Jump to content
The Dark Mod Forums

demagogue

Development Role
  • Content Count

    5729
  • Joined

  • Last visited

  • Days Won

    79

Everything posted by demagogue

  1. I suppose I don't need to belabor this anymore, but this is the core answer for this thread. But I did want to say, there are actually good reasons to use our engine beyond the things you already mentioned. It's right at that level (2005 base) where an individual or small team could get traction on developing it. But even aside from that, not to pat ourselves on the back too hard, but IMO our engine is pretty awesome and would be a great base for a lot of kinds of games, especially of the immersive sim / semi-open world type and complex AI. It has a lot of pretty sophisticated systems, advance
  2. To clarify, you can sell code under a GPL license, but the license requires you to release all of the sourcecode in a form people can compile it, and it retains the license. So practically you can't stop people from just taking the sourcecode, possibly changing some things, compiling it, and independently releasing it for free. Also, outlets like Steam really don't like GPL licensed code because it puts them at risk. And they already mentioned that all of the game assets are strictly non-commercial. So idTech4 derived things aren't the best platform for a commercial game. That's separate
  3. In principle it'd be great. I think at the root of it ... well the Steam people themselves really don't like GPL-based code, because they worry about integrated Steam-related code (GPL3 would require that to be released and covered by itself); so to begin with they weren't very welcoming and IIRC said something like it's rare that we ever clear any game under GPL3 (but technically not impossible; I think there were like a handful of games that have done it). The accounting for all of our IP is also a pain, and that's before you even get to the authorship issue. Those are still issues that
  4. That looks pretty respectable actually. It's a challenge for everybody anyway. For the border work, I was speaking about the facade of the barn. It's a big wall of a brush (/set of brushes) with one unbroken texture for the bulk of the surface, and I tend to think big stretches of an unbroken single texture are like dead space when they get too big. Breaking it up with borders or windows or anything that's contrasting makes the space come alive. It's a minor observation just IMO though.
  5. They would do that if their teams were set (or able to be set) to be mutually hostile. Long story short--if that's the issue--that's not really a problem the code base, but a problem with the mapper botching something in the map design. It's also technically possible that they did it intentionally and you just don't agree that it made sense, which I think can happen and wouldn't really be technically a "mistake", just a strong dissenting opinion. It's hard to know for certain without knowing which example you're referring to though. Edit: I think one of the team settings was neutral
  6. Cool scene. My constructive comment is that all walls should basically always have border work & interlacing planks to break up the space. It should be drilled in by habit, any time that you make a wall you make it with that. And then they should be combined into a func stat since they aren't separating geometry. There are some tricks to hide the path/dirt seam. It's not a big deal to have it, but I like to lay down an n-shaped patch over the seam so it looks like a mound of dirt or rocks over the seam. Another trick is to glue a bunch of rocks together in long rows, and you only
  7. Does it work if you have a small layer of air between the glass and the water?
  8. I've been playing Control recently, and it definitely has System Shock 2 in its DNA. It has the most immsim vibes I've had playing a game since I guess Prey. And it looks great. It's kind of light on the sim part, but it has very diverse environments, and the action varies by that, so that keeps the action pretty fresh. The story is also weird & interesting. Fun game.
  9. Nice to see this limit go so that the size of an FM is defined by an author's ambition and not some technical limitation.
  10. I can only hope with Vampire Bloodlines apparently getting canned that Paradox turns to one of my most anticipated games since forever, Victoria 3. (Yes, I understand VB2 was actually being made by another studio; but I think it's still part of the equation in terms of financing, and I'm just speaking rhetorically off the cuff anyway.) Vicky 2 came out in 2010, and the series has been noticeably skipped over as Paradox has made sequels to other games that came out after that one like Crusader Kings & Magicka. But asking them about when Vicky 3 is coming out has been a running joke for
  11. You know you can change their team in the .map file if you really have your heart set on it.... This is one of those cases where a little DIY tweaking can be fun (just for your own personal local version).
  12. Not bad, about a mission every 1~1.5 months for 11 years straight. As time goes on, we get more very ambitious ones too.
  13. Which is to say, even in "retirement" greebo (who codes DR) is still one of our most prolific workhorses.
