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Sotha

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Everything posted by Sotha

  1. Well now, just to make sure that people will not regard this as a social-drama-only -thread, I'm going to remind that this is a mapping thread by posting a very WIP mapping screenshot.. More later. I'm making nice progress and feel enthusiastic about this map. It's gonna be cool if I can pull it through..
  2. @everyone Thanks for your comments. @greebo That worked and the textures are no longer weird. @rich Good explanation, I think I got it now. @Fidcal Agreed. I must clarify that my intention was not to show off and compare my work to your previous efforts. I mostly wanted to test myself whether the very negative comments made by others in this thread are true. The tutorial also contains a understandable looking instructions how make the model to the correct size and how to get the model in the DR. Also the resulting model is an ASE and not LWO, which I understood is not good? If a total newbie like me can make a simple chair with good instructions in 1 hour, I suppose it is not entirely impossible to think creating some kind of custom model for a certain mission in a reasonable time. I would love to see this tutorial by Arcturus to be wikified for others to benefit. Like Fidcal said, good information should be easily accessible. It's much easier to start with this information and I am in total agreement that it would have been impossible for me to accomplish anything without this tutorial.
  3. Correct. I just had to try blender anyways. Curiosity kills the cat, I suppose. Here is my result with zero inital experience and Arcturus' excellent tutorial. It took about 1 hour to do. It was not so bad as I others may have suggested here. For convenience here is the link to Arcturus' tutorial: http://www.fileshost...hp?id=F02584AD1 I understood nearly everything until point 55. *Why edge select specifically those edges? What are these seams? Why is this phase done? Why can't I just select all the faces and say unwrap? *"Press b" why? what does that do? *If you look at the chair seating texture, you'll notice that it is weird. The topmost face shows the texture downwards and the lowest faces shows the texture upwards. This applies to all faces on the seat part, but all other faces look fine. How to fix this? Why did this happen? I followed the tutorial to the best of my ability, but I made the chair slightly different for my own fun. Maybe I overlooked something? Maybe it is possible to learn this after all. It would be really nice to be able to make some simple custom objects for specific missions and not be limited by the stuff available in TDM.
  4. Thanks for this thread! I've, as a mapper, been fantasizing of learning to model some objects for my maps, but on second thought.... maybe not. Half a month for a chair does not sound reasonable, when to think what one could achieve in DarkRadiant in the same amount of time.
  5. Oh dear! This thread is turning into some sort of social drama. How exciting! Now I have to admit that I'm not sure what is going on here, but at least the tone of aida's posts undeniably give this impression that he has been somehow irritated by my actions and is lashing at me. You can call me a hypocrite if you like, but I really am sorry if that is the case and I have not done it on purpose. There has been some heavy assumptions on other peoples motivations, as borh pointed out. Also, words like hypocricy and pretext have been used here. I'm not sure if I am guilty of such things, but all of us are just humans and no one is entirely free of these. In effort to cool things down, I'll clarify why I proceeded the way I did. No need to do further assumptions. 1) needed reliable maptesters (should be clear why betatesters need to be reliable) 2) aida volunteered. 3) checked reliability with the simplest (and only) method available, checking the forum member pages. 4) got suspicious by the deeply negative reputation. checked aidas other postings. 5) spotted a few posts with similar types as seen in this thread. Mostly relatively benign stuff, but often non-constructive, out of place and negative-attitude ones. 6) I do this for free and for fun. I want this to be pleasant for myself. I do not want to cooperate with persons who can turn unpleasant suddenly. It wouldn't be fun if it did. 7) decided that maybe I need someone else to test: I wouldn't want to risk this tester to ruin my fun. Basic psychology states that if you announce to someone that you do not want specifically their help, they may be get upset because of the oh-so-I'm-not-good-enough-for-you-huh- ?! -effect. 8) to mitigate this effect, I used apologetic tone in my message, which was described as "obsequious bullshit" and a typical sad example of something I did not fully understand. So I the end, I have to make it clear that I've absolutely no personal distaste for anyone, although aida's postings here might cause such in someone else. Usually my courteous writing style avoids this kind of mess, now it did not. *opens arms* Is it time for a group hug now?
  6. Well, this post of yours definately shows me that I indeed did the right decision at that time. I was only being polite, which probably went to waste in your case. Good thing I checked the reputation and I'll be doing so routinely from this point onward. @biker One map was released, yes. And now I'm working on another. I'll ask for testers once the time is right.
  7. Now with the previous map out of the way, I'm now starting to map something simple and small for the vertical contest. I'm not sure I can handle vertical maps performance-wise, and I'm probably going to spend less time on mapping now, so let's see if I get the map out in time.. Mapping started: 27.06.2010. Plotwise it's going to continue with Thomas Porter after the events in Beleaguered Fence.
