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Posts
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Everything posted by Sotha
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Excellent! No more catalogue maps with zillions func_emitters to shop for particles! Thanks!
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C64 -> Amiga500 -> 486 -> PC#1 -> PC#2 -> PC#3 -> PC#4 -> PC#5 -> PC#6 Can't remember the specs of the PC#1-PC#5 anymore. My PC#6 specs are listed in the hardware survey thread. I have very fond memories of the C64, Amiga. Both the C64 and amiga still work, even after the amiga got some coke on its power supply. All PC's from 486-PC#5 have been destroyed by time. (Okay, they lost some components and it wasn't worthwhile to get a replacement) And they've been handled with respect. EDIT: oh, forgot, I've also PC#5.5, which is my work laptop. I'm not counting in my wife's computers.
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I like these! Are you a professional voice actor? I'm no specialist, but the alert-barks could maybe need a bit emotion. I mean: you're all alone and you hear a sound from an unknown source. Maybe a bit fear on the tone "what was that...? *shivers*" But yeah, that depends on the character you're portraying. Your voice might also work for a loud roughneck, that type is not represented yet in the mod vocals. I'm meaning that many of the characters we now have mumble with their voice trailing a bit. We could use a character who yells in anger so that spit flies.
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I'd say it's better to trust the team makes the right decisions. They've designed, planned and executed everything in the mod very well. I don't think it would be nice to have the community screaming at the team that we demand this and this feature. I've seen pretty idiotic suggestions in the "Things that could be improved" -thread. The community is not a gameplay specialist and most likely will suggest features which could even ruin the mod if they were implemented. Like said earlier, there are only a few people working on this and they have limited time. Having a community list of feature demands could even reduce teams motivation spending their personal free time on these things. Most likely they want to focus on the features they think will improve the mod and what they consider interesting creating. At this stage the mod is pretty well wrapped up, before implementing cockroach AI's etc, it would be more important to fix the remaining bugs.
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You could do what Jesps did in his vert contest mission: model cave in parts using blender and then make rooms with caulk. I'm not so proficient with blender so I would do caves like this: Make a room with brushes (remember, patches DO NOT seal against the void.).apply caulk texture on the brushes (you use caulk to save performance, your brush-room is never visible to the player. No need to draw its surfaces. But you need the brush-room to seal against the void.)make the cave walls and ceilings scenery using patchesmake sure you monsterclip the patch walls to the AI can avoid them. You could easily make a tunnel by making a caulk room and putting a cylinder patch inside it. Invert (patch->matrix->invert) the cylinder so the faces are on the insides. Then deform the cylinder so it looks cavelike. Denser cylinders have more vertices you can move to make it even more different from the starting cylinder. Add patches here and there to make it look more realistic. You could use cones for stalacmites and stalactites. When doing patchwork, remember to monsterclip it well, so the AI won't get stuck. Getting textures to look good on a patch needs a bit practice, but it is vital to a mapper learn it at some stage anyways.
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Someone has probably thought about this already, but I'll post here anyways: TDM has tree models with green leaves. Howsabout making skins for the tree models that change the leaf colors from green to autumn yellowish. This would give more punch to the tree models. Mappers could create autumn/summer setting with simple tree skin change. Also there could be a leaf skin that is entirely transparent, giving the trees a winter/dead leafless look. Any thoughts?
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Apparently. That looks like a good start, Shadowhide! Looking forward to see you FM.
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Depending how fast 25 kg's hits the victim, I'd say it will cause a lot of damage. Meaning no KO's, rather than kills. Try a hard 5kg weight object, a dumbbell, for example. Imagine that hitting someone on the head at decent velocity. Dead meat or skull fracture (resulting in death anyways). Also keep in mind that thrown-object-KO's would probably change gameplay a lot...
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Basically I agree with everything said here. Nice job!
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One option would to make a texture: Find images of a medieval tunic in the net.Image manipulate so it looks what you need. (a castaway shirt, hanging shirt, or nicely folded shirt)Make it into a texture (see wiki)Apply your new cool texture on a patch. You could bend the patch a bit to make it seem more 3d.Place where you need it.
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You could probably use patches to create something like that. The problem with such items is that cloth should be flexible: the shirt would be rigid. I made some folded cloths in my WIP using patches and fabric-textures. But basically they're rectangles with round edges.
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Heh.. Me too. This is probably the most annoying bug in TDM I'm aware of. Tackling this one is going to be big for me at least.
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To answer directly to the question presented: somehow I still prefer the non-bloom shot. It looks more clear/crisp to me. Sharp, not blurry. Plus bloom probably has some kind of performance impact as well.
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Light gem decorations get squashed when crouching.
Sotha replied to R Soul's topic in TDM Tech Support
That's a brilliant indicator, really good idea. In good ol' thief it was difficult to know what you stance is. With those compressing wings the player always knows if moving around causes more noise. -
Heh. I can confirm this. I had this done to me one month ago. I looked like a junkie, with my pupils expanded.
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I always was a bit puzzled why people like bloom effects. Bloom effects enabled, ingame world looks the same as real life when you get some dirt or oil in your eyes. Fuzzy/cloudy... A matter of taste, I suppose.
