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Noisycricket

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Everything posted by Noisycricket

  1. Random thoughts: The popularity of "The Sims", which was supposedly the most successful gaming franchise ever, along with the odd (IMO) fact that some people maintain an enthusiastic passion for collecting stamps all their lives and and i can only assume some stamp collectors live and die on whether the UPS driver delivers a particular stamp before the weekend, led me to wonder about the possibility of this experience here on earth being sort sort of "game". Or perhaps we use this experience as a way to get grounded. Perhaps we do get horribly bored with all the exiting things we usually do and need a way to take a break. Or, for all I know, perhaps, at the time of invention, this is the pinnacle of our "holo-deck" experience when tallying the net amount of joy for the average person. Although i think this could only be true if starving people around the world were only "bots". Hmm, but maybe they're elite "players" who've are extremely bored with their i-can-have-anything experience.... I think "getting bored" was a trait brought about in early evolution to help us tad poles stop starring indefinitely at shinny things. I would guess we needed a mechanism to help us disengage with anything that amazed us, to help keep us focused on not getting eaten, finding food and mating. Making a lot of assumptions, in an afterlife, one might be able to turn this mechanism off. Turning it off might help with the "sitting around for eternity" part. But even without that, i've wondered about what you could do prevent the boredom and not go crazy or anything else we wouldn't desire in a "righter" mind. Well, mediation, for one. Simply suspending your emotions and ego and becoming simply a "quiet observer" is something i think is possible. Letting in enough thought to make decisions about what you want to partake in based on what your sum of experiences have led you to be interested in. You might then add the resulting sum of emotions from those experiences to your overall makeup or keep them off to side in it was a horrible experience.
  2. For various reasons, this is 8 months late. I thought about holding it off even longer while i record other sounds, but what the heck, its Christmas. This is a more realistic stone footstep sound set that i've finally finished. Its more of a leathery, soft boot sound. Its not perfect and is very soft sounding, but was the point. I had a hard time coming to grips with the fact that in real life, footsteps can be virtually silent, even at full sprint. I'm also a virtual reality junkie and these very much give me a better feeling of being there. With the files currently provided, they will be pretty closely matched in volume with the existing 1.03 footsteps. I plan on releasing another sound shader file which brings more of the volumes to realistic levels, like the carpet, metal and water. Might not be for everyone, but here it is... Merry Christmas. To install, copy the sound folder into the darkmod folder. Then rename tdm_sound_sfx02.pk4 to tdm_sound_sfx02.zip. Navigate to the footsteps\player folder and cut-out and backup or delete all of the files starting with "stone". Then rename the zip file back to .pk4. http://www.mediafire...la5s5ny78chjk1h Same set with tappier walking sounds. http://www.mediafire...f5v7cwktxy9wvhv
  3. I agree in the shot, but in-game, when its moving, imo it looks terrible.
  4. If its possible to lessen the saturation at all its within the realm of what you set out to do, i'd really appreciate that info. Edit:, I meant to type in "and its within the realm of what you....".
  5. I love general "hum" of that first ambient track.
  6. Sorry Legion, I didn't see this post, thanks. Edit: In 1.03, the walk animations randomly choose between mine and the old one, so if you dont like the old one, you can copy mine and rename it the same as the old one. I really want to replicate the T3 guard walk [minus the jitter], so that should add some variation.
  7. I only say this since our mod has so many available programmers, but it would be nice to see the world as you change settings. Also, the highlighting on the edges of bricks look good, is there any way to increase that on the fly? I think thats one of the best results from all of this, I wonder if it could be increased even more with a positive benefit.
  8. woops, missed your post again sorry. Really? Fixed? Thats awesome.
  9. I think that was mainly a problem they had with Vista and its new [at the time] sound code.
  10. I really love the worn look and the color pallete. Don't we have any higher rez textures than that? I feel like i could produce some from my own photo collection for textures, if you want me to look, I can.
  11. Put that on your brass knuckles.
  12. That is extremely fast. I hope that is truly the future, Imageshack is annoying to use imo. Good luck there Minus.
  13. @Demagogue: I havn't encountered a single map where all of the music was effected by the "ambient" slider.
  14. @Jdude: I guess i should go learn DR a little more before i go spouting off with all these questions i have. By dust i meant the matte off-white reflection off of it when light hits heavy dust from an angle. You know how you can see the surface fine when shining a light directly at it, but then when you light a light at it from a shallower angle it gets progressively lighter and harder to see the surface, if not impossible. You might be able to see a decent enough example of it on your desk right now if its been awhile since you've cleaned. But im referring to pretty heavy dust for crypts that could be applied to horizontal surfaces in a selected area. Is that possible? Unfortunately, i saw the banding in 103, but, good to hear it can be fixed. Yeah, i guess just fog i think. I got interested in it after seeing this article in 3DArtist: Uploaded with ImageShack.us
  15. I was curious about the possibility of replicating the volumetric effects of T3 in TDM. There is fog in some missions, but it doesn't seem to look quite the same and there was a lot of what looked like banding. I read somewhere the TDM must process shadows in the cpu. I was curious if that would leave some unused processing power that could by used to call in some other advanced opengl operations without effecting framerate? The other idea was to make an easy way to create the look of a dusty surface on all horizontal surfaces in a given area. Pipe dream? Example from Thief 3 @4:36 http://www.youtube.com/user/veriax#p/c/066BDDDFCE0155A5/45/y7EsUrBSd5o and here from the start http://www.youtube.com/user/veriax#p/c/066BDDDFCE0155A5/61/dijJCUFjuqg
  16. After updating the svn i get an error loading the idle animations map. Im not using any of the release stuff(I think). It says "Joint 'hips' not found for attachment position 'hip_sheath_l' on entity' atdm_ai_citywatch_2'. Worked 2 minutes before with the same setup.
  17. The day they invent a way to punch someone through the internet is going to be a busy week for hospitals around the world. [qoute]That was why I always said "Anyone who asks to be a moderator doesn't get to be." I wish it was the same for our leaders.
  18. Yeah, i bet that was tough without ik, looks pretty good to me. One think you can do to make it easier is blend fk into ik, then back to fk. I also have a version of the progaurd rig with arms that do not inherit rotation, although its not perfect and would likely need configuration as you used it. But i'll upload it to my folder.
  19. You can try right clicking in the toolbar area and check "small icons" and see if there not too small. I thought there was something else you could do, but i can't remember.
  20. I touched up 3 of the idle animations and committed them so you can take a look. For the walk, I take it the "demure" walk is going to be for the noblewoman? Which you've already done? If so, is that the finished version, it almost doesn't look the same as the in-game, but its hard to tell. Which means just the legs need work to account for the dress?
  21. Mine is fixed, probably because i can never remember which windows i have minimized.
  22. If you have a wide screen monitor, you might try putting the taskbar on the left hand side of the monitor. I've used this setup for a long time now. It frees up a little bit of vertical space and puts the vast majority of button near that corner of the monitor. Uploaded with ImageShack.us
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