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Neb

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Posts posted by Neb

  1. Another question:

     

    Why is it with TDM that when the FPS drops below the 45 mark, the games becomes micro stuttery..? and this stutter gets worse the lower the frame rate goes.

     

    I get horrible stuttering at an FPS of around 45, but at 30 it looks fine.

     

     

    Is there any way to stop my FPS from being anything between 30 and 60? Besides looking bad it makes me feel slightly sick.

     

     

  2. This thread at TTLG is as good a place as any for inspiration.

     

     

     

     

    I have some source art for wood/plaster tudor exteriors, however most of them share very little in common - If I could get a set of 3-4 elements, different wall sections, dense woodwork etc; that would help greatly but I'll have to dig around the net later and look. If you could give me an example of what you think is missing I'd be happy to look for similar.

     

    I'll have a look soon. Finding it hard to give examples because what I have in mind is pretty generic. White or orange plaster with dark wooden beams in varying patterns.

     

     

    I should learn to do this myself in GIMP but I pull my hair out trying to use it.

     

     

  3. I feel there's a lack of textures for half-timbered house exteriors. I think they look beautiful, and it would be nice to have more variety of pattern and colour.

     

    I'm also having loads of trouble creating believable building exteriors in general. Are there any tutorials anywhere, or advice you can give, to make houses look fairly professional with as little effort as possible using simple geometry?

     

    :) I'd be very grateful.

     

     

  4.  

    Neb, czemu akurat polski? Pytam z ciekawości :)

     

    I'm not confident enough to try and form full sentences yet, but there are thousands of Polish immigrants where I live in the UK, and I can't leave the house without hearing the language on the street (or at parties). Also, I keep seeing more and more Polish on the internet to the point of being exposed to musicians and films. It seems worthwhile to learn, and I'm also enjoying it a lot.  :)

  5. I'm 25. My real name is my screen name backwards.

     

    I'm learning Polish, aiming to be proficient in 5 years, and I want to learn Chinese Mandarin over around 10 years. Currently I'm obsessed with molecular biology. That atoms dance around, forming 'problem-solving' networks, being refined over millions of years fills my mind with wonder. I want to spend my life studying this.

     

    I play guitar, upright bass, keyboard, and violin (badly). Saving up for a saxophone.

     

    I love snuff tobacco. The sliding thingy on my computer desk that normal people use to keep the keyboard is littered with dozens of tins of many different flavours. ^_^

     

     

     

     

    Ooops, I forgot one thing: I'm a big shogi fan. It's a bit like chess, but instead of playing a move you can reintroduce pieces captured off your opponent onto virtually any square. It makes for an insane game where a rock-solid defense and strategic imagination really come into play. My avatar is a pawn.

     

     

  6. I still wonder whether it's just idTech4 that doesn't have a well fleshed out audio system. I'm not certain, but everything sounds raw. I guess for Doom 3 they could focus on making decent audio samples, but a Thief-like game with varied environments could do with a more flexible system.

     

    It would be nice if you could get effects like echo while walking through a stone tunnel. Perhaps even subtle reverb for zones with large chambers. Also, when sound is shut behind a portal it could filter out some high-end frequencies (voices wouldn't sound too close that way).

     

    I'm not sure if I'm on the right track, and I don't know much about how audio usually works in game engines, but right now everything sounds far too consistent.

     

     

  7. Same as me. I just don't know why then. It is very easy on my system to wade against the force - too easy now really. The only way it fails for me is if I am not running but walking.

     

    Unless we know why it fails then nobody should use a forcefield in their FMs if it is critical seems to be the message. Which makes no sense of course.

    It might be interesting to make some kind of test map with an array of different strength currents and then get people who initially had no problems, those who didn't after a tweak, and those who still do to try it out.

     

     

     

  8. I'm going to check out your list :)  I loved Das Boot too but I didn't really understand Stalker.  I sort of lost interest in it after a while in the movie too.  And to be honest, I still don't get what that movie was all about :P

     

    I think it's one that you have to feel to understand. There are other films for me that I didn't get for the same reason. 

     

     

    Neb, you seem to have a love for the more brutal side of things, am I right? Some good ones listed there, but films about war and heroes don't suit me much, they often feel exaggerated.

     

     

    I'm not really into the brutality, but if it comes with satire and dramatic depth then I'm interested. One thing that I'm actually always interested in finding though, is a great love story, but they're often either tacked onto something else or sold to women.

