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grayman

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Everything posted by grayman

  1. Search turned up nothing. I had posted a FGTJ hanging problem, but not a crashing problem.
  2. The only time I ever saw a crash (and it wasn't when making SATC) like this was when a particular texture caused it. I'd hit the "FixGlobal TJunctions" message, dmap would pause, and =BANG= down it went. It wasn't until I removed a certain texture that it would stop crashing. Needless to say, I don't use that texture to this day. Can't remember what it was, though. I'll look back through the forums, because I started a thread after this first happened to try to find out what dmap was doing in FGTJ. Never got an answer (prolly nobody knows). Off to search...
  3. Oooh, I wander in off the streets and find my baby being cut into tiny pieces. When I first started TDM mapping back in February, a search for "degenerate triangles" turned up the maxim of "don't worry about it". These turn up when dmap scissors the map, and they're tris with their normals facing the wrong way. Dmap creates them, there's nothing we can do about them, dmap flushes them out automatically, etc. etc. Maybe we've encountered a situation where dmap and TDM/Doom3 can't handle these.
  4. None that I've heard of or experienced. I have 7 custom textures, 16 custom sound files, and 5 custom skin definitions. Apart from that, everything else is standard.
  5. Looking forward to this one. It's the only one of the Christmas set that I couldn't play. Couldn't get out of the starting area. I know I won't see 62 fps, but if it's at least 10, I should be able to finally move.
  6. When playing on an older system with low FPS, it's a long trip to get to the "middle" of this one. Facing a long trip back to the start with an expectation that that's all it will be, with nothing new to see, I decided to end it quickly. "Leave the way you came in" is an oft-used final objective for many maps. Not wanting to ask that of a player in my own entry was one of the reasons why it ended the way it did.
  7. I'm going to abstain from voting on this one. Running and jumping are two things I have been unable to master since platforms first came out. Mario, Donkey Kong, and I have never gotten along. After falling off the second swing 10 times, I decided not to torture myself, and bailed out.
  8. I had to read a bucketful of spoilers to get through this one. Too much repetition in the first half. The second half was much more enjoyable.
  9. I hit a brick wall with this on Expert on my slow computer, so I switched to the slightly faster laptop, on Easy. I thought the story and visuals were excellent. Having to get past zombies and haunts and deal with collapsing platforms was a bit too much for me, though. Not my cup of tea. Ran out of weapons, and never did have time to figure out how to exit, with a zombie right on my tail who wouldn't leave me time to puzzle it out.
  10. Yes, that AAS belongs to the rats. It's probably a smaller footprint so they can run through small spaces where the regular AI don't fit. Like behind dressers and under tables and chairs.
  11. Nit question: How does this sentence translate into the math used? Thanks.
  12. Great! I'll put together Part 1 and start everything off with a Wiki page titled "Cutscenes". I'll probably put each Part on its own page and thread them together with links.
  13. No plans for a 1.2 unless someone finds a fatal bug. Coding is good. Keep on coding!
  14. Okay, good ideas here. There are existing wiki pages on some of this stuff, but nothing brings it all together, and some methods have to be dug out of scattered web sites. How's this sound: Part 1 - camera creation, pointing the camera, starting the scene, changing cameras, ending the scene, and the infamous "cinematic" spawnflag Part 2 - splines, camera movement Part 3 - actors, vocals, camera position, conversation, lighting, where to place the player Part 4 - animation, triggers, sound effects, objectives, and whatever else occurs to me Part 5 - a step-by-step breakdown of the SATC scene from start to finish Probable format for each part will be a wiki page with accompanying *.map file and links to existing pages for more info. I'll make each part available as I complete it. Sort of like a serial story. Feedback from the earlier parts will help me with the following parts. Now for a technical question: Where/how do I host these pages?
  15. LOL. I checked. She's not available.
  16. A couple people have requested a wiki page on how I created the final scene in Somewhere Above the City. I'm thinking of doing this, but before I do, I wanted to find out what people are expecting, before I go off and write something totally useless. The scene uses sets, cameras, scripting, a conversation, vocals, and two SAG members. Are there particular areas people are trying to learn? Thanks!
  17. I've made v1.1 of Somewhere Above the City available. See the start of its thread over in the Fan Mission forum. This should address many of the comments made so far. Thanks.
  18. I've posted a new version of this map. You can find the link back at the top of this thread. Changes: Thanks to everyone who's played and commented so far.
  19. Thanks. I'm pretty sure the response is set up right because I can trigger the response with a fire arrow, but not a candle. I'll try the lever thing, though.
  20. I have an item with a fire response. If I move it near a candleflame, I get no response. What's the radius of the fire stim on a candle? Is there any way to increase it, assuming that's my problem? Thanks.
  21. Sorry to hear about the lag. For me, on a slow system, it runs anywhere from 5->50 FPS. But with graphics dialed all the way down, I can get through it. I haven't heard anyone else comment about lag, probably because they have fast systems. Not sure why your fast system experienced this. I'm issuing a v1.1 sometime today, with comments on this thread addressed. I'll add a bit more health. Sadly, performance increases are not one of the changes, because I'm down to bare bones on that, and don't know what else I could do w/o deleting half the brushes. Thanks for playing.
  22. So what's the general feeling about releasing a 1.1 version of a map? I've spent today correcting parts of Somewhere that received multiple negative comments, and will release it at some point. The question is whether it's kosher to release it before the contest voting completes, or wait until afterward so the map is judged on its original merits. Thanks.
  23. Thanks for the info. I have both written and visual clues in place, so it appears I'm good to go.
  24. I think the reference to the opening clip means the slide-show briefing. Hope that helps.
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