Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by LDAsh

  1. I'm going to politely disagree with these assumptions. We're talking about "scripts" as content, not source code. If we don't make a discernment here, things become too abstract. Therefore, without a clear answer, I feel that the undertaking is just too overwhelming. One could easily use data management to tweak all of these files about to make them unique from a technical point of view, but legally and ethically it doesn't sit well with me. Also, to put it simply, trying to turn an arrow into a (delayed) hit-scan bullet doesn't sound like a good idea to me. That's the only approach I've seen attempted so far.
  2. I don't mean to sound frustrated at all. It's whole reason I made a HTML-based texture browser. The first 2 have been brought up before, the 3rd relates to that (loading some 1000s of textures takes a long time for us), and hopefully all of these would be fairly easy to implement.
  3. I decided to try, one last time, to bring up some long-standing issues I've personally had with DarkRadiant, and I have just added these to the bugtracker. Some of these things, I have no idea why they were ever changed, or at least made optional. Others, I hope some can appreciate how handy they might be as we move into the future... ____________________________________________________ - Restore non-uniform scaling for texture browser. DarkRadiant used to display textures in the texture browser with relative scaling, based on the size of the actual texture. This is important for mappers to easily see what size of texture they're dealing with. In other words, the "uniform texture thumbnail size" should be optional, like it used to be. ... - Apply textures to surfaces using "normalized" scaling. DarkRadiant used to abide by the "default texture scale" set in preferences, when applying textures to surfaces. Currently, textures seem to apply to surfaces based on the texel scale of the previous texture, such as a 2K texture being applied to a surface that previously had a 32X32 caulk texture using the 32X32 texel scale, instead of the "default texture scale". ... - Paste material-header to surface from clipboard with hotkey. Ability for a hotkey to be assigned that will instantly take whatever is in the user's clipboard and paste/apply it to the selected surface as the "shader" in "texture properties", _without_ needing to use the "surface inspector". This will allow mappers to easily use other third-party texture browsers such as HTML galleries, which with modern huge textures in huge collections is much more efficient. ... - Selection by coords. Ability to make selections by exact coordinates with a dialog, preferably with an ability for a Python plugin to help automate this process, so large maps can be easily exported by exact coordinates. Basically, the dialog has XYZ-min and XYZ-max fields, then makes a new selection using those coord values. ... - Ability to zoom 2D view in, beyond current standard. Ability to zoom in with the orthographic view to a "microscopic scale", to make it easier to work on extremely fine details, so that 0.125 unit brush will display larger than just a crumb. An option to "reset zoom" would also be required, if the zoom range is to be completely unlocked. ... - Selection Sets (faces and vertices). Ability to save specific selected objects/subobjects and items, and able to restore those selections later. Things like certain vertices selected, or certain brushfaces selected among many selected brushes. Preferably these selections would be dumped to some unique config file and support multiple of them, to save and restore multiple selection sets. ... ____________________________________________________
  4. I'd still be interested in at least screwing around with this same concept. I had a look into what freyk/MirceaKitsune were working on, but I never was able to make much sense of it. All I got working was a fairly nightmarishly tacked-together Blade Runner-themed map and never got any enemies or weapons working, like they had in some screenshots. If they had any updated packages, I can't find them, but here are the links anyway:- https://drive.google.com/drive/folders/0B4ms8lQXkym7YThOQnpiTEZSeTg https://gitlab.com/darkmodule/darkmodule Admittedly, I didn't spend a whole lot of time trying to get guns to work. Will have another look later. This still leaves the question about scripts like DEF files. I understand they're obviously copyright(ed/able) but on the other hand, there isn't exactly a billion different ways they can be created, unless one wants to get tediously neurotic about it. At what point does it become a problem to just use them? To what degree do they need to be 'reformulated' to be considered as original? Is anyone even going to care? If I just omit all graphics, all meshes/animations and all audio (to vaguely generalise), is that good enough? After all, all of these kind of script files will be heavily modified anyway. And then what is the alternative approach? To manually type them all out again just to appease some sensibilities and technicalities, which seems like a huge amount of time to spend, potentially for nothing. Maybe I'm overthinking it all but it seems worthwhile to fully clarify.
  5. I wasn't trying to suggest anything too fishy... I guess all it would really do is refactor some vital content (mainly scripts and assets) to actually launch an otherwise functional bare-bones engine, that otherwise wouldn't without some validation first, such as an e-mail address or serial. In reality, it's nothing a half-witted computer-competent person couldn't do themselves anyway, if they knew what was going on = not to interfere with the terms of the license, since it doesn't cover those assets. I guess the whole reason for bringing that up is to fortify the monetisation of the PK4s and to canary-trap the project. This is FAR from "DRM", if anyone gets that idea. I don't mean to hijack or derail the thread, sorry.
  6. So it seems like the best approach would be, to strip as much of TDM right down to the bare bones, definitely removing all images, geometry and audio, except for the basic crumbs used for technical reasons to get the engine actually loading up, and distributing that freely and openly in accordance with the license - and then trying to figure a way to monetise the additional PK4s? Would that work? It might even be possible to code a custom launcher and also monetise that, and rig that up so that the engine only really even functions when launched from that, just so you might be able to do things like serialise/canary-trap that and try to prevent folks from just sharing the assets around without paying. A launcher may also allow you to refactor certain iffy details on launch, if that's neccessary.
  7. I was under the impression that MD5/PROC/etc file formats are proprietary and belong(ed) to Activision>Zenimax>Bethesda>Microsoft, whoever... Unlike MAP files, those are specific to idTech4 and compiled to binaries. I would also assume "art assets" would expand to cover script files like .DEF/etc? Because of the nature of TDM, if there are modded files like this, no harm no foul, but to do the same commercially might be risky. But please don't get me wrong, I wish it were all straight-forward and possible.
  8. I figured I'd post this, since nobody else seems to have mentioned it. D3W (ex)regular Kristus (and associates) bring more Quake-style arena-DM action to the world:- https://www.doombringer.eu/ https://www.indiedb.com/games/doombringer I personally think this is very worthy of checking out for the old Q3A fans among us.
  9. I agree and I think it's the right way to go. It is a complex tool so I don't see the need to dumb it down for newcomers. If they feel overwhelmed and just quit, well maybe they do that a lot in their life? Having all of the buttons and fields and checkboxes right in front of you means you can sit back and just look it all over, and feel more encouraged to just toy with something to see if you can figure out what it actually does.
  10. Ah, it was missing a material for the defaultPointLight, so the projection was essentially black and so maybe the lights were working all along. Thanks!
  11. I set my game to TDM in DR and project as custom mod. Originally all of the textures are JPG but where needed I have been converting files, TGA/DDS. AFAIK, they all should work, even with the basic MTRs they have. The folder has the game exe and the defs pack. Perhaps it needs more than that but I don't know. If it does support Quake 4, I should have lights already, because they do work in QuakeEDIT in the Quake4.exe and defs. Something from TDM I'm missing?
  12. These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work. I've done a lot of experiments with my own materials, and nothing ever worked so far, so I wonder if it's because Quake 4 is the set game? Is this only for TDM or should it work for all supported games? Or maybe it's my materials or my lights?
  13. RazorFist arcade - Thief Deadly Shadows. https://www.youtube.com/watch?v=2PvzjJlg0p8 I completely agree how underrated this game is and how a lot of the hate was unwarranted. I had a lot of fun with it and was thoroughly immersed and creeped out, despite its shortcomings.
  14. My memory isn't the best, but I recall the Q4 portals I mentioned would adjust its fading based on player distance, a value directly related to player distance, as opposed to boolean trigger an ultimate fade in or out. Correct me if I'm wrong but that sounds tricky with scripting workarounds.
  15. The smooth distance-based portals that Q4 had would have been perfect for this. It would enable windows to block vis until the player is at a certain distance, then fade in. If done with care, a placeholder texture (or even cubemap, etc) could disguise this effect nicely, and everything could be a smooth transition. Don't think Doom3 engine had this feature, though.
  16. LDAsh

