ocn
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Posts posted by ocn
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I'm sorry to hear about this. I would certainly help out as far as I can. Either with voice "acting", music/Sfx or anything else that I might have a slight talent at. Both to the core mod or individual maps. I can't offer much, sadly, as I'm not very good at modelling (the more angular it is, the better- seems more tidy to me. ) The only real coding experience is simple text adventures on the old commodore computers.
I realize the extreme amounts of work involved by few people. And it is easy to take all that for granted, perhaps thinking that there's a perpetual joy and fulfillment in the creative process that doesn't need praise or acknowledgement. It is a wrong assumption. There are always ups and downs. I have myself spent more time asking for features than thanking for what's already there. I'm guilty of that, and I'm sorry.
I've tried mapping myself, I'm still doing it. But I'm also exploring other engines and tools to learn and take new discoveries and inspiration back. But, it is difficult to get things just right and it takes time. Especially when having equally time consuming projects elsewhere, as I assume we all do. I just don't want to release something that's only half way there.
But I do think that in the end we all appreciate eachothers efforts. This mod will surely not slip into oblivion. It is too good for that to happen.
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Hey, welcome back.
Hi! And thank you.
*BITMAP "//base/textures/darkmod/stone/natural/deep_cave_dark_01"
Thank you, kind sir. Wow, my first static model import. Oh, the possibilities!!!
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"Hey, you, the Rock Steady Crew
Show what you do, make a break, make a move
Hey, you, the Rock Steady Crew
B-boys, breakers, electric boogaloo..."
So... What do I put in that ase file, eh?
(Gotta flip the normals too, apparently.)
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Okay. Can someone tell me exactly what to enter into an .ase file to replace the object's texture? I've tried and tried, but failed and failed. I've the Steam version which might be the problem. This is what I have now:
*BITMAP "//textures/darkmod/stone/natural/deep_cave_dark_01"
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I've also heard them coughing while under water. Interestingly enough, they do play a drowning sound when their health runs out.
Which is why I'm thinking that it might be "better" to play sounds of short bursts of airbubbles as they are "hit" by the water and a longer one as they expire. This could be shared between AIs as the character of their voices don't make a difference when their lungs fill with H2O. I'm volunteering to make them if it's of interest.
This might be regarded as nitpicking, and I don't mean to criticize anyones work but as gaming becomes more and more naturalistic one is less forgiving of some things that just end up breaking the immersion.
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Is it an idea to change these from the current choking sounds to something a little more erm... bubbly? Perhaps even low pass filtered as they have to be submerged to even make them. Just a thought.
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Great stuff!
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It works like a charm for me too. Never had an issue with saves, but missions just wouldn't stay installed. Thanks.
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Ahem... After adding some brushwork I see I've continually tested a prior version of the map without the correct spawnargs. It works and I'm sorry for wasting your time.
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No, there's nothing unusual about him or the area he's moving through. Just a simple and wide corridor. There are two lights in an adjacent room that are switched off by a trigger at mission start which might initially have sent him into search mode, but he should revert to normal eventually anyway(?)- and I've waited to see if anything changes.
EDIT: I moved him away from the original area and there's no change in behaviour.
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I don't know if this will make a difference, but try "walk1" and "walk2" instead of walk.
Those did nothing. However the wiki does say : "If the animation itself has a setRate frame command (which accomplishes the same effect as this spawnarg) in the modelDef where it's defined, then the frame command will override this spawnarg." Which may render whatever I do useless.
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The value of 0.95 as the wiki says in the example, 2.0 and 0.50 which I suspect is close to what I want.
Thanks for offering your help, I'll be more specific in a PM which I'll write shortly. :-)
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Well, I tried to add a "anim_rate_walk" spawnarg to a "townsfolk_commoner_02", but it seemed to freeze in one frame and just turn. I cannot get the behaviour I want.
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There are spawnargs that control the idle animations and rate of idle barks. You could turn both off if you like. I can't recall what they are off-hand, but they're in humanoid.def.
Thanks. I'll check that...
