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grayman

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Everything posted by grayman

  1. I read these when I was growing up. One of my favorite series. Sadly, Frank Frazetta, the artist who painted many of the covers for later editions of Burroughs' works, died a little while back. One of his paintings just sold for $1.2 million. Another of Burroughs' exciting series is "Pellucidar", a world hidden inside the Earth. "At the Earth's Core" was the first book. Tarzan even gets involved at some point. "John Carter of Mars" is now in post-production, with a target release in 2012. Taylor Kitsch plays Carter, Willem Dafoe plays Tars Tarkas, and James Purefoy plays Kantos Kan. Purefoy was Mark Antony in HBO's "Rome" miniseries (which I just finished today), and is a terrific actor.
  2. For non-projected lights ... If the lightbox isn't responding, or the Y direction changes if you're dragging in the X direction, then your light has been rotated. Select the light and delete the "rotation" spawnflag. That will straighten out bad lightbox dragging, and won't affect the light's effect on its surroundings.
  3. It wasn't explicitly stated above or in the wikis, but the console output will give you the number of the entity that's causing the problem.
  4. I think of pathfinding as getting from A to B, with precalculated help identifying the best ways to move. What I was referring to was setting a body in motion and letting it move freely while it checks its surroundings. It's not trying to figure out how to get to B. Nothing needs to be precalculated. The difficult part is making sure it doesn't start down a course that would end up in its being stuck. That involves rules that define what the object's allowed to do and not do so it looks as realistic as possible.
  5. A bird that simply flies around doesn't need pathfinding. It just executes a smoothed-out random walk, with constant collision checking against its surroundings. I.e. ... It's 600 units before I hit something, and a turn takes 100 units, so keep going in this direction ... It's 150 units before I hit something, and a turn takes 100 units, so I'll turn. I'll make a few collision checks to see which turns are available. Okay, let's do this one ... Complete turn, straighten out ... It's 1500 units before I hit something ... The bird could randomly decide to land on a "flat" surface if collision detection told it the surface was flat. Take off again some random time later. Put multiple birds in the air and you have an opportunity to add in flocking behavior. If we want it to attack the player, then that's a different story, because that involves flying to a specific location.
  6. Ummm, I watch a lot of detective shows???? Anyway, try this image: In real life, this is the case for a Kodak camera, circa 1914. Inherited it from my wife's uncle.
  7. Picks typically come in some type of case. I'll see if I can come up with an appropriate image and use that. Thanks.
  8. In the shop, the "lockpick set" image that's displayed when you hover over that item in the inventory lists shows a bent pick and a circle pick. These aren't used in the game. A set has triangle and snake picks in it. Does anyone care if the image is wrong? If so, I can create a new one.
  9. Nevermind. The "image" line in the *.def is the materials definition, not the filename of the image. Once I made a materials definition for the image, it worked.
  10. The shop doesn't know about the flashmine. I'm adding it. I've created a *.def file with the definition, and made an image to go with it. The image should be displayed next to the description when you hover over a flashmine in the starting or buy lists. But ... All I'm getting is a black box where the image should be. I know the shop gui is picking up my new definition, because the description and cost are correct. Thinking that my image was bad, I copied an existing image (lantern) and made it the flashmine's image (<mymap>/dds/guis/assets/purchase_menu/flashmine_image.dds). Hover over a flashmine in the lists and I should get a picture of the lantern. But I'm still getting the black box. Here's my definition (<mymap>/def/shop_def.def): entityDef ShopItem_playertools_flashmine { "inherit" "atdm:shopitem_base" "editor_usage" "Flashmine" "displayName" "Flashmine" "displayDesc" "Found most often on the black market, these defensive devices will temporarily blind anyone looking at them when they go off. They are useless against creatures without eyes." "itemClassname" "atdm:playertools_flashmine" "image" "guis/assets/purchase_menu/flashmine" "price" "40" } What am I missing? Thanks.
  11. I always put all decals 1/8 off their host surface. I've found that placing 2 decals in the same area causes ZF if they're co-planar. I would put one 1/8 off the surface and the other 1/4 off. Is there a problem with that? Also, how can you tell which ones are supposed to be on the surface and which are supposed to be away from it?
  12. Yes, that centers the object in the ortho views, but doesn't change the camera view. I want the object centered and close-up in the camera view.
  13. Do you have the "offset cloned brushes" mode on? I've always been able to undo accidentally cloned brushes, so I haven't seen this problem. Unless you're referring to selected brushes un-highlighted after the undo. That's a big problem if you're cloning multiple brushes, 'cause you have to re-select them all. But having a "2 brushes co-exist" check would be great. It would have to account for the floating point representation problem when near zero (1.23456e-10000000), though.
  14. WRT the Readables Editor, I wasn't able to use it when it first came out. Crashed when opening an existing readable, and crashed when typing in the "left page" field on a new readable. The crash occurred in the OpenGL library, and it wasn't until I updated my Catalyst drivers (9.3->10.8) that it finally went away. My 2 comments: I'd like to be able to select something in the ortho view and jump to it in the camera view. Same behavior as selecting something in the entities list ("J" key). It would have been a great help during the vert contest. Working up at the top of the map, then having to run all the way to the bottom to do something was a pain. If you're moving the camera and you hold down the right mouse button, the move speed multiplies, but only in the horizontal plane of the move. It would be nice if the camera continued along the same vector. Again, the vert contest really brought out this need. I can get anywhere real fast with this, but only horizontally.
  15. grayman