    3D editors

    In countries like USA, at least, no company can retroactively restrict permissions already granted by an existing license agreement. All they can do is update it for a newer version. There are precedents for this. Whether or not something is open source has very little to do with it. It's always a shame to see overreactions and folks choking themselves out over this stuff. It must make productivity seem almost impossible.
  17. LDAsh

    3D editors

    Can you elaborate on your definition of "proprietary" and its implications for users? I am just curious what stops a young (broke) developer from using a piece of free software that can be used commercially.
  18. LDAsh

    3D editors

    Just my kind of topic! I've been (attempting) curating a list of free software for game development here:- www.violationentertainment.com/forum/viewtopic.php?f=27&t=414 www.violationentertainment.com/wiki/tiki-index.php?page=Free Every now and again I go through it looking for 404s and not shy about outright uploading the latest versions I have to my own webhost, and waiting patiently for any potential C&Ds. Hopefully I would keep doing that until the day I die.
  19. Here's an even lower-poly version, for distant shadow-casting. I quickly threw it into MeshLab and didn't tidy it up after, but I figure it's only for shadows and hopefully would be fine. Again, sorry for not making it 100% compatible with idTech4 outright. Maybe when I get back to my own country and settle in, I'd have another look at it. www.violae.net/temp/threedscansbootlegeve1exp9.zip
  20. http://www.violae.net/temp/threedscansbootlegeve1.jpg It's not at all often I have anything to share suitable for TDM, but I thought this might be suitable. Originally from here:- http://threedscans.com/uncategorized/bootleg-eve/ The 2K textures are a mixture of what I've baked from the original 3-million triangle model, what I've painted in using Blender, and some CC0 textures from www.goodtextures.com - so everything remains under the CC0 license. Anyone is welcome to use it. There are 3 LODs - 13K, 6K and 2K, with the 2K version also for the shadow-casting. For the size, roughly 12ft, I guess it's about right. If anyone wants more versions, just let me know, MeshLab is ready and waiting. http://www.violae.net/temp/threedscansbootlegeve1.zip Merry Christmas!
  21. Ricky Berwick lays the smackdown with the sickest burn ever:- https://www.youtube.com/watch?v=KfQSFd52WnY
  • Create New...