Also, are there someone who'd like to help out with a custom model? I need an older nobel man lying on his back while clutching the head of a younger woman... I doubt I could pose a ragdoll like that and I can't find any heads in the list to use.
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I was wondering if there is some way to make an AI behave a little more unworldly than they normally do? Like, if idle, just stand there slowing swaying. No fidgeting, no idle barks... Ghostly, if you will.
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Oh...
Well, thanks for fixing it.
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Here it is :
If I recall correctly I was trying to remember how to turn a worldspawn brush into a door, and it took some trial and error. Suddenly selecting one bruch selected everything so I quit DR and couldn't reopen the file after.
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Thanks! I'd like to bring Gridley back one day...hope you're still around.
I'd be happy to revisit that old geezer.
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I've just encountered the same error. My map is unloadable...
Stupid me didn't bother to save new versions of the map as I'm just trying to brush the dust off my humble editing skills. But it turned out quite alright... What can I do?
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Let me compliment you on one fine mission, Springheel. That was very atmospheric and a joy to play. A bit choppy on my system at places, and a nasty consistant bug as one of the guards ceased searching for me which crashed the game every time. Other than that- beautiful.
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Do you seriously think life is more dangerous for children now than it was in medieval times? Or during the neolithic period? There has never been a time in history where children have been as sheltered and protected as they are now.
Not necessarily. I'm just saying that modern household appliances aren't designed to look or sound as menacing as they potentially are ,versus for example, a roaring fire.
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Oh, I'm a cynic to the bone actually. I regard anything any head of any state says as absolute bullshit until
proven scientifically otherwise.
I do have a stepdaughter, but I came into her life when she was ten years old, so I haven't experienced the toddler stage. But I think Sir Anthony Hopkins had a point when he pointed out what the first thing we say to a newborn is: "Boo!" Although this is obviously meant to be humorous, it does show that already we are subconsciously introducing the world as a hostile and unfriendly environment. Life is something to be feared, not enjoyed. Personally, I believe that this has a profound impact on a child's psyche and leads to opposing behaviour quite early. They just can't express "Dad, you're so wrong. And you've been wrong for, like, ever on, like, soo many levels." in a way that's acceptable to an adult, until they get to that magical age when statements like that are all too common. And even then it doesen't seem to be acceptable. It doesn't neccessarily mean that dad is wrong in this particular instance, but seeing the state of society, someone is obviously wrong somewhere.
And let's not forget that our children are growing up in a largely artificial world. Full of man made inventions that ironically are supposed to make life easier. "Don't touch that, it's bad... very bad." "Don't put your hand in there, you'll get it chopped off!" Of course the kid's going: "Why the fuck did you make our home a death trap?!" Parents get mad beacause the child won't listen coupled with fatigue of the sometimes inhuman requirements that are put on them on a daily basis. And the child gets frustrated because everything seems to be dangerous and not allowed. It's a funny old world, innit?
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I don't subscribe to that "man is inherently evil and selfish" theory. You only have to look at our children to see why. They're free, they're innovative and completely stripped of prejudice. They run laughing where there are no trails or paved paths. It goes wrong when we as adults put them straight back on our convenient roads to the factories, the banks and the malls, and provide them with toys that are all but stimulating to the imagination- they do everything for them. There are too much difference in the world. Your opportunities at happiness and prosperity is pretty much defined by something as random as where you are born. Of course people are going to fight for their own equality and they are going to fight to have as much as those who have most, noone is going to fight to have less. These differences are completely unnatural. We're all born naked, innocent and truthful. And in the end that's all we're going to have left.
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Would one be able to randomize the start animation frame on each tree as well? So, they don't move too synchronically? And also the speed?
HDR-Lite Post-Processing problems (Sky rotate)
in TDM Tech Support
Posted
If I have post processing enabled, I almost feel drunk when playing. Like going sideways, while aiming straight ahead. I have to switch off, I keep falling out of my seat. I recently had to switch to a Sapphire HD6670 due to hardware malfunction.