Jump to content
The Dark Mod Forums

VanishedOne

Member
  • Posts

    1227
  • Joined

  • Days Won

    24

Status Replies posted by VanishedOne

  1. Found a funny TDM bug that's also in 2.05. Equip a weapon, hold down attack, press escape to bring up the menu while continuing to hold attack, and then escape again to leave the menu while still holding attack. Now, walk around and you have become separated from the weapon! You can walk all around it and in front of it. Sadly, you can't hit yourself. When you let go of attack, the weapon fires from where you are, not where it is.

    1. VanishedOne

      VanishedOne

      I just tried this, and after doing what you describe, it returned to me but then got stuck in its 'ready' position. Care to do the honours? http://bugs.thedarkmod.com

    2. (See 3 other replies to this status update)

  2. Hmmm... Is it just me, or pagans are currently a bit underrepresented? :)

  3. Wanting to help out on a git project... Is it just me or is Git a lot more complicated than SVN? I don't remember this much trouble contributing to Darkmod. (Of course it doesn't help that this new project I have to build on a Linux virtual machine.)

  4. I just came to the conclusion at 4am that I tend to (nearly always) make a glowing skin for my models. Don't ask for glowing trees, you know I'll do it!

  5. Tips on making realistic forest ground and not just flat grass?

    1. VanishedOne

      VanishedOne

      Isn't that what the "floor" spawnarg does? http://wiki.thedarkmod.com/index.php?title=SEED_-_Spawnargs#floor indicates it needs the model origin to be at its base, though.

    2. (See 7 other replies to this status update)

  6. Tips on making realistic forest ground and not just flat grass?

    1. VanishedOne

      VanishedOne

      [Oops, it seems I hit a character limit] ..ss was cut from The Siege Shop in a revision because it caused slowdown, but maybe LOD is improved since then...?)

    2. (See 7 other replies to this status update)

  7. Tips on making realistic forest ground and not just flat grass?

    1. VanishedOne

      VanishedOne

      For geometry, I think people generally lay deformed patches above the brushwork; http://wiki.thedarkmod.com/index.php?title=DrVertexBlend_(tutorial) uses models to enable texture blending, but http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-14#entry394935 might limit the need for that.

       

      SEED can place grass models, etc. or you could look at http://forums.thedarkmod.com/topic/12985-animated-grass-test-map/ (I believe moving gra...

    2. (See 7 other replies to this status update)

  8. Is it me, or has the wiki gone a bit wonky? I'm seeing some pages (like the Universe page) show up just fine, others (like the Category:Tutorial page) show up without formatting, and yet others (like the Skybox Tutorial page) just throwing an error...

  9. I wonder what happened to the wiki... ?

    1. VanishedOne

      VanishedOne

      The bugtracker too, it seems. 'The outage should not last more than a couple of hours or so, expect it to be online again on 2011-01-30.'

    2. (See 10 other replies to this status update)

  10. I wish I could just work on games and not have to make money at Walmart to survive. Someday... someday...

  11. You have got to be kidding. You need an Apple device to access a news story? Don't they know the principle that information wants to be free? "This story is only available in Apple News. To view this story, open the link on an iPad, iPhone, or iPod touch with iOS 9 or later and Apple News."

  12. If I can get a (NEW!) physical copy of a game for less than 60% of the price you're charging for a digital copy, you're doing it very, very wrong.

    1. VanishedOne

      VanishedOne

      It depends how serious they are about the 'only 5 left in stock' thing. (Of course, GOG regulars would wait for a sale anyway. Apparently I got it at 75% off back in December 2013.)

    2. (See 2 other replies to this status update)

  13. All work and no play makes Melan a dull boy.

    1. VanishedOne

      VanishedOne

      That depends on which planet you're on, so it's a hardware problem.

    2. (See 4 other replies to this status update)

  14. Is it just me or does the TDM Forums favicon look whack?

  15. Is it possible to place too many loot items in a room? I don't know if i've lost the joy because frequently obtaining loot loses its special feeling or if i've played this part of the map about a hundred times

    1. VanishedOne

      VanishedOne

      You don't like using func_static models for paintings? (I know it gives rise to the problem of identical-looking loot and non-loot, but that exists in plenty of existing maps.)

    2. (See 4 other replies to this status update)

  16. Kinda missing being around here even having only done my one chair model. Still working on my HL2:EP1 Citadel project in Unreal but I'm starting to get that itch to wanna do something here again.

    1. VanishedOne

      VanishedOne

      My wristwatch has exposed workings like that. It's the kind that rewinds itself slightly when you move your arm, so there's a coil inside that winds and unwinds throughout the day.

    2. (See 4 other replies to this status update)

  17. Playing with Soulforge-style machines. :-) Though the way AI bodies are handled looks set to spoil the Punch & Judy show.

    1. VanishedOne

      VanishedOne

      Potentially all of those except the robots. The system can also be used for cookery. You put items in and what comes out depends on whether you matched a 'formula' the system recognises. My first attempt used the Objectives system but couldn't handle cases where the player put in all the right ingredients for e.g. cake but added a nail and a dead rat as well. Now I have something that can check for exact matches.

    2. (See 3 other replies to this status update)

  18. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

  19. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

    1. VanishedOne

      VanishedOne

      It turns out the intended way for a speed potion to work was through a call to PowerUpModifier(SPEED) in Player.cpp, but in its current state that wouldn't do anything even if scripts could access it.

    2. (See 8 other replies to this status update)

  20. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

    1. VanishedOne

      VanishedOne

      Following up on that, setting an AI's gravityDir to "0 0 -0.001" will make it float gently downwards, but a potion to change the same spawnarg on the player didn't do anything.

    2. (See 8 other replies to this status update)

  21. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

    1. VanishedOne

      VanishedOne

      A bit of searching produced http://forums.thedarkmod.com/topic/7494-can-preys-local-gravity-work-with-doom3/?p=147476 although that's concerning gravity direction rather than strength. Which spawnarg are you thinking of?

    2. (See 8 other replies to this status update)

  22. I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.

    1. VanishedOne

      VanishedOne

      I don't know how the fall speed is determined. Maybe a slowfall potion could apply an upward force, like standing in a forcefield...?

    2. (See 8 other replies to this status update)

×
×
  • Create New...