  14. Cobalt blue, uranium green, and amber glassware sets would be really cool to see. I think Victorian style glassware might fit our world.
  15. My first advice is, it might be good to open up another FM and see how it set up a custom speaker and double check every element with the tutorial in case you misinterpreted something. It could be something like a typo in a spawnarg in the speaker, or in the soundshader, or not have the shader in the right folder, or it not referring to the proper folder where the sound file is, etc. Worst case, if you still can't figure it out, then you can just flat out copy and paste a custom speaker & all the relevant stuff from another FM into your map and change it from there.
  16. I bet you could still make a 1- or 2-room FM in 30 minutes. But anyway alright, we can consider these threads as your creative contributions then.
  17. I can't recall a zoo-themed FM in Thief or TDM off hand, so it'd be original fare that's for sure. Animating quadrapeds is a serious challenge. But it would be admittedly amazing if someone pulled it off. You know you could use some of your apparently boundless imagination & creative energy to actually make an FM one of these days...
  18. Since Arkane already made a spiritual successor to Thief (Dishonored) and System Shock (Prey), they should be due for one for Deus Ex to complete the gaming golden age's Gaming Trinity hat trick. Recently I've been playing Hades, among some other games. It's slick. Cool kind of aesthectic, quick gameplay loop for each room (what was sorely lacking in, e.g, Void Bastards trying the same model). Story is cool. The tone is a bit overbearing, but it's easy to get caught up in the gameplay and trying to make it a few more rooms in each round. I don't think it's an all time masterpiece, but I t
  19. They're probably fishing for support, so want to keep it up as long as they think there's an offside chance. The fiasco with Underworld Ascendant unfortunately probably did compound their difficulties. My general view is there's a time and a place for a certain game with a certain team to come together with a certain design philosophy where it all comes together and a great game emerges. And if it doesn't have that alignment of pieces, then the gates to development hell are always open and never far away.
  20. Thanks, it sounds good, and I didn't notice any broken locations. If anyone needs it from me, I'm fine with this being uploaded on the official mirrors as the official release version as it fixes the efx to be basically as originally intended (if I had been able to hear efx when I first set it up).
  21. DoomScript is weird to begin with (to me, an amateur at coding) because it's using C++ forms (made for compiling) as a script language (running real time on an interpreter). I don't mind too much because I basically learned C++ just by learning to code for TDM anyway.
  22. @Dragofer That's a great public service you're doing! I was always meaning to make a scripting tutorial, but I just managed to make a simple page because it's practically a mini-course in coding by itself. So I recognize how much work goes into it, and what you've made so far is great. I think it will get more mappers to get into scripting, as I think a lot stay away not because they couldn't get it, but just because the step-by-step instructions weren't there. Then that means we'll have better FMs, which is a win for everybody. Thanks!
  23. @Kin, the subtract tool is bad because it very often leads to shattering a brush into countless triangle shards, which is almost always going to be bad news no matter how the engine is optimized. It definitely (okay, probably) shouldn't be used if the surface or wall is separating leafs, i.e., standing between two visportal-separated areas, and it's best used, if at all, basically in contained places where you'd feel okay putting a 10,000 triangle model or the like. Or you just do it in a way that doesn't make so many small triangles; but if you could do that, then you can probably do tha
  24. This whole situation is looking like No Man's Sky, which has probably been noticed a lot before. Overhyped, pushed to release too early, massive backlash, but people can still see some of its potential, and in a year or two or three they'll probably come out with enough patches, or some great overhaul patch, to make it the game it was meant to be, not necessarily perfect, but as good as Witcher III for better & worse. It apparently already looks great (for the people that have the rig for it) anyway. But anyway, this is the reason I'll hold off on buying this until those future patche
  25. Yes you can put looping on the soundshader to have it loop, omni makes it sound from anywhere so you don't have to literally have it near the player, and some other spawnarg makes it environmental (coming from the direction of its source, e.g., if you wanted distant thunder), but I think you're not doing that here. And just by triggering a speaker, e.g., from a trigger brush, button, or activating it from inside a script, you turn it on and off, so no need to spawn it in. Also note that I added a feature to the location sound system where you can override an ambient and trigger a sound di
×
×
  • Create New...