one opening. Will these portals work correctly?
  18. It's actually one of the less cool ones; you can do some quite nice work with patches. I've got a long way to go, though - among other things, I'll have to bring a few more trims into the game, and that requires a bit more work than just running them through Bright.
  19. So you can put it on both lights and models (and presumably entities)? Interesting. Yeah, it would be all right if it wasn't a B/W stencil line, but until someone gets to work on the Doom3 source code and hacks in soft shadows, that's not an option.I will have to experiment a bit tomorrow to see where it would look best. Light placement is a bit trickier than in Dromed.
  20. Figured it out at last -- some func_static got lost in space, beyond the limits of the grid. I don't understand how it got there, but the problem is fixed. On a positive note, it is pretty nice how far I got in one day while still learning. I wouldn't say my building speed is faster than Dromed because of the need for more detail, but the end results look good. [edit]This, however, does not look good: I put the light entity in the interior of the lamp, but apparently, it is not the proper way to do it. I remember that in the training mission, even shadowcasting lights "bled through" the material of the lamp. How is that done? (I also recall a yellowish haze around them - particles?)
  21. Nice, thank you! Spent some time building, but I have run into an error I can't tell the cause of. DMAP reports a leak, but the pointfile does not actually go anywhere, it just points from the furthest reaches of the void to the middle of one of the outer walls - there is actually nothing there - no seam, no entity, not even a place where brushes intersect. [edit]The console says "entity reached from outside -- no filling". The red line is entirely straight and parallel to the X,Y plane, although located 512 units above it.[/edit]
  22. Some nice creepy segments, although I can't progress beyond a point (after finding the journal) due to a savegame bug: if I reload a quicksave, the game crashes with the following message (spoilered to save space): If I install a different mission, I can save and load without problems. Otherwise, my only complaint is that nobody should use the roof texture that's seen all around the place. It looks seriously bad from up close.
  23. Would you have a saved copy of that? The images are missing from the tutorial.
  24. That was helpful. Thank you. Now I can rest in peace. :closes DR:
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