    broken wrist

    Meds are good. Get better!
  16. Ok, I'll look at these. Apart from yourself, who else works on the code?
  17. Yes, it'll be interesting to see if/how it gets used. It was daunting at first, trying to figure out how to string everything together to make it work, and I'm hoping the wiki will make it easier. (Of course, there's always my concern that I made it too detailed. But if folks work through it bit-by-bit, they should pop out the other end just fine.)
  18. How about if I take a look at the bug list? Pick a few (seemingly) small non-enhancements to get used to the process and learn the code structure. In the long run, perhaps a look at the AI. There are a few bugs filed against them. I've worked with id-based AI code before. I have the TDM 1.02 sources. Should I update them with the current pre-1.03 version? If so, how do I do that? I'll need some instructions on checkout/checkin from/to the official version trunk. Looking forward to it, thanks!
  19. I can carve out some time to help with any of the following: a - voices b - programming c - scripting d - sound effects e - textures Resume: a - english and german voices for "Degeneration", a Return to Castle Wolfenstein mod http://www.youtube.com/watch?v=aYVJVsBJaMY. The voice in that video is my "southern accent General". See the Cutscene Wiki downloads (snitch.zip (Part 1) and vault.zip (Part 5)) for other samples. b,c - C professionally since 1982, C++, Obj-C, and C# as they came online, scripting here and there. 5 years of C on an unreleased game ("Suspension") based on the Quake engine, covering all areas of the software. d - sound editing of >400 songs (music, sfx) for a dance studio, sfx for Degeneration e - no real background in textures, just a strong interest in creating new ones. You can see some of my Photoshop work here: http://www.gather.co...281474977174550 and here: http://www.gather.co...281474977817845 I've attached a couple pieces of my artwork. And I created my forum icon using POV-Ray. I don't know what's most needed, but I'd be happy to help out in whatever capacity I can.
  20. The Cutscene Wiki is finished. You can find links to it in the Tutorials and Editing sections. Any comments and suggestions should go into this thread: http://modetwo.net/d...cene-wiki-page/ The Wiki pages contain a link to that thread.
  21. The Cutscene Wiki is finished. You can find links to it in the Tutorials and Editing sections. Any comments and suggestions can be added to this thread. The Wiki pages contain a link back to here.
  22. I’m creating an in-game map for the player to pick up. In the Startpack Mappers’ Guide Wiki, section 9.9 discusses how to create an in-game map. Under “The In-game Map Material Def”, it says: “Look in mymap\materials\custom.mtr to see the definition for the default blank in-game map image. This enables the transparent edge. If you change the path or name of the image file then you need to change it in this mtr file too.” What I took this to mean was that I should copy this: // game map in sheet form shop item icon with transparent background... guis/assets/purchase_menu/map_of { { blend modulate map guis/assets/purchase_menu/map_of alpha parm3 } } to my *.mtr file, with the pathname and filename changed to match my map image. However, when I brought up the map from my inventory, it was 50% transparent. Cool, but not very readable depending on what's behind it. I didn’t recall other game maps being transparent, so I went back and checked Heart’s maps. They’re opaque. I checked Heart’s custom.mtr file, and it doesn’t have a definition for the maps, like the Wiki instructions suggested. So I deleted my map’s definition from my *.mtr file, and now my map comes up fine: ragged edges and opaque. Should the Wiki *.mtr instruction step be updated to note that you should follow it if you want semi-transparent maps, or skip it if you want opaque maps?
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