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DeTeEff

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Everything posted by DeTeEff

  1. I was thinking about selecting a face, copying it, selecting another face, pasting, all with keyboard shortcuts and not have to get up into the menu and copy and then paste/paste normal. But is it not more to it than that? I thought ctrl+c was only appliable to copying brushes/entities (even between maps) and not for faces...The commands I am thinking of doesn't have the shortcut printed after it, in the menu... (I'm at work right now so I don't remember the exact words...)
  2. Good thinking my friend Peace Do not know...I've got a feeling that it may be a tough one. Lots of good stuff for this contest indeed... OT
  3. May I ask an improvement question without getting misunderstood? I've tried to search but found nothing... Is there somehow possible for a shortcut for "copy texture" and "paste texture" in DR? Something to add in a future release of DR perhaps?
  4. No, no, I don't take any offense to that. The reason I sent you an PM is that I wanted to clear it out between you and me, and not go so much OT in the thread. I think the thing got overboard by a misunderstandment from the beginning. I am fully aware of the work that has been put into the mod, and when I first brought up the subject, I didn't mean to "suggest" an engine change. It was just a question of HOW much work it is to "port" it to another engine, because I really wanted to know. As I said above, there wasn't a demand or wish. Yes, I could have done a research by myself but as the topic was around performance and lights and optimization I took the chance to ask a friendly question. I edited the post a page back and clarifyed what I said about the optimization. I believe you took it as YOU programmers should optimize the engine constantly no matter how poweful the engine is. That wasn't what I meant. I meant that WE mappers should allways optimize our missions after the engine used. Even if you have an engine that can support massive use of lights and stuff, you should allways see to make it the most "cheapest" for the engine to render. I thought that was obvious as in the previous sentence I talked about cramming in lights and AI in Thief 4 (As I now know, there will probably be difficult to map in Thief 4 but that's not the point). I suspect that you've been ironic and didn't mean to sound sarcastic against me, and hope I got you right now? Maybe you should use the hated winking smiley more, if you're ironic or not so mad as it sounds.
  5. Not a chance! The sky is just a skyportal...I've got the skybox in my living room
  6. No, the great creator must have changed their classname to something with a typo during DMAP
  7. It feels nice that you like my mission. Maybe there will be more...
  8. Thank you for a nice reply. I feel quite assaulted here, just by a THEORETICAL asking of IF it would be much work to move the game to another engine... It wasn't meant to say that we SHOULD move the game. It wasn't a "suggestion to move the game". It wasn't a demand or anything. It was more of a "I-just-would-like-to-know" basis (for me who doesn't know so much in computer programming )...I know the topic is inflammatory but it would be enough for me if you just said "No, too much programming and shit" and I'd be happy with that, but you took your time and wrote a whole bunch of text
  9. The AI is opening windows to look outside. That's MY doing I shall release a crippled version for all low-enders to play But that will replace the current one...
  10. I knew I was throdding on sensitive ground when bringing up the topic of the possibilities of a thief-game on a different engine. Therefore I clearly pointed out that it was theoretical and added jokes and humbly admitted my scarce skills in programming. I understand if the dev team gets pretty damn annoyed on people who degrade all the work on the mod. It wasn't meant as an insult when I said we'll have to wait for Thief 4 to be able to fill areas with AI and lights... I am in pure awe of the team that has worked hard on this for 5 years. It's a solid mod with no connection to the original game. But I find it quite sad that the topic cannot be discussed in a mature way. But then again, this is a forum and I might very well misunderstood Dave and if that's so I appologize.
  11. No I in no way is good at computer programming...Should I take that citation as a mockery? Am I wrong if I state that optimization allways should be done?
  12. But as I thought of it the damage is allready done But joke aside, we'll have to wait for Thief 4 and then (hopefully) will get able to cram in lights and AI without the need for (as much) optimization. EDIT: To clearify the spoiler at the end; In this case I was referring to the MAPPER optimizing his map building (with lighting, visportals, AI and other restrictions) to the engine used. NOT that the programmers should break their asses to optimize the engine so it fits the game/mod (That surely may be done after tons of work though).
  13. Yes, it's very sad that the id Tech 4-engine renders lights so inneficently. I do not know much in computer programming or graphics, but other engines, as Hitman does it better. But it may be that it doesn't have to look as good as in a dark sneaking game where the light is 80% of the mood...But TDM has been developed through 5 years and at that time the best choice for the original game must have been Doom 3. Don't throw eggs on me, but how cumbersome would it be to import all assets from TDM (that can be imported) into a newer engine, like the engine from Unreal 3 I guess all models would be relatively "easy" to translate and all material files also. The big cake should be to transform all gameplay stuff and frobbing and such...This is in no way a silly critiscism to TDM, just a theoretical thought
  14. Baaahh, put those restrictions aside What is that supposed to mean? BTW Tels...Should the Great wall of China be turned into a func_static? I guess not, as it surely traverses through several visportals
  15. I've kept this somewhat sick thought in my head for some time...But how long do you think it would take to dmap the whole world (earth)? Considering you have the best computer available. We are talking DarkRadiant and the id Tech 4-engine. All people and animals should be present Crashes and owerflow aside, would it be done in even 10 years time?
  16. I could indeed do a low-end version and cut down on all outside crap. Like put a wall with skytexture just outside the perimiter of the level and draw it all the way up...That way it will still be climbable...
  17. Biker, I copied all improvements you've done in the mines, into my map so all your improvements are inserted Sacrifices? You are not threatening my boathouse again are ye?
  18. nbohr, my favourite low-ender May I ask you to test my optimized version when it comes around? Even if the contest won't allow it, I shall release a better version. The whole idea in my opinion is to release good missions. My score may very well be based upon the crappy sluggish version but Betrayal - the good edition shall also hit the charts
  19. As my map is one of the maps that grayman and others can't play due to bad optimization on my behalf/old computers on their behalf, is it okay if I make an overhaul and try to optimize so he and the other low-enders can enjoy it? Or is it not allowed to do these kind of improvements?
  20. @Aida: Good one Thanks for the kind words! @Greyman: Aha...I guess I've got to get back to this mission so all you low-enders can play/vote It's kinda hard to estimate how bad it will run on old computers as the mission runs with about 40-60 FPS all over on my rig...I guess I just have to convert a shitload of brushes to func_static and add more monsterbrush on places that reqiures it...
  21. Oh lord I hope you've got the lockpicks!?
  22. The outer side of the rocks are off limit due to the competition restrictions so there is a func_hurt all around to keep trespassers out There also is some playerclip but as you see there is still possible to get over. If I had expanded the player clip too high it would look silly if you jump down from above and halted in mid air
  23. This is quite painful; I've put a lot work into filling out the space between flor trims and ceiling rims, with clip brushes to avoid the player to step up onto that tiny edge...but as it seems it's best to convert the trims into func_static and make it solid 0, performance-wice...
  24. Thiefette: Glad you liked it All the loot? That is hard core! Mortino: Ahh, I suspected that was a solution. But the thing is not moveable so I won't need to bind it then i guess?
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