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ungoliant

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Posts posted by ungoliant

  1. this is going to end well...

    one thing I want to point out: I don't think Dema was taking a pot-shot at your code at all. I think the "gimmick" is the infinite ammo cheat itself, not the way you implemented or wrote it. Invulnerability: gimmick. Noclip: gimmick. infinite ammo: gimmick. I don't believe anyone was telling you that your work was inferior quality or noobish or anything of the sort.

  2. I realize an illustrative image might shed some light on what i'm talking about, so here:

    decalorient.jpg

    these are all newly created decals. note both the physical vertex layout differences, and the texture orientations. these patches are at strange angles, good luck rotating them for a quick fix, lol. (note: i am only bringing this up for discussion of the problem and possible fixes for that problem, I don't need work-around advice, I'm sure I could whip something up)\

    edit: right, so to tie this in to the wishlist thing again: I wish there was a way I could arbitrarily orient these decals BEFORE their actual creation.

  3. I wonder if a much later version down the line could have AI that would noticably and consistently make bad decisions...

    Agree, that would be cool. Guard struck with arrow in the shoulder is noticeably disoriented, doesn't instantly spot the player, starts searching for the player in the wrong direction.

  4. new decal orientation and its corresponding texture orientation is borderline on insane. with selecting 2 new adjacent decals, adding subdivision levels of the same type (horiz or vert), one adds subdivisions up and down, the other goes left and right, even if you are adjusting BOTH in vertical subdivisions or something. Texture orientations are rediculously flipped or rotated in random ways by default that can't be fixed by just pasting texures, but must be oriented correctly first... and god forbid you did something wrong and hit "natural" to try to unstretch something in the surface inspector it resets the whole orientation back to its default....

     

    I wish there was a way, out of any of the arbitrary vertex position assignments given in a new square patch, you could say "rotate vertex alignment 90 degrees". rotate is not exactly the right word, but if you've ever tried to add vertical subdivisions and it splits horizontally, you know what i'm talking about.

     

    For the texture orientation, i wish that selecting "natural" or "fixed" would do so in a way that applies your current rotation or axis flipping when it readjusts, instead of resetting to its default from when it was created. If you could do that, it would be super ridiculous easy to copy texture coords from one patch to another, even if they are vastly different shapes/sizes, then hit natural on the target patch, and now the target patch texture is correctly flipped/rotated to match the source patch, with a natural scaling. This doesn't guarantee alignment with the source patch, but it would reduce like 90% of the work.

  5. I guess cuz some people think the only difference between T2 and TDM is the visuals.

     

    It's definitely hard to quantify in concrete terms. I get busted, lost, or killed in T2 a lot, but I can stomp all over TDM FM's like nobodys business. There's a lot of visual, audio, and general gameplay mechanics that are vastly different. All the rest is just engine limitations vs intellectual property limitations.

  6. I have no idea whats going on, but it appears that using a clipper tool on anything that results in a vertex off-grid messes up the resulting faces somehow.

    facesct.jpg

    this is a direct result of using clipper tool, and displaying the new faces. edges and vertices look to be in proper places, but in face select mode, I get this.... I don't know if it will create problems, but it sure as hell doesn't look safe.

  7. Finally got around to finishing this one up. First playthrough:

     

    When this was first released, I tried it and threw it away after the all the buggyness in the prison and the prisoner mechanics, and dropping in the sewer before picking up my gear (I was mad).

     

    On the second round, I decided to ignore the parts I didn't like first time, and get through the mission. Glad I did. I wish most of the misson was

     

    more like the city watch area. Some good stuff there, but predictable patrol routes.

     

    The overall objectives concept was good, I just wish it was compacted into a smaller area.

     

    The city area looked good, and the balconies mixed in provided a good excuse to look up and enjoy the architecture, but it got repetitive. I had no trouble finding the objectives in the city area, but I can definitely understand why some will gripe about this.

     

    A solid start for a first FM, its clear your interested in experimenting with different objectives, inventory items, indoor and large outdoor areas, and not just trying to put something together that compiles properly and is completable. As you got some solid experience now, I think you'll be able to refine your mapping technique into something awesome next time round ;)

  8. from what i've read, its more like people are breaking existing projects back out that would never see the light of day due to limitations, to finally complete them. or updating existing FM's with new features. but yea, theres going to be a 1.19 contest, so who knows.

  9. you'll have to select the worldspawn element of the entity you wish to resize. unless you are using the wrong terminology and are asking how to resize brush worldspawn. In either case, with the proper worldspawn selected, use the resize tool, or the translate tool with the vertices in question selected.

     

    Also I made a small video series on working with brushes

  10. would likely be better left as a static entity with permanent func_emitter. I wouldn't bother with this kind of detail unless someone first figures out a way to make believable one-time liquid spills from moveable objects, and I don't really see that happening.

    I only say this because I feel as a player, that feature would not grab my attention or add to my immersion unless it behaved more realistically when turned upside down than to just stop steaming.

  11. the first release will already make the people judge about it for the future, and if it doesnt fit their expectations, they might never touch it again no matter what is going to be improved

    ^This.

     

    I think this is likely the source of the TTLG problem as well, since most of them likely tried it many years ago, and they are still today quoting old problems in their complaints that have long since been fixed.

     

    So basically, the real question is when will the mod be truly ready for public consumption. Or perhaps, at what stage of TDM development will the public be ready to consume it?

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