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firoso

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Everything posted by firoso

  1. since we're on the subject of odd/loud sounds... the mouse over sound in the UI is really rather intrusively loud. is a sound even needed? there's already a visual cue that something is clickable...
  2. Not sure if this has been covered, if it has, I sure can't find it. If I load an FM, and tweak all my settings, and then load a different FM, I lose my settings... I believe I understand why this is happening, but I was wondering if you intend to remedy it, or simply let it be.
  3. Figured I'd post as well. Via Doom 3 Steam- Dual Core Intel E6850 @ 3 GHz 4.00 GB DDR 800 Windows 7 32-bit ATI Radeon 3850 Beastly framerates... 30-60 90% of the time with maxed out details (including FSAA) No real preformance issues. Wonderful job all, sorry my contributing fell through a year or so ago... my real job got crazy as I got moved from being a software engineering technician to being the lead software engineering for my department so things have been crazy. Hell it took me 9 weeks just to get around to PLAYING TDM when it launched, and I was excited! *laughs* maybe I'll pick up DarkRadiant, I'm so used to worldcraft/hammer tho I'm sure it's going to mess with my head. Have some pretty good map ideas I'd like to see made into missions tho.
  4. seta image_downSizeLimit "256" seta image_ignoreHighQuality "1" seta image_downSizeBumpLimit "256" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "1" seta image_downSizeSpecular "1" nope... here's what i changed: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "0" seta image_useAllFormats "1" seta image_useCompression "1" here's my complete config, http://www.pastecode.org/5488 so it's unlikely to be associated with interactions.vfp? (I suppose i can put it back when i get home and see if that changes anything)
  5. Very strange bug I've got, it may be my own doing tho. I installed TDM:ToSL, went to play it, textures were bugged out, updated my cfg, textures were fine but i've got the good old ATI3850 bug on lighting (no shallow angle lighting difference as posted in my bug reports thread a long time ago) solved by renaming interactions to interactions_bak. Can't remember if my fun little bug occurred before or after this tho. My bug is this: Now when I load up ToSL, I get low res blocky UI textures for the menu, for readable backdrops, and tons of other things... any idea why this might be?
  6. Well I just got back from france and took some good ref photos I think, I'll post them in a few days but there were areas the just really hit me as fitting with the atmosphere of the city.
  7. firoso

    Doom4 Hyrra

    what makes you so sure this is idtech5?
  8. I know, which is quite fortunate, I just feel like I've let everyone down :-(... I'll see what I can do tho, maybe I can get part way there before I go and be able to dive headfirst when I get back.
  9. *sighs* so yeah... I have some potentially bad news... I'm busy as hell with work still, and i'm going to france on the 16th of may for 2 weeks... I don't think i can work on holy water much until then cuz i'm trying to get stuff at work done first.
  10. Actually I read that although they used alot of algorithms designed for the Prince of Persia games, the pathfinding in Assasin's Crossing... er Creed... Was quite a bit more involved and was a partial cause for gameplay trailers to be released so late in the development cycle since they had nearly finalized most aspects of the game before the pathing and persuit AI was complete, and at one point it was even heading off the player causing severe frustration. (I'll try and find a link later)
  11. yeah and besides... racing games are lame...
  12. from what I know of other engines, you typically have attachment point references that are ususally special data types or just "dummy bones" on a mesh and then you can attach them to other bone based meshes and then usually to some sort of static world entity.
  13. I agree wholeheartedly, I think that the thief's role in a "boss" type situation should be influence at best, a thief stays to the shadows both figuratively and literally... TMA would have been better served if the Garrett had found a way to expose Karras subtlely and the players still got to witness a nice scripted lynching :-P, using the city watch for his own benifit? sounds like Garrett to me... as for Thief 1... I have to admit I never finished the maw... got annoyed and bored with it... Thief 3's ending was a bit better, but it was also rather anticlimatic at the same time... kinda a letdown.
  14. Now look what I started, another collaborative ideas turned debate thread
  15. well I think that goes without saying, that's part of immersion, balancing the mundane of the real world with the fantastical of the thief's world. It's part of what keeps you as the player, anchored into the game, a sense that it COULD be real, completely disregarding all the evidence to the contrary (water arrows for instance :-) )
  16. Well the title was appropriate for the first game, Square was going bankrupt :-P.
  17. Couldn't have said it better myself.
  18. *snickers* congrats you just hit the weakest parts of the thief series and bitch slapped them for me :-P
  19. I don't think anyone will disagree there springheel, or at the very least, the makers of Bejeweled and pretty much anything on pop cap won't disagree, it really is gameplay first, but thief is a narrative game, it's background and it's setting is what causes the player to suspend belief, but why do we suspend belief to the level that thief does? it's to tell stories. That isn't to say that "I'm broke and need money, time to rob Auldale's nobles" isn't story, it's mostly just a hook and motivation, but it's usually used as a way to progress through more story elements, that's all. Guess what I'm trying to say is gameplay for the sake of gameplay is a fine thing, graphics for the sake of graphics is a silly thing, and story for the sake of story is metalgearsolidwantstobeastealthgamelol. Thief has this backdrop for a reason and it lends it's self to a particular model of story telling very well, that's what I made this thread to discuss, what is the model and method of story telling, how wide and varied is it, what are it's themes? You can tell a story of a poor family that gets ripped off by the city watch until one day the oldest son kills a watchman and the family recruits you to break the son out and it fits into the thief backdrop, along those same lines you can tell a story of a ruthless Noble known for cutting the ears off thieves that break into his property so you break in just to prove that his elite guard and ruthless manner is not as effective as he would believe and it's still thiefy, but telling a lovestory basso's brother and the flower girl from the sector 7 slums as they go to slay a magic wielding eviloverlord destined to destroy offmiddleearth doesn't exactly belong in a thief mission, it lacks the dark mood that the motivation should carry, no matter how dark and moody the levels for that storyline may be, the story just wouldn't fit, square peg; round hole. As for an FPS with a good story? Bioshocks could have been better but it wasn't bad, Deus Ex was good. and both were better than OBLEHvion was, and it was an RPG...
  20. I dunno but this gives me a really cool idea for a library with one of those groove and rail rolly ladders... that could be fun in some mansion map when looking for a book...
  21. in response to BOTH of the previous posts: no I don't
  22. already done, but there's not alot I can do until I get home in 5 hours... I'd like to move this into a Holy Properties discussion thread elsewhere, if you can repost the outline of what needs to be done in the appropriate forum and close this one I would appreciate it, I'm spending time now getting caught up on 4 years of TDM development forums (at least the important stuff) also I posted in the thread about the new church map about how nice it would be to showcase holy water as well :-D.
  23. More than Ready. I'll have to get my hands dirty in the source, I've been dealing with C and C# more than Cpp lately but I'll be fine *goes to install VS2K5 fresh*. On that note I want to thank the team for this opportunity to give back to a community that has given so much to so many people, including me over the past 10 years or so, and on that note... *fires up tortoise SVN* I'll get back to you shortly, but I think I understand the general direction this will need to take. Edit: Aww... *goes to get SVN Access* Epic fails... no anon read access...
  24. I'm not saying it's the be all and end all, I'm saying it's a very important aspect of immersion, story telling is not reading a journal, or hearing a dialog, although that's important parts, storytelling in a game at least is giving the player reason to believe that if they were to scrutinize a char or a group, they'd all have a story to tell no matter if it's presented directly or not.
  25. I don't think I'm qualified to answer that question yet, but I think it would be benificial to do the more difficult one, I kinda want the feedback of some other coders.
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