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bambini

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Posts posted by bambini

  1. I can't remember the exact figures, but I'd turned down the brightness (or value) quite a ways already. I've also pulled the light radius quite a way in. The problem is that it candles are moveable objects, and so it's about finding a balance. If I pick up one of the candles, I'd still need it to emit a sensible amount of light.

  2. I have the same effect in the candles test map - it is really hard to have more than one candle near each other esp. when the wall texture is bright and reflecting.

     

    I've turned off bloom and it does make a difference. Not a massive one, but a difference nonetheless. It turns it down from "brighter than the sun" to just "too damn bright" :)

  3. I think the confusion here is that whereas with other entities you can select the classname and change it, with worldspawn I think it is protected so you don't accidentally convert all of worldspawn to something nasty. Instead you need to:

     

    RMB in ortho view

    Create entity OR...

    Select convert to func_static

     

    Problem solved! Thanks guys, you're always there for me :)

  4. Dickens? Chaucer? Pepys?

     

    Without trying to get too literary on you, William Blake's poem London puts it eloquently:

     

    I wander through each chartered street,

    Near where the chartered Thames does flow,

    And mark in every face I meet,

    Marks of weakness, marks of woe. In every cry of every man,

    In every infant's cry of fear,

    In every voice, in every ban,

    The mind-forged manacles I hear:

     

    How the chimney-sweeper's cry

    Every blackening church appals,

    And the hapless soldier's sigh

    Runs in blood down palace-walls.

     

    But most, through midnight streets I hear

    How the youthful harlot's curse

    Blasts the new-born infant's tear,

    And blights with plagues the marriage-hearse.

     

     

    • Like 1
  5. I'm still working through the tutorial, and I've run into another problem. I'm creating a stim and response, and the way I understand it, I have to create a small brush and change its classname to func_static. The problem is that its classname is worldspawn and it refuses to change!

     

    On further inspection, I've realised that all of my brushes are worldspawn, and they all have the arg shop_skip 1. I also wanted to create a location trigger as well, and that brush only has the args classname: worldspawn and shop_skip: 1. They just refuse to be anything else! What's going on?

  6. I'm having trouble coming up with names for the NPCs in a level I'm planning. Thinking back to the Thief games, I'm probably looking for Latin (e.g. Artemus) or maybe Germanic names, but can't seem to come up with anything that sounds like it fits with the themes of TDM.

     

    Does anyone have any tips or advice on coming up with names? Maybe a name generator that they know of? How does everyone else think up names?

  7. Regarding the arrow velocity, it is fairly accurate. I set it based on this site ( http://www.kmtargets...ts_physics.aspx ), which gave a number of 56 meters/second. Obviously this is going to vary a lot with the specifics of the bow, but this calculation assumed a 40 # draw, recurve, which seems reasonable for the shortbow our thief uses. 56 meters per second gives 2210 doom units / second (assuming 1 doom unit = 1 inch). This is the arrow launch velocity we're using.

     

    Wow, you've really done your homework :)

     

    OK, I hadn't realised that your arrow velocities were based on real-world physics. I'd assumed that the speeds had just been tinkered with until they looked about right (but given how thorough you've all been in making TDM, I should have expected so much more!)

     

    Forget I complained about the arrow speed then. It's probably more a case of my expectations of how an arrow should fly being wrong.

  8. I agree though, that it looks a little overbrightened, but this could also be related to bloom. I did not try disabling it on such a scene so far. Maybe it'd help...

     

    Hmm, hadn't thought of that. You might be onto something, as in the camera view of DR the light looks fine, but when you go into TDM it's overly bright. I'll give it a go.

     

    I hate bloom. I don't know why I ever bother switching it on.

  9. I had an indirectly related issue that I thought I'd raise here, rather than starting a new post.

     

    In a map I was working on, I thought I'd set up a rather nice little display of three candles of different sizes on a plate. It looked great, and was good fun to throw things at (think candle explosion :)), but the light emitted was all wrong. Even with the light radius pulled right back and the value (brightness) turned down, the corner of the room that had these three candles was brighter than the sun.

     

    I don't know too much about how light accumulates, but if it's anything like sound (and I suspect it is) then it's a logarithmic progression instead of a linear one. This means that three candles would not be three times brighter than one - it would be less than that. Is there any way that this can be put into TDM? I figure it would only really need to be done with candles, as it's not often that anyone bundles together half a dozen torches.

  10. This is really good so far. Gameplay is ideal for me on expert so far but I'm short of loot, 875 and need 1100. I've got everything else and seem to have gone everywhere.

     

    If you need a hint, I'd suggest you...

    look in the rafters smile.gif Also, one of the crates in the warehouse is openable from the top, if you haven't found it already.

     

  11. OK, I have another quick question (you must be getting sick of me :))

     

    I have an electric lamp that's attached to a switch. I've attached the switch to the light and this works just fine. However, the lamp iteslf still glows orange, even though it's not emitting light. How can I set it so the lamp itself goes dull at when i flip the switch?

  12. The easiest way is to insert prefabs\misc\StartTools,Ammo.pfb and then modify/delete what you don't want. (or startpack which includes the above.) This also includes difficulty settings if you want to vary the amount on each difficulty level.

     

    But if you've already started, you need these on each type of arrow:

     

    "inv_ammo_amount" "3"

    "inv_map_start" "1"

    "inv_no_pickup_message" "1"

     

    The last line is best otherwise you get a message at game start "Acquired 3 arrows"

     

    Sorry, it's taken me a few days to get round to testing this out. Worked like a charm! Thanks a lot for your help :)

  13. I'm still going through the A-Z tutorial, and I'm getting myself a little confused with adding ammo. What I want to do is to add in some broadheads and some water arrows, so my guy starts with 12 broadheads and 5 water arrows. The problem is that I keep getting just one of each.

