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Darrin

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Posts posted by Darrin

  1. wow, glad to read all the angles on this ... So a lack of source prevents coop .... no big it's still super fun as we sit side by side and "synch" up our moves and loot grabs ..... we're always asking, ok, how much you have now? " ... and Oh, you missed the necklace under the book ... " etc .... Just because we don't actually see eachother, it's still fun to go through the same maps at the same time ...... DAM it's hard to get ALL the loot! - I usually get 80-90 % ..... Jessica gets 95 - 100% ... Thanks again guys for all your hard work! - Darrin

  2. Yes, Win 7 IS a bit crazy with the permissions, ... I guess it only happened on that 2nd of three part missions ... um Forest .... She loaded up the 3rd mission and it went w/o asking for keys .... We have ours on seperate HDs as well .... D:\Doom3 ... What a blast! - I hope you all realize that You guys make the single most best PC game/ simulator ever made ..... So many hours of truly great gameplay ..... I can't wait till kids are in bed for tonights choice : A night to remember - TTYL! - And thanks! - Darrin

  3. I know it's been debated, but no thief in the real world actually works alone .... My wife and I start missions simultaneously so we can kinda feel like we're going through it together, as we sit side by side in our game room .... We played ALL thievery missions together, but that's getting dated fast ..... we also played Doom 3 together using the Last Man Standing D3 Coop mod .... works like a charm for all four of us (two girls play along with us too) It makes family game night a wee bit different in our house ......

     

    I always wondered that since the Last Man Standing Coop mod for Doom 3 worked so well, why couldn't it be an option for TDM? I thought of actually contacting the LMS developers and hiring them to do a custom coop mod for us ... desperate I know , but after Thievery, we realize how fun sneaking around together actually is! All the elements are there, it seems like one would just have to take advantage of it if they knew how ... I mean those guys did it for Doom 3 right?

     

    Wife and I envision someday a massive multiplayer online city map server where citazens roamed about thier business, and thieves could work together, share hints, buy and sell items to each other, etc .... We sure wish we could hook up with some of you great folfs for some thieving together!

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  4. Too Kewl! - Is it us you are thinking of? or another couple who have actually contributed a map? We were pretty heavy into DR for a while about a year ago .... posted lots of questions and did end up with a good starter map .. you know the tutorial test map ...

     

    No thief in the real world actually works alone .... She and I envisioned a massive multiplayer online city map server where thieves could work together, share hints, buy and sell items to each other, etc .... Sure wish we could hook up with some of you for some thieving together ..... We have played Thievery as a family now for years ... my two kids, wife and I all work together and have many maps, but the old Unreal 1 engine is dated graphically.

     

    If we had the expertise, we were working on a TDM FM version of T2's "Life of the Party" ... TTYL! - Darrin

  5. TDM runs great on my wife's Windows 7 machine .. BUT every time she chooses a different mission to load, she has to put both D3 and D3 ROE keys in ... no problem, we have the keys and they get her going and for days, as long as she's working on that one mission, it doesn't ask ... but as soon as she loads a different FM, it asks for both keys again.

    Anyone know of a solid fix? This does NOT occure on my XP64 machine. No big deal, just annoyance ... Any ideas? - thanks! - Darrin

  6. My wife and I are HUGE Thief fans. We play the same maps at the same time so we can kinda feel like we're thieving around together.

     

    We are enjoying your maps like you wouldn't believe. We did go through the DarkRadiant tutorial, and we both made the small test map, so we know how much work you guys all put into it. We apprecaite it GREATLY as without TDM we would be playing TDS over and over and over again right now.

     

    TDM tops TDS if only for the arrow rope return alone ... but MANY other aspects put TDM at the top of our list.

     

    I read something about Thief 4 coming out ... initially excited, but after consideration, I actually have little interest in it .... hopefully they won't ruin it .... TDM is complete satisfaction and I have no need for anything else. TDM is still going to be overall generally more enjoyable as you FM developers put so much into our enjoyment .... Again, Thank You and Happy Holidays!

  7. Ok, found the issue - somehow I managed to enable assert() expression for modules even in release builds, my goodness. I'll be disabling these, so with the above fix the problem should be gone in the next version.

     

     

    wow ... you are one determined individual ... so with the expression disabled, 3rd party .pk4's will be ignored, right? - so fun building in DR, ... almost at the bottom of pg 3 in tutorial ... last night was water, tonight is fog lighting! l8ter - DC

  8. You didn't have texture lock on and probably moved it up or down a bit. The moon is just on a square, so you need to scroll the tex again so it's centered.

     

    DOH! - You Mean Texture Lock is universal!?! - I thought each brush or entity held it's own value of wether texture lock was on or off ... ok, so i turn it on, then bring in the prefab ... yup ... that fixed it! - thank you! thank you! when working with walls texture lock OFF too match ... when working with rugs or beams, texture lock ON to retain the textures placement on the object ... got it ...

