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LordSavage

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Posts posted by LordSavage

  1. The forcefield applies the same force to any object.

     

    The mass of the object factors into how that force translates into velocity.

     

    Heavier objects receive less velocity than lighter objects.

     

    So the player floats nicely along while the buckets fly.

     

    Since a forcefield has been used in at least 5 FMs to date, I don't want to change the physics of it.

     

    So here's a workaround:

     

    Set up two forcefields, same size, same origin.

     

    Give one these spawnargs:

     

    "uniform" "171 0 0"

    "playerOnly" "1"

     

    Give the other this spawnarg:

     

    "uniform" "9 0 0"

     

    The two forces will be additive on the player, giving you the equivalent of "180 0 0".

     

    The bucket is only affected by the "9 0 0" force, which makes it float along nicely. If it's still going too fast for you, then adjust "9 0 0" downward and compensate in the other forcefield by adjusting "171 0 0" upward.

     

    That did it for the buckets but the barrel (atdm:moveable_barrell_med) is super slow now. Much too slow to be realistic. :/

  2. The FAQ says:

     

    "It is recommended that the “Doom 3″ program folder is installed into the Application Support folder (i.e. ~/Library/Application Support/Doom 3/). If Doom 3 is installed into a different location then additional steps will need to be followed."

     

    But you installed to "/Users/christopheresmith/Doom3/". Maybe that causes the problem. Try to install Doom 3 in /Users/christopheresmith/Library/Application Support/Doom 3/

  3. whats point of taking screenshot when you are in the "void" ? such screenshots is for tech questions,not for showcase.

    actually, screenshots with fog looks cool,but that scrennshot is just ugly.Brush with sky_portal texture closing view on geometry

     

    As Baddcog said it's not a showcase screenshot :).

    This screen is just to show what the fog covers (well, the river is much longer now). It's not sky_portal btw. sky_portal destroys the illusion of beeing deep in the fog. The black "line" is the ambientlightnfo border.

  4. Please try to create this file: /Users/christopheresmith/Doom3/darkmod/currentfm.txt

     

    and put

    training_mission
    

    in it.

     

    This is how to do it via terminal (it's for Linux but should work with OS X, too):

    echo "training_mission" > /Users/christopheresmith/Doom3/darkmod/currentfm.txt
    

  5. i finally collected the old started maps...

     

    there are 5 maps:

     

    - a started cellar of a castle or so

    - 2 started castles, one based on a real one

    - the cave from this vid

     

    http://www.youtube.com/watch?v=cZC1vXE9zn0&feature=related

     

     

    - a second cave, VERY small, but nice...only to copy this onto the first one

     

    here a pic of the "real castle":

     

    post-3575-0-14211200-1323695374_thumb.jpg

     

    all maps are from the beginnning...most have only some visportals.

    maybe someone can bring the cellar, the castle and the caves together, that should be one mission at all.

    i have to delete 2 things because of reusing them in my actual work...after this i will send them to fllood this evening

     

    Is the castle from the screenshot still available? Could save me weeks of work. (but need to inspect it first)

  6. I got an idea that was plain silly but I would like to share it anyway so I started this thread where everyone (if there's someone as silly as me) could post them, plain humour :)

     

    Got myself a Samsung Galaxy SII today and when roaming around the apps, I thought about how cool it would be to have an DarkRadiant app :D My thoughts went instantly to tvtropes.org ---> http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolButInefficient

     

    I cannot believe it would be impossible in the future to be able to perform such tasks in the phone, but the problem is the size and unpractical interface. Then a tablet would work much better, but that's not as cool.

     

    So come on, post your stupid ideas!

     

    I had a similar idea but for the game and not for the editor. I think smartphones are too small for real gaming but imagine playing The Dark Mod on a tablet. Just finished GTA 3 for iPad 2 and it was really good! Controls worked fine and performance was awesome. Ok, TDM may not work on current generation Tablets but what about 2-3 years in the future? Imagine the popularity being in the App Store Top 50. More players = more mappers = more missions! I think an editor on a tablet could work fine if done right. If someone does the coding (which is quite hard I imagine) I would "create" an GUI. But I think the workload is too high for such a project at the moment?!

     

    Edit: Imagine Infinity Blade like sword fights in TDM :).

  7. Wait - I'm confused - was this a partial FM you were offering but removed just due to the briefing being flawed?

    It's not yet finished :). This thread just announces that I'm still alive and working on a full mission sequel to the first (very short and simple) mission.

     

    In any case the screenies look fab!

    Thanks!

     

    Is "closedmouth" a pun / reference to "Innsmouth" I guess?

     

    Disclaimer: All characters and places appearing in this work are fictitious and not related to other works. Any resemblance to places or persons, living or dead, is purely coincidental. :D

  8. Here is an example map. Look how things speed up in water! And now imagine this in a long river and objects dropped from a few meters above the water.

     

    Edit: Can't attach .map files.