     

    The only war film listed there is Das Boot, and to me it was far from heroic. I'm not convinced that the horror of being hunted by destroyers and bombarded with depth charges is really so exaggerated. Most of the elation that the characters feel is fleeting.

     

     

  9. Das Boot:

    . :) U-boats are pretty much stealth war machines, so everyone here has a chance of appreciating it.

     

    Festen: If you love tense drama then you owe it to yourself to watch this. Awesome. It's Christian's father's 60th birthday, and an extended family meet to celebrate, but Christian uses the gathering as a platform to challenge him over the recent death of his sister.

     

    Seksmisja: Polish sci-fi about two guys who get frozen for half a decade and find that women have taken over the world. Men have died out and are seen as an inferior evolutionary stepping stone.

     

    Stalker: Tarkovsky's masterpiece. Actually, all of Tarkovsky is worth watching in my opinion.

     

    Ga, Ga, Glory to Heroes: Another amusing Polish sci-fi. A deep space penitentiary gets rid of its inmates by dumping them onto unknown worlds under the pretense of being ambassadors. The main character is greeted as a hero, but then has to commit a crime and be punished by having a huge metal stake plunged up his anus in order to cleanse society of its ills.

     

    Tricks: Brilliant, laid back Polish drama. About a boy trying to get his dad back with his mum by using superstitious 'tricks'.

     

    Titus: Insane cinematic adaptation of Shakespeare's Titus Andronicus. It was one of his earlier works, and was originally derided for being too grisly. Anthony Hopkins is incredible as the part of Titus, a Roman general who becomes the victim of a vicious grudge.

     

    I'll leave it at that for now. I'll list my non obscure favourites:

     

    Alien, Ghostbusters, Total Recall, Dark City, The Truman Show, Fight Club, The Game, Videodrome, The Fly, Invasion of the Bodysnatchers, Dead Man's Shoes, City of God, Wall Street, [trying to stop listing sci-fi now]

     

     

     

     

     

    [...transmission ends]

  10.  

    Although I was doubtful at first (inspired by TDS??) I was suitably impressed at the in-game videos and the potential that this could have, [...]

     

    There's nothing to it. It's a pretty castle with sliding doors that is tastelessly drenched in visual effects.

     

     

    I'd have to see a basic stealth mechanic prototype in even a badly made box-room before being impressed.

     

    [/sceptic]  :P

     

    It's way too early to have any idea as to where this will go. So far there are only hints of intentions.

     

     

  11. Oooops. Yes, I know the clipper tool well. "Cutter" threw me off. I haven't even used the CSG subtract thingy yet, but I know its evils from other programs.

     

    I didn't even think to use the clipper for diagonal editing.

  12. Thanks for the replies.

     

    I think I'm going to try and use strange angles only for façades for the time being, considering this is the first proper map that I'm making. ^_^ What I've done so far hasn't exactly been hard - just too time consuming. I'm trying to think ahead for visportals too, and streets really are something else to plan for.

     

    How do I use this cutter tool? I couldn't find it on the wiki.

     

    Also, Diego's idea of a local coordinate system sounds really interesting. Bet it's tough to implement though.

     

     

  13. Right. Most of my experience is from Blender, where the grid is fairly passive.

     

    Thanks for the encouragement. I don't think I could keep too rigidly to 90 degrees for city mapping since it feels good to disobey linear arrangements.

     

    However, I think I'll keep my important buildings on the grid. A church at an angle might become a pain.

  14. I'm just starting this topic because I'm building a section of city streets, and they've taken on a curved, organic direction, so I wanted to know if there's a good approach to building like this, and what all the pitfalls are before I get too far into mapping something unworkable.

     

    I was having a think about how to make houses - complete with interior - that would be at an angle to the grid. Would it be best to make it to the grid first, save the whole thing separately in case of needed revisions, and then place it all at an angle?

     

    If there was a way to snap vertices to the vertices of other brushes/patches editing might become quite a bit faster. So far, for small changes I've been using ctrl-G to snap a vertex to the grid, and then select vertices from another object, snap them, and line them up. Is there a better workflow for this?

     

    Slightly unrelated but, is there an easy way to get neighbouring patches to line up properly with each other? I'm trying to use a few for streets, but getting them connected at a T-junction without a small gap seems very tricky.

     

    Is there anything that I should be aware of?

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