     

    Now off to take kids sliding ... it's snowing here in central Maine like mad .... but while I'm sliding I'll be thinking about how later tonight I'll be learning how to bring in snow, ... it's just a little bit further down page 3! - out

  9. so all is going well in the courtyard area ... except for one thing ... ALL I did was bring in the prefab and tell the top sections of wall to use the skybox, .. . and this is how the moon looks:

     

     

    moon1.jpg

     

    I tried the other 'tdm_sky_starry2.pfb' ... same effect ... any suggestions?

  10. Yeah, unfortunately a rebuild may be required. ...

     

    It took us about one hour to re build our two rooms, corridor, door & frame ... all off to the side on the grid (grid set to 8!), then we deleted all of our old walls, and slid the new walls over our room contents .... worked out slick ... back to 0,0,0 and in TDM no errors, nothing touching after dmap and map ... I still had the skybox and ambient light, so i started the outer courtyard area and clipping was great! - Cut the walls where needed and re-size where needed!... super handy!

     

    I am amazed at how quickly we were able to regain lost ground ... I guess that means that what we have learned from Fidcal stuck! - on to page 4! Thanks again! - Darrin

  11. Thanks for the link! - I'm actually doing what you suggest only a little differnet ... coping my td folder under maps and pasting as 'copy of td' ... now I'm going to go in, build the two rooms and corridor correctly just off to the side, then delete all my original walls, then slide my new walls over all my stuff ....

     

    more later ... all caught up on work, and choosing to not start another website till the new year ... tired, need a break and can actually afford a good relaxing Christmas season this year .... one that includes DarkRadiant baby! ... so fun to build ... we're addicted all ready thanks again!

  12. right ... Jessica found it! . we have all the prefabs now ... and brought in the right skybox, and used the sky_portal ... but I must have somethings touching ... walls are invisible, ... black floors ... I'm having alignment issues becasue I worked so close in nudging at grid .125 at the beginning of the turtorial, now I have a bunch of stuff that doesn't quite line up with the new stuff I bring in as I use 4 and 8 for grid size .... I might have to re do my first room ... Thanks for the help all! - we're gaining ... DC

  13. Yep, I do most of my work at 16 if I can. Makes all the walls the perfect thickness, easy to see splits between brushes in the 2d views. Also is easirt to align tex. If your first floor is at 0 in the z plane, then the textures wil automatically start aligned with the bottom of them.

     

    I am using 8 and 16 now ... I did those first three rooms at the lowest grid setting (.125) zoomed right in so as to make it perfect ... it was time consuming and made things worse for lining up ... thanks for the tip!

     

    You should go into filters, click on shadow textures and collision textures. That's what the bright green and blue are on the lamp and candle. Really no reason to see them, they are just for ingame performance. It'll also help DR performance as you won't be rendering them too. Also easier to see what your scene looks like.

     

    After the ambient world light section of the tutorial, I went in, deleted 3/4ths of the lights in my map, and sized the radius way down on the remaining few and everything got real smooth!

     

    (There are filters for visportals, clip textures, etc...) which are very helpful when you get further into your mission and start to use those items, just be sure to remember which ones you have filtered.

     

    Don't know what you mean quite yet, but I will in a couple weeks after I get through the tutorial ... do you have thiefs_den.pk4? I need it to procedd with the tut as it calls for a couple things I don't have ...

     

    It's really not a big deal, but I like to put caulk on a brush, then texture the faces I could see in game. So when you clip into walls like above, you'll see pink on stuff that's never gonna be seen. When your mission gets large and complex that helps alot to know which faces you don't need to deal with, align tex and whatnot.

     

    I am leanring a bit about those ... so glad to know that if I take the time, I can make my map as efficient on the PC as possible ....

     

    Lights are a bit trickier. If they are entities like candles then the light source is a fixed radius and it's harder to not get overlap. 8 candles in a room isn't bad if they are spread out. But 8 candles that all light up the same triangles IS bad. Normally 3 lights on one triangle is where performance will start to noticaby drop.

     

    But more than that, it's 3 shadow casting lights on the same tris that hits performance. In some spots you can get away with turning off shadows on a light (good for a chandelier that just adds an overall glow to the room like the electric ones). Other spots you can turn off shadows for an object (like the electric chandelier) and save performance.

     

    So lights are really a juggling act, because they are so important for atmoshpere as are shadows. But at the same time they have a large effect on performance.

    ----------

     

    After I read that I went back in to make sure no lights had radius that over lap - and have a smoother map - thank you, thank you!

     

    You both seem to have a great system going. I don't know if you've tried to load prefabs, but there are some like dining room tables with a full setting of plates, silverware, etc..

     

    PreFabs!?! - the ones we've made and swapped back and forth are great! LOVE em'! Why re-invent the wheel everytime, right? -

     

    I can't seem to find any that came with DR, or any of the maps I DL'ed ... I'm going to start an online repository based on an osCommerce PHP driven shopping cart in a password protected dir, that we could all 'list new products' (the prefabs) as 'downloadable media' and set the price for free ... all catagorized! ...

     

    Are there many I all ready have and don't know it? - Thanks Baddcog! - Darrin

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    • Like 1
  14. Fidcal's tut calls for tdm_sky_starry1.pfb, but ... I can't get my hands on "thiefs_den.pk4" or "tdm_sky_starry1.pfb"

     

     

    I grabbed a lightbox from another map, saved as prefab and brought it in ... I don't know if it is the

    tdm_sky_starry1.pfb, but I named it as such ...