     

    I'm getting a bit confused with my "inv_stackable"s, "inv_count"s and my "inv_ammo_amount"s. What properties exactly do I need to enter in to do the above? Or is it just a question of putting a dozen invidual broadheads and 5 water arrows into my 'blue room'?

  14. I'm having trouble with running pointfile. I've got a leak, and it's alerted me when I've dmap-ed my map, and yet when I try to run pointfile to locate it, it comes up with this warning:

     

    Could not open pointfile:

     

    C:/Program Files/Doom 3/darkmod/maps/tut/tut.lin

     

    I can't seem to find "tut.lin" anywhere on my computer. What's going on?

  15. I would say that arrow wobble isn't so much of an issue. Sure it would be a nice touch, but I guess you have to draw the line somewhere in terms of how far you take realism into a game. I'd imagine it would take a fair bit of work to get arrow wobble in place, but what gains would you really get from it in terms of gameplay?

     

    I'd be happy to play with the code to change the arc, while leaving the horizontal speed as it is. I'm no programmer though, so unless someone can hold my hand and walk me through it, or it's just a question of changing a couple of numbers, I'd be as useful as a chocolate teapot :)

     

     

     

     

     

  16. First time I've heard a complaint of the arrow too slow. I actually feel like they are too fast and I've heard that complaint before.

    I've done a little archery, but not much so I'm not an expert. But I always really liked the feel of theif 1 & 2 arrows. Which actually must be quite slow as you can really see them fly.

    Ours seem to reach the target much faster

     

    I guess it's more that arc that's the issue for me in that I feel they arc way too much. The speed becomes an issue becasue of physics: if an arrow has a faster horizontal velocity then it will arc less over a fixed distance. Of course, the laws of phsyics are all very well in the real world, but they don't necessarily apply in a game! A way to reduce the arc of an arrow without reducing its horizontal speed is to reduce the vertical velocity (i.e. the pull of gravity on the arrow). This would mean that the arrow flies at the same speed horizontally, but would arc less in the air.

     

    Is it possible to adjust the effect of gravity on the arrows? Even if it is, what do people think?

  17. I think this is somewhat of a gameplay concession to allow the player to see the trajectory a bit better, without relying on blue arrow trails. wink.gif I don't recall precisely, but i don't think our arrows are any slower than in Thief 1/2. Could be wrong about that though.

    You may be right, but it certainly feels that the arrows arc a lot more than in T1/2, even if they have the same speed. As I said, it's a continual grumble for me that arrows don't go faster in games, but I guess it's just a realism/gameplay balance.

     

    There are preferences within Dark Radiant to change the layout colours to your own personal preference.
    Really? I'll have to look for those. Methinks they will be very handy smile.gif
  18. First of all, I must say I'm extremely grateful for all the hard work put in to producing TDM. It really is awesome. However, I thought I'd post to tell people about a couple of thoughts I've had on improvements for TDM/Dark Radiant. It's nothing too major, just a couple of largely aesthetic changes that I thought might make things a bit easier. It's absolutely not intended as criticism.

     

    - In TDM, I felt that the arrow speed was a bit too slow and the arc a bit too steep. I've loosed a few arrows in the real world in my time and they're pretty damn fast. In the Training mission, when I was firing arrows at the targets it felt that I had to aim far too high in order to hit the more distant targets. I’d prefer it if the arrows were much faster. To be honest, I think that this is a problem with most games that involve archery. I’m probably being overly fussy.

     

    - In Dark Radiant, I’ve found that when you zoom in really close it’s hard to differentiate between the edge of a brush (a black line) and the gridlines (which are grey). It’s not so much of a problem when you’re zoomed out, but it can be tricky when you’re zoomed in to make sure two brushes are aligned. I wondered if it might be useful for the lines to become thicker than the gridlines when you zoom in so that they stand out more. Alternatively, maybe if the inside of a brush was tinted light grey or something to make it stand out.

     

    - Finally, I thought about something that might be quite handy that was in The Elder Scrolls editor. It’s a function in which you can select an object and at the push of a button it will “drop” to nearest horizontal surface below. So if you want a spoon on a table, you can get the spoon somewhere over the table, press the button and it will drop onto the table. Or if you want to place a person in the room, you press the button and their feet will touch the floor.

     

    I don’t know how do-able these are, but anyway, those are my thoughts. What do people think?

     

     

  19. Thanks for the help guys, I really appreciate it.

     

    Out of interest, should I worry about the other .pk4 files in the darkmod folder? There seem to be quite a few. Also, once I've converted it to a .zip file to unpack it, is it important to rename it back to a .pk4 file? I probably will for neatness, but I'd be interested in knowing whether TDM relies on the prefabs.pk4 file.

  20. So I'm working my way thruogh the brilliant A-Z Beginner Guide, when I ran into a bit of a problem.

     

    On page 3, it tells you how to put in a prefab sky. The problem I'm having is that when I'm in DarkRadiant and right-click on the grid view and select "Insert Prefab", I get an error message. It says "The folder contents could not be displayed: Error stating file 'C:/Program Files\Doom 3\darkmod\prefabs': No such file or directory"

     

    I figure I must be missing the prefab folder and all its contents. Any idea where I can get it from or where it's gone?

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