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Baal

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Posts posted by Baal

  1. Doom 3's GUI system is pretty basic and not suited for more complex things. It's also a pain to work with.

    Maybe the mission managment should just not be implemented with it; but with something else (GTK, Qt etc.). Like a launcher, but integrated into the game.

  2. Someone send me an old version of the White Rose. I think I can do something with it.

    This thing is far to big and maze like, so I started to simplify and shrink the map down a bit, to make it easier to navigate.

    Fllood hasn't contacted me yet, but I'm assuming noone has a problem with me doing that.

    If somebody has a newer version, please send it to me.

  3. Thanks for the info on that.

    The way I have set it up now is:

    LMB -> Cycle Select (the previous selection is deselected) 

    Shift-LMB -> Select (select the target and keep the previous selection, drag selection is also done this way)

    Alt-LMB -> Manipulate

    Ctrl-LMB -> Surface Selection

    This works pretty well (after you have unlearned the old bindings).

  4. 4 minutes ago, greebo said:

    You can also drag-select items, so dragging alone wouldn't determine the action yet. One had to separate the drag-selection from the regular toggle selection command (they are bound to the same mouse action at the moment).

    I don't find drag selection to be very useful in practice. I never use it. So that would be a welcome change.

  5. 40 minutes ago, greebo said:

    So you have LMB assigned to both Sekection and Manipulation? I guess that's just a conflict of interest, DR can't know what you intend to do with the LMB.

    Selection is left clicking while manipulation is left dragging. It works perfectly this way in other editors (Trenchbroom for example). And Cycle selection is the mode I use almost all of the time, so it would make sense (for me at least) to use simple left click instead of having to use a modifier. 

    If it's to much work to implement that, I understand; but it's a huge useability improvement in my opinion.

     

    Edit: Rebinding Manipulate works ok. But it's not ideal.

  6. 14 minutes ago, Obsttorte said:

    Pushing a button just because you can feels like small child logic. I don't have to put my fingers into the power point, but I do it either way because it's fun. 🤪

    Well, not just because, but because it's fun. Are you telling me power outlets are fun? I have to try one then. 🙂

    I do think that in-game shops are a great idea. But you don't need them to justify nicking everything; you are a thief after all.

  7. Looting, for me, is part of the core gameplay of Thief. It's very basic, but simply fun and rewarding. Find something shiny, stick it in your pockets with a satisfying bling. 🙂 

    It doesn't really matter if you can't use it for anything and I would not complicate that simple principle.

    You wouldn't spare a monster in Quake just because you don't have to. You blast it away with your shotgun because it's fun.

  8. On the subject of missing loot alerting ai:

    I think that could be interessting and fun, only if the player can actively prevent the guards from noticing it. You could, for example, turn off the lights, knock out guards that could see it or close and lock doors on their patrol routes etc.

    Otherwise you might have to just leave it alone, and I think that would be unfun and frustrating.

    • Like 1
  9. 23 minutes ago, AluminumHaste said:

    Okay, I think I see what you are trying to do.

    You can use brushes to fill in the gaps like this.

    EDIT: Just make sure that the your patches line up with grid points to avoid sparklies/seams in game.

     

    This is exactly how I did it, too. The whole thing is a func_static so I don't think small grid sizes are a problem.

  10. 13 minutes ago, Obsttorte said:

    It is, if done right. It is however advisable that you create all the patches needed for the final setup beforehand and move their vertices together to avoid gaps (and if they occour, then only due to different subdivisions which can, as said, be adjusted manually).

    And don't use brushes for that!

     

    Does dmap generate a better triangulation with this approach? I need to try that.

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