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Posts
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Everything posted by Mortem Desino
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Which FM in particular are you hearing the wench-swish? I spawned both an ai_whore and an ai_townsfolk_wench in the materials testmap, had her walk on all the materials, and heard nothing out of the ordinary.
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I did not. I don't remember hearing a swish tied with any idle animation. I do remember an anim where a guard taps his boot on the ground. ----- AI now use the classic dark mod "SHHIIIING!" again, when drawing their sword. Spring was right: they sound a lot scarier. Also, I've added a goblet impact sound for pewter cups, goblets, etc. I'm not convinced that it sounds enough like a bowl, so I'll rec something else for those. ----- Bythewaybytheway: Because of friends in various Renaissance Fair groups, I have an aluminum chainmail coif I can tambourine on; maybe it'll make the citywatch patrol clip-clops sound more unique.
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Pathfinding is AAS. It's a special 3D map of the world that only the AI sees and uses. Walking paths and patrols are set with path nodes.
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Take a look at parallel lights. Just be efficient with your light_radius. Large shadowcasting lights are very expensive.
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crash in "the heart of lone salvation"
Mortem Desino replied to Stealth'91's topic in TDM Tech Support
I can't quite understand what you're asking. You'll have to rephrase it. If you mean the training mission savegame crash that some people had a while ago, that was related to GUI. Heart of Lone Salvation would not have the same problem. I have doubts that is it a corrupted savegame file, because you would be the first I've heard of to get a corrupt save. If you can zip up the bad save file, I can try to recreate the crash and debug it. -
Hm. I'll give it another shot. It's hard to emulate sword hitting wood. I've got a rusty old Knights of Columbus sword that I'm not attached to. Maybe I can beat some items with it (without feeling remorse over ruining a good weapon ) I do like the sword vs sword impacts. I was trying to imitate Thief's clashs, clangs, and scrapes.
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Not sure what's wrong with the swordVsWood impacts. They work fine on my SVN copy. Maybe I missed something in a soundshader somewhere. (I think our Jorge sound is either a rubber ducky or some Star Trek bleep-bloop) The foley was made by running my bowie knife through expanded polystyrene styrofoam. I time shifted it down an octave, EQ'd out any "squeaks", and added just a hair of pink noise. It should sound almost like a "woody" burst of TV static. If ye want, I can see what else around my house makes a woody noise, and rerecord. I can change the AI sword draws, yeah. I was thinking of this while playing through your FM. Like you said: it's just not intimidating (of course, I intended that SFX not to sound intimidating) .
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Hi, and welcome! I don't think we've got localization set up for Italian, but I'm sure Tels wouldn't reject help. Take a look at the translation/localization thread here and offer your help. There was a proof of concept for subtitles some time ago. But the creator evidently abandoned it before it was officially put into the mod.
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Fan Mission 48: A Score to Settle, by Springheel (2011/07/01)
Mortem Desino replied to Springheel's topic in Fan Missions
Holy awesome! I haven't finished yet, but this mission definitely makes my top 5! A lot of work, a lot of love, and a lot of thought went into this, and it definitely shows. Thanks for the release, Spring! -
I don't know which stages scale needs to be put other than diffuse, frob, and maybe ambient? But I doubt that scale is very hard on the graphics card. My experiments with detail textures tell me they make little difference. textures/darkmod/stone/brick/even_small_blocks01_detailtex { stone qer_editorimage textures/darkmod/stone/brick/even_small_blocks001_ed diffusemap textures/darkmod/stone/brick/even_small_blocks01 bumpmap textures/darkmod/stone/brick/even_small_blocks001_local { blend gl_dst_color, gl_src_color map textures/fence/detail/brick scale 7, 7 // or whatever } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/brick/even_small_blocks01 scale 7, 7 rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/stone/brick/even_small_blocks01 scale 7, 7 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/stone/brick/even_small_blocks001_local // Bump fragmentMap 2 textures/darkmod/stone/brick/even_small_blocks01 // Diffuse fragmentMap 3 _black // Specular }
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OLD THREAD - Fan Mission: The Siege Shop by PranQster (2011/06/26)
Mortem Desino replied to PranQster's topic in Fan Missions
You remind me of my own mapping practices, PranQster. I saw the carrots in the cooking pot floating around. A dang cool tiny detail. I like doing stuff like that. But every time I do it, I realize I've wasted an hour on a tiny detail when I could have been building. -
Best thing I can recommend is to optimize away all your decorative entities with "noclipmodel" "1". Tels informed me in the internal forums: You can seed_combine entities without SEED-generating them. Bring down that entity count! Also: I can't recall: Did we bump the entity limit from 4096 -> 8192? When you're going to compile, try splitting up your dmap process in two: dmap noAAS mapname (restart TDM to free up swap space) runAAS mapname
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I'm not entirely sure I understand what you mean by "flying pullback effect". But on movers, there is a spawnarg called "stop_when_blocked". If you want damage to occur when it's blocked, you can add the "damage" spawnarg. Could you explain a little more what you're thinking of doing? Drawings, screenshots?