  8. Hahahaa! Note to self: never underestimate the cleverness of the player!
  9. I am really pleased that so many have enjoyed the mission! I've actually been thinking of making a prequel, the heist at the captain Knighton's manor. So maybe later if I have the time....
  10. Glad to be of help! http://bugs.angua.at/view.php?id=2282
  11. I am becoming synonymous with trouble.. I noticed another bug while testing my map. I checked if this is described somewhere, but did not find any issues like this. Situation: *A chair with path_corner, path_turn and a path_sit (wait 30, wait_max 60) *A path_corner away from the chair. *An AI which patrols the route to (away from chair)->(path_corner next to chair)->(path_turn)->(path_sit)-> (away from chair) This works nicely. The AI walks to the chair, sits down, raises up after a while, walks to (away from the chair) and repeats this. Now, if there is a disturbance while the AI is seated, the AI looks for trouble. Once the AI relaxes from the disturbance, he simply sits in midair at the position he is currently located. After a while he continues with his patrol route. This occurs every time the AI is harrassed while seated. A test map is provided, in which you can alert the AI with a noisemaker arrow as soon as he sits down. ->Bugtracker? *** Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-136.083 -101.671 37.942" "editor_drLastCameraAngle" "-27.6 80.7 0" // primitive 0 { brushDef3 { ( 0 0 1 -112 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -56 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -80 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -120 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -144 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -192 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -96 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 1 64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -208 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 3.578407287597656 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 1 0 -37.90744194335937 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 1 0 0 -127.6329016876221 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 0 -1 -63.94122248888016 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 -1 0 -71.64906135253906 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( -1 0 0 95.66552593231201 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 } } } // entity 1 { "classname" "light" "name" "light_1" "origin" "-48 -32 80" "light_center" "0 0 0" "light_radius" "320 320 320" } // entity 2 { "classname" "atdm:ai_citywatch" "name" "atdm_ai_citywatch_1" "origin" "24 -56 -64" "target" "path_walk" "team" "0" } // entity 3 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-168 -40 -32" "angle" "90" } // entity 4 { "classname" "func_static" "name" "func_static_1" "origin" "104.52 -17.2218 -64" "model" "models/darkmod/furniture/seating/church_pew. lwo" "rotation" "0 -1 0 1 0 0 0 0 1" } // entity 5 { "classname" "path_corner" "name" "path_chair" "origin" "80 -48 -64" "target" "path_chair_turn" } // entity 6 { "classname" "path_corner" "name" "path_walk" "origin" "-96 -88 -64" "target" "path_chair" } // entity 7 { "classname" "path_turn" "name" "path_chair_turn" "origin" "80 -24 -24" "angle" "180" "target" "path_chair_sit" } // entity 8 { "classname" "path_sit" "name" "path_chair_sit" "origin" "80 0 -24" "angle" "180" "target" "path_walk" "wait" "30" "wait_max" "60" } // entity 9 { "classname" "atdm:weapon_shortsword" "name" "atdm_weapon_shortsword_1" "origin" "-72 0 -24" } // entity 10 { "classname" "atdm:ammo_noisemaker" "name" "atdm_ammo_noisemaker_1" "origin" "-96 32 -24" } // entity 11 { "classname" "atdm:moveable_holder_round_plus_candle" "name" "atdm_moveable_holder_round_plus_candle_1" "origin" "-112 8 -32" }
  12. The Beleaguered Fence is a small/medium sized map in which aspiring thief Thomas Porter sets out to bust his fence out of the notorious Old Town Jail. Mission was created by me, Sotha and I wish to thank Melan, Baal and Bikerdude for playtesting. During the recent heist at captain Knighton's manor (See mission The Knighton Manor) I made a stupid mistake. The alarm was sounded, and I made it out just before the guards caught me. I ran through the mazelike streets of The City and thought that I had escaped my pursuers. I finally hid in the shop of my fence, Lark Butternose - the only man in the City I can really trust. Things calmed down and the next day I went out to spend some of the spoils of my hard work while Lark kept the shop open to sell other items I found. Later, when I returned to Lark's place, it was ransacked. My equipment, our loot and Lark were all gone. I talked with the locals and learned that the city watch had raided the place just a few hours ago, confiscated everything, arrested Lark and dragged him to the notorious Old Town Jail. It turned out captain Knighton, the one whose manor I robbed, took the thing very personally and swore to apprehend and execute everyone involved in the heist. And now they have Lark. They will probably interrogate him and learn about me. I have enough problems already and I do not need a powerful revenge-seeking watch captain at my heels. I think now is the time for me and Lark to go our separate ways. Our agreement was quite profitable for both of us but now it needs to end. But only after I bust Lark out of the Old Town Jail. I owe him that much. And more importantly, it would be better if captain Knighton never learned who really stole his valuables. For story oriented players, be sure to check your inventory for Thomas' journal for more background. LINKs: Use the ingame downloader to get it. Enjoy! And please let me know what you think!
