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Posts posted by 7upMan
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lol sorry, forgot... the whole plastic thing back then was the rage, wasn't it.
I'd say Yes and No at the same time. On the one hand, you have Quake 4 and Prey, which look a lot less like plastic IMO. On the other hand, you have the new Wolfenstein that still looks remarkably like plastic, even though it's the last and final stage of the idtech4 engine. So I (who knows zero about the technology behind it) would say that it's easy to make idtech4 renderings look artificial, but also possible to omit that.
Is there anyone who can support this claim?
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wow... just, wow.
My main gripe with the D3 engine has been it's cold, dead, digital look...
You forgot "plastic" in your list. Almost everything in vanilla doom seems to be made of plastic, which makes the whole environment very artificial. I just wish John Carmack had J.C.Denton's shaders when he released D3...
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p.s Sorry I gave away part of the plot inadvertently. can someone please tell me how to insert a spoiler ?
Well, either you select them under "Other styles" in the editor menu (next to "Fonts"), or you type [ spoiler ] [ /spoiler ] (without the spaces, similar to the "quote" and "/quote" tags).
Also, left of the trapdoor is a lever near the ground, use it and enjoy.
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Incredible work! I just checked the screens, and to think that this was just the Training Map... How will Melan's FM look with these shaders?! Speaking of which, how big is the impact of the new shaders? I saw a difference of everything between 5 to 15 fps. I suppose this is also due to the AA, or is the impact equally high even without AA?
By the way, there seems to have been on and off talk about implementing soft-shadows, which seems to be a problem in Doom 3. What is your opinion on this, would you be able to implement them?
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Also, that thread that I've been linking to is full of reviews from many different players and fan mission authors - you are more than welcome to post your own review, and it is encouraged
I'm not good enough to surpass the quality of your reviews, and that would be the only thing that motivated me to post my own one. If anything, I'd add a comment afterwards, but since I prefer to stay away from TTLG (and I forgot my password anyway), that is postponed indefinitely.
Is this actually working properly? Last I heard it was not.
Try the following: open the mansion outside doors with the House Key, and then hide in the shadows and wait. You'll notice that the patrol guards (at least the ones inside the house) will notice eventually that the doors are open. Then they start looking around, until they are satisfied that they didn't spot anything.
This worked for the guard next to Lord Nelson as well, but not for Lord Nelson himself (even with lights switched on). But it seems that every player might have a different experience.
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SneakyJack, what you could have mentioned for Sons Of Baltona is, that the guards are alerted if doors are opened that should be closed. I loved that part the most, and only a few FM makers seem to have used this feature so far - which is a real pity, because it makes playing so much more immersive IMO.
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Goldchocobo, the AA is the culprit. I had 4xSS-AA enabled (on my HD4870/1G), which got me 8 fps when looking at the start in the direction of the city. After switching off AA, I got manageable 25 fps. Although it looks ugly, I'm afraid this map forbids the use of any quality features.
Just my two cents: using AntiAliasing more or equal of 4X, IMHO it's pretty useless to have higher resolution.
It's not. When I enable 4xAA on my 24" screen (1920x1200), TDM looks just beautiful. The only thing that's slightly annoying are the extremely hard-edged shadows. I'm still experimenting with some Doom3 shaders to have them softened, but it seems that TDM produces really bad graphics errors when I try to enable them.
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Hi stgatilov, the thing with the guards being able to re-light torches but not lamps seems to be a missing feature in TDM itself, at least that's what Carnage had said during beta-testing. It would have greatly increased difficulty, so while not a high priority, it'd be great if the team could add this feature (or show a workaround).
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Couple of issues:
- You forgot to put caps on the patches at the secret-stairs.
It's our (beta-tester's) fault. But I guess you can't spot anything.
This alphatexture didn't work. Maybe also a TDM-issue.
That's a TDM issue, AFAIK. It's also in Sonosuke's FM, and his graphics card displays the cupboard correctly.
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I already was in his studyroom and grabbed the book there, which hinted that there's a secret hidingplace somewhere.
Well, on the opposite side of the room the picture should move to the right and reveal two keys. If it didn't, we'd have a bug that be beta-testers never encountered.
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So far so good. I didn't finish yet, because I don't know how.
I found a secret hiding place in the office behind the picture, but there was no key there. Since there is no word about where the secret hidingplace is located, I am assuming the line about the "new lieutenant" is a hint, which would mean that the key is supposed to be right behind that picture. Is this a bug or did I just look in the wrong place?