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Yours looks rather nice, Shadowhide. Is that a specular map making it look metallic?
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Just meant it as a friendly jab. It's a valid concern. You're absolutely right, though. FM mission translating is rather high-maintenance. As soon as a mission is released, it'll be on the heads of translators to translate the .GUI files for the mission briefings (If applicable), and the xdata for readables. I don't know what to do about objectives, though. That's all inside the .map file.
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Or perhaps, even cleaner: Create a mod-of-a-mod-of-a-mod. You could create an overriding PK4 named "zzzGerman.pk4". Have it contain the German xdata files that override the official mission's xdata. Download and cram that into the FM folder (C:/doom3/return_to_the_city/zzzGerman.pk4) (The three zzz makes sure the overriding pk4 is alphabetical last. Silly Doom 3. )
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Well, b'cuz readables are all found in glorified txt files (*.xd), it's easy to edit and release a child pk4 of a mission. So easy, even Fieldmedic could do it. Oh wait...
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Yeah. I've got cycle-through-keys bound to "=". So if I come across a locked door, I just start madly mashing =↲=↲=↲=↲=↲=↲=↲ *unlock noise* Hooray!
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Quite honestly, I never ever think about dropping a key. My thiefy paranoia starts tingling "Oh, wait, MAYBE that key should be kept for some other door." Or I just keep a key, in the hopes that I can lock an AI in his own room.
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Fan Mission: Reap as you sow by Fieldmedic (2011/06/19)
Mortem Desino replied to DeTeEff's topic in Fan Missions
I've already contacted Ravensoft about it. I live right in their backyard, so maybe I can squeeze some info out of any Quake 4 devs. -
Fan Mission: Reap as you sow by Fieldmedic (2011/06/19)
Mortem Desino replied to DeTeEff's topic in Fan Missions
Well, of course dmap will give you malloc failures. It's an unpolished developer tool, so I'm certain iD didn't agonize over ultra-stingy memory management when it's not necessarily for public use. -
I suppose it's possible, but what would be a nice, clean way of figuring out exactly what keys you have on your keyring? Deus Ex had the inventory screen, but TDM's minimal HUD doesn't have the real estate to list a dozen keys.
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Daaaaang pretty. I was never much of a visual artist. I'm really jealous.
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Your puddle should be an atdm:liquid_water entity. (and make sure that your puddle's bottom surface reaches below the world geometry.) Otherwise, the foolproof way is you could just lay down some decal patches of "textures/common/tdm_nodrawsolid_liquid" or "tdm_nodrawsolid_mud" EDIT: or tdm_nodrawsolid_puddle? I think puddle is the "pitter-patter", and liquid is the "SPLASH SLOSH".
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Flashing lights. You know how doom 3's dark shadows were 100% pitch black? They could hide model skin changes in-between the flickering of the lights.