  13. Done. http://bugs.angua.at/view.php?id=2281
  14. While betatesting my map, Baal discovered a curious problem relating to stacking inventory objects. Situation: *There is a healing potion *There is an AI with a healing potion (def_attach6 atdm:prop_potion_healing; pos_attach6 belt_back_right) If the player picks up the normal healing potion and drops it with 'r', it falls on the floor as it should. However, if the player picks up the PROP healing potion and drops it it just floats in the air. If the player picks up the normal and prop potions and drops both of them, both potions will float in the air. Surely the prop objects and normal objects should behave the same way? If this interests someone, here is a test map for the problem: ***** Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "116.472 -85.0422 5.59728" "editor_drLastCameraAngle" "-9 164.1 0" "editor_drMapPos1" "145.117 609.786 279.045" "editor_drMapAngle1" "-48 150.8 0" "editor_drMapPos2" "414.798 255.441 -264.933" "editor_drMapAngle2" "2.10002 84.5976 0" "editor_drMapPos3" "-749.97 -1606.21 -470.066" "editor_drMapAngle3" "-3.29998 6.59757 0" "editor_drMapPos4" "1014.05 -953.679 -556.857" "editor_drMapAngle4" "-10.2 355.498 0" "editor_drMapPos5" "987.599 3513.79 -319.877" "editor_drMapAngle5" "-61.1999 172.198 0" "editor_drMapPos6" "-1032.5 -2840 739.5" "editor_drMapAngle6" "-77.0999 175.798 0" "editor_drMapPos7" "952.822 285.005 1366.04" "editor_drMapAngle7" "-74.8 149.373 0" "editor_drMapPos8" "976 424 320" "editor_drMapAngle8" "-3 15.3467 0" "editor_drMapPos9" "409.146 547.464 392.83" "editor_drMapAngle9" "-16.8 284.947 0" // primitive 0 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 152 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 224 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 1 56 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0078125 0 15.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 1 0 -232 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 -152 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 0 -1 0 -144 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( -1 0 0 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 ( 1 0 0 128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/metal/detailed/bars_rivets_iron" 0 0 0 } } } // entity 1 { "classname" "atdm:ai_citywatch_lesser" "name" "lr_patrol2" "def_attach6" "atdm:prop_potion_healing" "def_head" "atdm:ai_head_citywatch_clothcoif" "def_vocal_set" "atdm:ai_vocal_set_grumbler_guard_01" "origin" "0.518 -72.459 -55" "pos_attach6" "belt_back_right" "rotation" "0 1 0 -1 0 0 0 0 1" "team" "0" } // entity 2 { "classname" "light" "name" "light_1" "origin" "32 56 88" "light_center" "0 0 0" "light_radius" "320 320 320" } // entity 3 { "classname" "atdm:playertools_health_potion" "name" "atdm_playertools_health_potion_1" "origin" "-72 -72 4" } // entity 4 { "classname" "func_static" "name" "func_static_1" "origin" "-72 -72 -56" "model" "models/darkmod/furniture/tables/pillar_grooved01. lwo" } // entity 5 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "0 55 26" "angle" "90" }
  15. -Hm. Surely this is a joke? Please tell me it is a joke! There exists no such people as described in this thread. I mean I think my life is difficult at times, but as I read the words written in this thread I suddenly come to realize that actually I am quite well off. I simply go to the store and buy new hardware when I need to do so. When I do so, my wife gets the old gear to use. Everyone wins. My wife and I have a sort of arbitrary-expense-system where each pays bills so that in the end the net result is more or less even. This occurs without any kind of serious bookkeeping and I do not care about the details. I'm the kind of guy to whom the most important thing is that things run smoothly and little effort so that I can focus on the aspects of life I enjoy. As long I have the money for the basics and my relatively inexpensive hobbies and -of course- the hardware upgrade once per a few years, I'm happy. But then again when compared to mine, your life sounds much more exiting with all the scheming and plotting. You should try playing Paranoia if you're into tabletop RPG's. But, no.. I have so little tolerance of petty inconvenience from other peoples part so I suppose I would choose divorce in your situation. Anyways, I wish you luck in your activities. I hope you and your wife won't end up killing each other or something.
  16. Thank you for your interest, but the situation seems to be well in hand. You will get to enjoy the final version of this mission quite soon, I promise. @Melan, Bikerdude and Baal: I've now implemented most of the corrections you've so far suggested and I have to say that the map has improved drastically. You've done an excellent job, Melan especially, who apparently investigated every single pixel and object on the map. Most of your suggestions overlapped and I suppose those are the most critical issues with the map. They are now dealt with. I'll now wait a few days for additional comments from Baal and then it is time for final touches and publishing.
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