     

    I did select just the cieling surface, but the next instruction says

     

    Texture it with textures > smf > portal_sky. Do NOT use any of the textures under 'skies'.

     

    I can not find the smf folder ... where is it?

     

    I went looking around for it using the browse feature of the Surface Inspector. I found a skybox dir, with this in it: portal_sky_see_smf_folder ... figured it's name was steering me towards not using it and searching more for this 'smf' folder.

     

    I extracted all .pk4's of all 5 maps ; did a search for smf to no avail .... what have I done wrong?

     

     

    Thanks! - Darrin

  15. And being extremely precise all the time is just so painstaking and tiring. Why not let DR perfectly align everything for you? :) That's why the grid is there.

     

     

    ahh ... I knew it had to be easier than what I was doing .... got my beams in and ready for page 3 of Tut tomorrow! Thanks! - Darrin

  16. I haven't found out how to delete that blue line after you delete a target or bind, but it will vanish after reloading your map I think.

     

    I deleted the targets for each and the blues lines are gone! - Thanks Mort!

     

    as for the lights, great! - easy to delete a few!

     

    I don't have to be that presice in my resizing of brushes? ,,, I will try to work on a bigger scale .... I was just worried about not getting things to abut perfectly ... seems though toggling from one grid scale to another causes things to not match up later ....

     

     

    The black on the floor is fixed after deleting the three walls around the metal door in the next room!?!?!

     

    My 'corrected' map is here as a .rar

     

    http://www.mainecustomdesign.com/tdm/td/td.rar

     

    Thanks for the help it fixed everything! Now we can move on to "Ambient Light: Gloom not Doom"

  17. We're on 'Cutting' through walls, Joining Rooms' on page 2 of Fidcals tutorial ... it's going so so ...

     

    It seems that I have developed a few issues with my tutorial map for Thiefs Den.

     

    It all started when this blue line showed up one day:

    candles2.jpg

     

    candles1.jpg

     

    I can't seem to figure out how to select it, so I can 'backspace' it out of there for the life of me!

     

    On another note, I get warnings ...

     

    When launching TDM, and before I do anything I noticed these on boot up:

     

    warning2.jpg

    then I dmap and get:

     

    warning3.jpg

     

     

    and after map load:

     

    warning1.jpg

     

     

     

    I have uploaded my working map folder zipped up as td.rar ... I would love it if someone could DL it and give it a look over in DR ... get it HERE

     

    It's laggy when I run it in TDM compared to the maps you guys made .... 4 days of work ... only on page two ... the going is slow ... worked really hard, and zoomed really close on this to get all surfaces to be lined up just so, but maybe I don't need to be zoomed all the way in, or cut it so close? most of the time I have the grid nudge at 0.125 ... tutorial is at 8 most of the screenshots ... although most of the time I'm in Camera mode to work when I can ...

     

    Most of the time I work like this so I can be close enough to see when 'planes' touch:

     

    DR1.jpg

     

    Am I doing it wrong?

     

     

    On another note ... I know I asked about an online model repository in another topic, but better yet, ... Is there a 'prefab' repository online anywhere? ... I have been saving my work as prefab, so Jessica can just grab it and bring it in and she does the same for me. ie: A table with items on it ...even a bowl with a spoon she took ten minutes to angle just right in the bowl ...why should I have to re-invent the wheel? .... she saves it as prefab, I grab and bring in ... saves time .... she needs chair rail for four walls, here ya go! ...

     

    I could set up an OsCommerce shopping cart system for free, and through catagories, upload prefabs ... and set them as a download product for $0.00 ... It would be nice if we could Browse to Dining Hall/Tables/ and grab a table for 12 w/ chairs and place settings, food, bottles, etc ....

     

    Thanks! - Darrin

  18. I'll have to re-compile the 1.0.2 release version to see where it crashes, this takes a while.

     

    Aww jeesh Greebo ... no need for all that .... I removed the suspicious .pk4's and we're running strong now! - Jessica and I have three rooms built and are on page 3 of tutorial! Fun Fun! - Thanks for checking it out though! - The enhanced gore makes it pretty messy in Doom3 ... no need for it here ... we both have two copies of Doom 3 installed, one for Doom3 LMS Co-op, and the other for TDM and DR. I'm just glad we're both running the 1.0.2 ... more later! - Thanks again! - Darrin

  19. Directories may have changed ...

    great ... we don't want to use the wrong AI!

     

    When you see AAS out of date ...

    right, ... dmap did fix ...

     

    btw make sure you make LOTS of backups of your maps ...

    well, I did turn off the autosave and am in the habit of CTRL + S after every everything, ... and copy every hour ... Do you think I should save more than the one copy? Save in stages?

     

    bah! it would be really better to write all of these to newbie dark radiant topic.

     

    I feel guilty, ... I should be posting individual posts for my questions ... but I don't dare post one for anything that the answer is in the tutorial we haven't finished yet ... although the tutorial is technically 'what we are working on right now' so to speak ... MUST finish it! - DC

     

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