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Mortem Desino

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Everything posted by Mortem Desino

  1. 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.
  2. 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.
  3. 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.
  4. Take a look at parallel lights. Just be efficient with your light_radius. Large shadowcasting lights are very expensive.
  5. 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.
  6. 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.
  7. 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) .
  8. 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.
  9. 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!
  10. 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 }
  11. 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.
  12. 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
  13. 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?
  14. Yours looks rather nice, Shadowhide. Is that a specular map making it look metallic?
  15. 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.
  16. 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. )
  17. 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...
  18. 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!
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. Daaaaang pretty. I was never much of a visual artist. I'm really jealous.
  24. 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".
  25. 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.
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