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Posts
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Posts posted by Jesps
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Is this what you are looking for?
http://wiki.thedarkmod.com/index.php/Thief%27s_Den
Or do you want to install them both in the same directory?
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It has already been said, but: wow, those shots look cool.
There is an article on readables on the wiki: http://wiki.thedarkmod.com/index.php/Readables
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Yes, the Window Layout is accessible via the View > Window Layout menu now. Does this work for you?
Yes. Now it looks like it used to, thanks.
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My 2d grid windows have disappeared. There is just the camera window, and there are no settings in preferences -> interface, just a blank window. It is the 32 bit version.
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Couldn't it be done more easily with a "two entities must be within radius of each other"?
Oh. And congratulations on the beta mapper status.
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Those reviews are funny as hell*
* Assuming that hell is very funny
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@Springheel: There is a custom paticle effect in the engine room. The guy trying to get though the wall, was that in
the room above the trapdoor, or the room below (with the coal)?
Have you run Fidcal's ambient map to test your gamma settings?No, not yet. Is that in the svn-download?
Happsy Birthsday, Jesps. Looks like Betamapper was an early present.Thank you. One of the best prestents one could ask for too.
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I have here a new version that should run somewhat better (50-60 fps on my system anywhere with the lantern on).
http://rapidshare.com/files/195207996/ship4.map
It has thicker walls, more monsterclip brushes, and the outdoor "room" is significantly smaller.
I experienced the crash when ai sees you, myself some times. Only in the room next to the captain's cabin however. After making the skybrush room smaller that has not happened, so I'm hoping it wont for you guys either.
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@ Baal: After monsterclipping, and thicken some walls, floors, and ceilings (have not done it for all the rooms yet) the framerate increased a bit. So it seems I'm on the right track.
I have also moved some of the doors to avoid too many visportals to be open at the same time.
@swordbreaker: I still don't know what causes the crash when AI discovers you.
Do some of the coders know what happens when the AI see the player? Do they eat up a lot of ram, do something cpu-intensive, etc.?
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Yes the ambient light is probably going to be darker. The guards are also for testing.
The biggest problem with it is that is has gotten too big. From the work I had to put into optimizing my ship map (and that is not finished yet), this map will take forever.
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About screenshot brightness: Are you using Doom to take the shot with? Is so they become darker than in-game. Alternatively you can use Fraps, much better imo.
The screenshots look good. The indoor tavern area is still a bit rough. The floor boards seem a big large, but that may just be me. The outdoor market area looks really good, I like
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@swordbreaker: A mappers worst nightmare. That the mission crashes. Is it under any special conditions it crashes? You are in a certain spot, look at a certain entity, perform a certain action? Or does it seem to be random?
@Flanders: Thanks . There is a half finished sequel on my computer. However, after using DarkRadiant I don't have a great desire to return to DromEd, although I still hope it will be finished some day.
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I promise to continue working on the map and get it ready as an FM package.
Now to thicken some walls...
and floors...
and ceilings...
and maybe some things that don't fall under any of the categories above...
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I guess I'll take a good long look at wall thickness tonight when I get home from work then. And also tweak the lights some more. (If nothing else, I've learned a lot about optimization )
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I did something like that. It found it by sealing the doors and then creating a pipe connecting the room with the woid creating a leak.
I have also put caulk on some faces that are hidden behind patches, that is generally a good idea, right?
In game it gives some more FPS than the original, but still slowes down when I turn the lantern on. It is only outside it is a problem, however.
As an extra bonus it compiles A LOT faster!
This is the map as it is now.
http://rapidshare.com/files/193517066/ship3.map
As for sky I used the skybox from Saint Lucia, twinkle_stars and deleted the clouds.
I also have some screenshots if you like:
http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship5.jpg
http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship4.jpg
http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship3.jpg
http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship2.jpg
http://i91.photobucket.com/albums/k289/Jes...20Mod/Ship1.jpg
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Thanks Baal. Those commands taught me something valuable. That there was a hole between the outside and the room with the barrels. It is sealed now.
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You can check visportals with the commands "r_showportals", "r_usescissors" and "r_showtris". Do you know how these work?
Only r_showportals
The others I've never heard about
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I see what you mean. Outside I get a significant drop in FPS. From around 30 to 19. Can all of that be due to the fact that it is a shadowcasting moving light?
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@Baal: I've changed a lot of the brushes to func_static with noshadows on. Hope it will run a bit better now. Did the same to the ropes outside.
I also reduced the radii of some of the lights.
Link: http://rapidshare.com/files/193409862/ship2.map
@HappyCheeze: Yes Oblivion was a source of inspiration. So was the ship on the main page. But mainly it was because I had build an airship earlier that was just too small for any interior. An the I wanted a proper one.
These are the old airship:
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Large shadowcasting lights are the number one FPS killer.
So a big light will reduce framerate, even if it is in a small room?
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I've been around here for a while mapping with Thief's Den assets, and later Saint Lucia assets. Some of the work I have done can be seen in this tread:
http://forums.thedarkmod.com/index.php?showtopic=7443
I belive in the project and I have the time to help out. I also have the endurance to keep at it. I wont just "download the goods and disappear".
So my question is can I become a betamapper?
I have also made a small map to show some of the things I can do in the editor:
http://rapidshare.com/files/193345868/ship.map
http://rapidshare.com/files/193409862/ship2.map
http://rapidshare.com/files/193517066/ship3.map
http://rapidshare.com/files/271601954/ship4.map (most recent version)
The story: You have been smuggled onboard an Inventors' guild ship to steal Pandora's Box for a collector, and replace it with a fake one.
If the framerate drops to much in the outdoor area, try closing the doors. That helped for me.
Also also I have one released Thief 2 mission on my conscience:
http://www.southquarter.com/fms/data/Scept..._Dor_AmalP1.zip
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Has the max attachment size been reduced? I used to be able to save two or three screenies, convert to jpgs, maybe crop a little, and attach to one posting. Now I'm struggling to attach one screenie.
On the "Max. single upload size" it says 50K. I think it used to be 2MB
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I like the atmosphere in that shot. Looks promising.
Penumbra: Black Plague
in Off-Topic
Posted
I got one very scary experience playing Black Plague. I was playing it while babysitting my parents dog.
I entered the kennel, which I had avoided for as long as possible due to no weapons. I then creeped past the holes in the walls half expecting zombie dogs to jump out at any moment. Sneaking past the holes I found myself at a dead end! Then the dog, that lay right behind me started barking!
I jumped right out of my chair!