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Sure, here is map with three of the sounds. The starting area is the loudest, areas on the left and right are quieter, but now I think it maybe be due to the musics itself. The two are quiet tension humming and the starting area is like a real song per se. MAP: http://www.mediafire...x2v99qvuf18wym4 But anyway, remember that the ambient volume slider is the most important thing to fix here. I played around with it and it really seems to behave somewhat erratically. When the SFX volume is zero, then the ambient volume slider works like it should.
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Bump to this old thread. I've been now setting up ambients in my newest map. Some of the ambient sounds are very loud when compared to others. I'm using the sound zone approach. Some of the cool ambients cannot be used, because they sound much louder than other ambients. This slaps in the face when the player moves from the ambient zone to another. I just realized that I deliberately avoided using some ambient songs in my previous maps because of this issue. For instance in my WIP map I'm using: city_sleeping_loop mansion_piano02a mansion_tense01a derelict04 city_sleeps01 The last four sound to my ears okay, but the first one is terribly high volume when compared to the last sounds. I simply cannot use the first one because of the volume difference. Also the ambient volume slider does not seem to work at all. If I turn it to zero, the ambients still play! Changing the slider causes the sound to lower for half-a-second or so, then it returns to original loudness. Saving and loading the game shuts down ambients entirely. Moving the ambient slider restores the sounds. These ambient sound issues are really critical, since they can really spoil the mission experience if the sounds are too high and the player cannot lower them. I remember playing mission Too late! some time ago and the music in the harbor was unbearably loud, and I could not change the volume at all by moving the ambient slider. If the ambient volume slider would work, the problem would be essentially fixed. The perceived volume differences between certain ambients would not be so big problem as it is when the player cannot control ambient volumes at all. EDIT1: I'm a bit tired at present and unsure if my text is clear. Added some boldings to help to convey the main idea. EDIT2: with the ambient volume slider I'm meaning a slider that affects the info_location -sounds, nothing else. EDIT3: HEY! I just got the ambient sound slider to work! If I set the SFX volume slider to zero, moving the ambient sound slider lowers the ambient volume just the way it should. But then I cannot hear anything else than the ambient music. If I've a non-zero SFX volume, ambient musics play at maximum volume regardless of the ambient volume slider position. This most certainly is a bug? EDIT4: Just read http://bugs.angua.at/view.php?id=2270 Maybe change that to "ambient volume slider not working." Reproducibility: always.
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Fan Mission: No Honor Among Thieves (2010/04/29)
Sotha replied to Goldchocobo's topic in Fan Missions
Still, nice sets of missions, this campaign... My personal favourite was the first mission, just brilliant. City missions tend to be a bit too.. unfocused for my preference.. -
A raven would of course be nice, just like pigs and dogs and sheep and owls and cute little kittens. However, things should be prioritized. At this stage the mod needs much more some common assets directly required by the setting. This would mean critical bug-fixes and variety of AI's, loot objects etc. In the end, typical thief mission probably contains interesting locations, guarding AI's and variety of loot. Specific animals could be described as cool-bonus-extra-thingies, seldom used when compared to AI's who act as a guards or other location specific personnel. Cool-Bonus-Extra-Thingies can come later when the more critical things are already done. Of course, nothing prevents some intrepid individual of making raven, pigs, dogs, sheep, owls and cute little kitten models, animations and AI while the team focused on the important stuff. Thank God (or other compatible higher powers.)
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Ha! I just figured out what was the problem! I'm using ASUS P5Q motherboard, with which comes a piece of software called EPU-6 engine. The program is supposed to reduce power consumption by changing the computers clock frequency as required. More power when performance is needed and under-clocking the cpu when the computer is idle. A beautiful idea, yes, but the program is pure piece of sh... For example, if I tried to set it to auto, where it should automatically save power when comp is idle, it would cause random crashes. Not good. So after these tests, I've simply kept it at performance setting, so it should keep everything at normal levels at all time. Somehow it still managed to fuck up flash video playing. I simply went to bios, and now the epu engine THINKS the computer is overclocked and thus disables its "features." Meanwhile the computer is not overclocked, but simply works at normal leves. Everything worked in Linux, because this epu engine was not running there and causing instability. Everything works now nice and smooth in windows too. I think the epu engine was installed among the normal motherboard driver installation. What's the point of making such software if they're so crappy? How to avoid this kind of troublemaking shitware in the future?
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Did some minor revisions to the firewood stack texture. I think it turned out rather fine in the end: Springheel, I'll PM you a link for the files if you would be so kind to put it up in svn. Thanks! EDIT: I tried to do a mossy, older looking firewood, but the result was rather unrealistic. The original hires texture is also provided if someone else wants to give a shot at this.
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You are neglecting an important grand feature in that game. The music. I remember it was truly awesome, like in some Bond movies.
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A bit off-topic but within the concept of a definately non-casual, god/sandbox, DK/EG-like game here's a fine example: http://www.bay12games.com/dwarves/ I gave it a go some time ago. It's a piece of art, like nethack, you could play it for years and stumble into cool new things and it contains a lot more than meets the eye. The big no-go for this is the graphics. But it has tile-graphics like nethack. (Here: http://df.magmawiki...._set_repository ) And the game has a really steep learning curve. But it has a recent in-game manual. Try it when you have some time. And don't blame me if you get addicted.
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I played it once. It's great fun at first, but get really repetitive and boring after a while. Really a shame, it could have been the next dungeon keeper.