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Posts
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Posts posted by Jesps
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I have:
Windows Vista Home Premium 32 bit, Service Pack 1
CPU: Intel Core 2 Duo 3 GHz
Ram: 2 GB
Graphics Card: NVIDIA GeForce 8800 GTS
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Almost always when I press Ctrl, Shift, or Alt the windows stop updating. Minimizing DR and maximizing it again gets it back to normal, but only untill I press one of the buttons again.
I can still perform the functions like normal, I just can't see what I'm doing.
It seems to usually only happen when I have either brushes/patches with texture on them in my map, or have the media browser open, showing a texture.
Also it always happens when I press Shift and only often when I press Ctrl or Alt.
Naturally I have tried redownloading and reinstalling the new version several times, and it does not help. Same with the VC++ 2008 Redistributable Package. None of it helped.
It is the 32 bit version btw, and v. 0.9.8 still works fine.
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Merry Christmas!
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Hi. I don't know if the team is aware of this bug/exploit, but it was a fun way of entering the church in Saint Lucia.
Note that I had my lantern ON while sneaking past the builder guard.
http://s91.photobucket.com/albums/k289/Jes...etteVsGuard.flv
For those too lazy to click the link it shows that the player can hold a wooden pallet up in front of him and sneak right past a guard (holding the pallet between him self and the guard thereby blocking the guard's visibility).
My guess is it has something to do with the AI's ability to see though objects (or lack of)? This is basically a good thing since it allows the player to hide behind crates and stuff. It does however seem to produce a(n) (unwanted) sideeffect.
Wonder what the guard was thinking. Look at that! Another stray pallet. Sure, people can buy them when they are small and cute, but when they grow to large they just let them out in the streets.
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Doom3 physics can't really handle a seesaw in general.
Oh well. Thanks anyway.
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It could be relevant if there are AI vs. AI fights. The winning, but wounded part could get a bit of health back after the fight.
But in player vs. AI it's problably not a big deal.
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mmmmmm edible food...
Can the player heal him/her self by eating the food?
Can the AI?
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That's awesome.
Here is a screenshot from the game:
http://i91.photobucket.com/albums/k289/Jes...20Mod/Sonic.jpg
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Congratulations! They sound pretty good.
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Congratulations to You.
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I have something similar in the map I'm working on. It is a rotating entity that slides up, stops, and then starts rotating.
This clip shows it: http://s91.photobucket.com/albums/k289/Jes...09-46-39-57.flv
The way I made it was a visible func_rotating with the bind link to an invisible sliding entity (an atdm:mover_door_sliding). When the player frobs the handle, the sliding entity moves up, taking the rotating entity with it. It stops and after a delay the func_rotating starts.
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Happy birthday
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That is an impressive piece of work Komag.
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On my Vista I need to check this in the properties for the shortcut:
http://i91.photobucket.com/albums/k289/Jesps/Image2.jpg
I dont know what it is called in English I'm afraid. That way it works fine except for the white menus as Komag mentioned.
Hope it helps.
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Wow, that window is very impressive.
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Happy birthday!
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Thanks.
That is a relief. I was afraid I had broken something in my map.
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Hi.
In my map I've used the texture numberwheel_wood, located in Other Materials in the Media browser.
It seems to work just fine, like any other texture, in-game too. But I've noticed that it does not show up in the Texture Browser like the other textures I have used.
I've tryed with other textures from the Other Materials folder and they dont show in the Texture Browser either. Should I be concerned about that?
I'm using Thief's Den ressources btw.
Jesps
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As someone who has only been building for Thief 2, I'm always amazed by what Doom 3 can handle.
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When you played one game, you played them all.
Did they just decompile the maps and then compile them for their own engine?
(Or maybe the game engine is "borrowed" as well)
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Thanks greebo. Also thanks for helping me make the feature.
I would be lying if I claimed that I have plenty of time for coding, due to studies. So I won't commit myself to anything, but if I get other ideas like this one I'll be sure to post it!
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This seems to kinda work...
[size="2"]void BulgePatch() {[/size] [size="2"] Patch& patch = selection::algorithm::getLastSelectedPatch();[/size] [size="2"] UndoableCommand cmd("BulgePatch"); patch.undoSave(); int maxValue = 16; for (PatchControlIter i = patch.begin(); i != patch.end(); i++) { PatchControl& control = *i; int randomNumber = int(maxValue * (float(std::rand()) / float(RAND_MAX))); control.m_vertex.set(control.m_vertex.x(), control.m_vertex.y(), control.m_vertex.z() + randomNumber); } patch.controlPointsChanged(); }[/size]
GlobalEventManager().addCommand("BulgePatch", FreeCaller<patch::BulgePatch>());
at least for a single, horisontal, flat patch.
I did not need to add cstdlib, but maybe that's because I've put it in the patchmanip.cpp.
Here is an example of what can be done with just one click:
http://i91.photobucket.com/albums/k289/Jes...20Mod/Patch.jpg
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That worked wonders! Thanks greebo.
But: The vertex is surposed to move a random amount of units up. For that I'm using:
srand(time(0));<BR>randomNumber = (rand()%maxValue) + 1;
</FONT>
And I can't get rand() to generate a true random number. At best it creates a number close to the previous one.
Everybody get over to MODDB and vote for your favorite mod...
in The Dark Mod
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Voted a second time. I hope you win.