     

    Here you go:

    Version 2
    // entity 0
    {
    "classname" "worldspawn"
    "editor_drLastCameraPos" "-169.396 -163.181 149.664"
    "editor_drLastCameraAngle" "-46.7999 113.4 0"
    // primitive 0
    {
    brushDef3
    {
    ( 0 0 1 0 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 2 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 -64 ) ( ( 0.0078125 0 254 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 13.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -64 ) ( ( 0.0078125 0 2 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 1
    {
    brushDef3
    {
    ( 0 0 1 -200 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 2
    {
    brushDef3
    {
    ( 0 0 1 -192 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 -72 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -128 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0078125 0 13.8125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 3
    {
    brushDef3
    {
    ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 -64 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 -328 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -288 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 4
    {
    brushDef3
    {
    ( 0 1 0 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.875 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -136 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 1 128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 5
    {
    brushDef3
    {
    ( 0 0 1 -192 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -128 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -296 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0078125 0 13.6875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 288 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    // primitive 6
    {
    brushDef3
    {
    ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 1 0 -64 ) ( ( 0.0078125 0 15.9375 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 0 -1 -128 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 0 -1 0 -288 ) ( ( 0.0078125 0 0.0625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( -1 0 0 -328 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    ( 1 0 0 320 ) ( ( 0.0078125 0 13.75 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixedsize02_multicolour" 0 0 0
    }
    }
    }
    // entity 1
    {
    "classname" "info_player_start"
    "name" "info_player_start_1"
    "origin" "-256 0 0"
    "angle" "-89.999992370605469"
    }
    // entity 2
    {
    "classname" "func_forcefield"
    "name" "func_forcefield_1"
    "model" "func_forcefield_1"
    "origin" "0 -112 -72"
    "applyImpulse" "1"
    "start_on" "1"
    "uniform" "180 0 0"
    // primitive 0
    {
    brushDef3
    {
    ( 0 0 1 -56 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    ( 0 1 0 -176 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.03125 0 0.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    ( 0 0 -1 -56 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    ( 0 -1 0 -176 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
    }
    }
    }
    // entity 3
    {
    "classname" "atdm:liquid_water_murky"
    "name" "atdm_liquid_water_murky_1"
    "model" "atdm_liquid_water_murky_1"
    "origin" "0 -112 -72"
    "underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
    // primitive 0
    {
    brushDef3
    {
    ( 0 0 1 -56 ) ( ( -0.007812499534338713 -6.829903864691289e-10 255.75 ) ( 6.829903864691289e-10 -0.007812499534338713 2.185569414336896e-08 ) ) "textures/water_source/water_stream" 0 0 0
    ( 0 1 0 -176 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( 1 0 0 -320 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( 0 0 -1 -56 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( 0 -1 0 -176 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( -1 0 0 -320 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    }
    }
    }
    // entity 4
    {
    "classname" "light"
    "name" "light_1"
    "origin" "0 -112 32"
    "light_center" "0 0 0"
    "light_radius" "328 184 168"
    "texture" "lights/ambientlightnfo"
    "_color" "0.20 0.20 0.20"
    "nodiffuse" "0"
    "noshadows" "0"
    "nospecular" "0"
    "parallel" "0"
    }
    // entity 5
    {
    "classname" "atdm:moveable_bucket_wood"
    "name" "atdm_moveable_bucket_wood_1"
    "origin" "-216 -32 8"
    }
    // entity 6
    {
    "classname" "atdm:moveable_bucket_wood"
    "name" "atdm_moveable_bucket_wood_3"
    "origin" "-216 -8 8"
    }
    // entity 7
    {
    "classname" "atdm:moveable_bucket_wood"
    "name" "atdm_moveable_bucket_wood_4"
    "origin" "-216 -56 8"
    }
    // entity 8
    {
    "classname" "atdm:moveable_bucket_wood"
    "name" "atdm_moveable_bucket_wood_5"
    "origin" "-240 -56 8"
    }
    // entity 9
    {
    "classname" "atdm:moveable_bucket_wood"
    "name" "atdm_moveable_bucket_wood_6"
    "origin" "-264 -56 8"
    }
    

  9. I set up a forcefield in a water brush/entity to emulate a river. The uniform vector is 90 0 0 and it works (not too good but ok) for many objects but there are other forcefields in the water with a vector of 180 0 0 (to emulate a faster river under a narrow bridge) and objects in this "fly" away like in an explosion. I read somewhere that this is a somewhat known bug but is there any workaround or fix I can use for my map?

  10. The screenshot looks extremely washed out (otherwise it looks good) and the briefing is littered with typos and grammatical errors. Also the briefing doesn't sound like something a Victorian/Edwardian person would write, mainly because of the references to games (hunting game, game called life) and shooting fish in barrels (there are no guns in TDM).

     

    Sorry if I sound harsh, but I feel that the briefing could be improved a lot without changing the meaning of it.

     

    I'm not a native english speaker but you're welcome to help :).

  11. Announcing: Closemouthed Shadows: Dark Vendetta (working title)

     

    Big Edit: Due to some confusion here is some clarification. ;)

     

    Is this a complete mission yet?

    - This is not nearly finished.

     

    Why did the briefing suck?

    - My english grammar is bad as hell. (I would like you to go over my text when it's finished Springheel, thanks in advance :))

     

    Will this have a good briefing when it's finished?

    - I hope so.

     

    What is this mission all about?

    - This is a sequel to the (2008) first mission (see storyline).

     

    Why am I doing this?

    - Mapping is great fun. The Dark Mod has evolved and so have my mapping skills. So I'd like to see what is possible with the current Dark Mod and what haven't been done so far (see goals). I was so proud of my first TDM mission and I want to be proud of a TDM mission again.

     

    What's the storyline?

    - Won't spoil too much but you stole Lord Julians scepter in "Closemouthed Shadows (1)" and he is hunting you down now and killed your friend. Revenge!

     

    What are the goals for this mission?

    - Include cool stuff like: Alternate endings (I think that hasn't been done so far), go to an island by boat (I think that hasn't been done so far), "deep" story with changing objectives, variety in places (river, houses, caves/ruins, island), nice visuals...

     

    Aren't that very high expectations?

    - Worst thing that can happen is that in ends in the "Abandoned Works" thread ;).

     

    Why a thread for this?

    - To say: "Hello I'm still here" and as a warning: "I may ask a bunch of questions and report some bugs soon" ;).

     

    shotr.jpg

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