Doom 3 crashed on me too when I tried climbing the roof. But I could easily recover through the taskmanager.
Go to Lord Nelson's room in the upper floor, grab his key. This will lead you to your next Ziel.
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Ah! I just finished a new (hopefully pre-final) beta version, and I have an evening free. Here I go...
You mean tomorrow we could have another one? Please say YES!
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I don't reduce in the sense of cutting out anything worthwhile - I simply know how to say the same thing with less words. So you get concentrated goodness - rich info density rather than rambling prose that says very little. Compare a typical 30-minute TV documentary which is deliberately padded out to save production costs. I analysed one and found after removing intros, lead-ins, adverts,summings-up and coming-ups there was less than 10 minutes of pithy material that I reduced to two minutes of any substance.
That superfluous stuff in a movie, show, book or article was called "the lard factor" by my professor (for Technical Communication). Meaning: normally, if you have, say, a sentence, and you analyze it, you can cut the lard/fat out and keep the meat. The sentence will be to the point and without filler words and all other superfluous stuff that we normally use. The same is of course true for any other filmed or written material.
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Do you guys have AA enabled, and if so, which one (MS-AA or SS-AA)? With 4xSS-AA my machine goes down to 20 fps quickly, if there's more than one light source. I have disabled the power save mode, so that nothing hampers with my CPU speed.
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Regarding the popularity of the name Garrett, there is also a character by that name in the "Garrett: P.I." series of books by Glen Cook. The series is called "Die Rätsel von Karenta" in the German translation, if anyone is wondering. The Garrett in the books is not unlike The Thief, a bit of a cynic, but ultimately not a bad person.
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Is Farrell the first or the last name? I've grown particularly fond of the name "Palmer", which was named earlier in the thread. It's a nice pun to "palm", I think, although some surely will find it lame. Anyway, Farrell's second (middle) name could be Palmer too, right? In that case, you'd just have to think about a family name - or a first name.
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I expect ca. 30-40 FMs in the year, but most of those will be smallish experimental efforts.
This would still mean 2-3 FMs per month, which is really okay. If the TDM community can keep this pace in 2010, this will set the way for the next years, I think.
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If I might add, another FM is supposed to be released this week. I don't have the Okay to give out details, but you can expect a mansion mission that will make your heart race more than just a few times.
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Is there a female snoring sound already? I mean, the snoring could mask the fact that the female AI is not breathing.
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Anything that isn't or couldn't be mistaken for Garrett. Ideally, I think the team will have to choose a name and put it out there.
So why not open a thread with suggestions, and after a certain date make a poll with all entries, to see which one wins? Was this idea already rejected, or has it just not been thought of?
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So is any name starting with Ger/Gar forbidden, or would Gerhard (for whatever reason someone would use that name) be still okay?
By the way, what you guys did with TDM ist incredibly great, and I think you can rest assured that sooner or later the first campaigns will start showing up. I know for a fact that several multi-parted FMs are in the making, so no pressure on you.
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Well,maybe I'm an exception, but for my any Thief-like universe *must* have a protagonist called G. or something similar. But I may be very well alone in that view.
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I've read this thread with great interest, and maybe I might add something to think about. Since the ancient Germanic name "Gerhard" is often abbreviated as "Gerrit" in Northern Europe ( http://en.wikipedia.org/wiki/Gerhard ), why not use this one here? Granted, it' very similar to the G. name, but if properly explained in the FM (say, the Thief got a letter from mom lying around somewhere where she calls him both Gerhard and Gerrit), shouldn't you be able to use that name without fear of legal implications?
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I've just finished the mission. I also had the tree clipping error as well as the snow missing when looking out of the window of the greeen room (see second screenshot). In addition, when I was standing on the second floor directly above the green room (I think), I could hear the house owner walk and talk. I'm not sure that is intentional. Please see the first screenshot.
Second, when I get the parcel, it's not displayed in my inventory. Please see the second screenshot.
That's all I found. Oh, and I found both secrets. The first one through sheer luck, and the second through using logic.
Fan Mission: Business as usual by b1k3rdude (14/01/2010) Christmas FM Contest Entry
in Fan Missions
Posted
In the room with the hotel master key, try frobbing the chest of drawers at the end of the bed. Crouch directly in front of it to do so.