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ungoliant

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Everything posted by ungoliant

  1. dafuq...?! is there something the team has been holding back that they might like to talk about right about now? ok some of this has to be bullshit. according to ttlg, EM have been racing around the internet to remove all traces of the word Dark Mod from the contest announcement pages. I have a feeling there will not be any official canon Thief material allowed on TDM yet, nor official recognition of the mods existence by EM. maybe it was a prank? edit: its gotta be a scam. theres no way nobody in the TDM community has heard about this before now if TDM team was ever involved at any level of this thing. And the whole "trade your email adress + full name for FREE VIDEO GAEMEZZZ" thing? come the fuck on.
  2. sooooo, is Buried Cloister crucible mission still slated for release today? XD

    1. Show previous comments  6 more
    2. ungoliant

      ungoliant

      http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions

      disclaimer: this info may be outdated by 3-4 years since Dead Gathers is still estimated for release in 2010. comig soon! lol XD

    3. Goldwell

      Goldwell

      Yeah I doubt thats accurate.. however it is odd that it was such a specific date. Also in the updated column it reads "2015?" .. perhaps the person updating it got confused between the two columns and just made a mistake

    4. Sir Taffsalot

      Sir Taffsalot

      I think my hat is safe.

  3. personally i think $200 is not a big enough budget to warrant an upgrade from 550ti if you aren't planning on upgrading again for a while. Should of saved up a bit more and jumped on the Gigabyte GTX 670 Windforce train with me and biker. choo choo! http://www.anandtech...duct/541?vs=598 actually, i take it back. somehow the prices have actually become higher since sep 2012 when i bought mine new for $380. unbelievable.
  4. If you've got a patch control for each selected component, it should be a done deal. for each component compare and contrast the vector3 data in PatchControl.vertex against the vector3 data of all verts in the patch that are held in node.getTesselatedPatchMesh().vertices[row*col + col].vertex
  5. I've been playing with this lately, and yea, all references to components can only get you info about the patch it belongs to. Even the Patch Inspector only yields information about a component that you provide explicit col/row info for. Still having trouble trying to get meaningful data out of the sourcecode, but the texture tool code might provide some clues. You can manually select texcoords for multiple corresponding verts, and modify the values of the selection just by dragging it around. the twin-sister sibling of the texcoord is the vertex, both of which belong to a PatchCoord parent. If you could get your hands on the Vector3 data of selected vertices in a similar fashion, then you can find a way to compare it to the PatchMesh vertices structure of the selected patch, and yield row/col data out of that. edit: actually i guess looking at texturetool would be pointless, as you can just look at translate, rotate, or other tools that modify actual vertex position. Important thing is just finding a way to give access to the PatchControl object to python scripts.
  6. ouch. i don't think there's anything wrong with the work at all, it looks phenomenal. This is all very new to TDM, so I think its natural that observers start wondering about how far these new-to-TDM techniques can be pushed. But its obviously not required or expected that arcturus get straight to work improving things to meet approval of the peanut gallery. been thinking about toying with it myself.
  7. i wonder if you wash more streams of rain down the window in a busier fashion if you could trick the eye into missing the repetitiveness. Alternatively maybe you could blend multiple scrolling rain normals on top of eachother with different timings, and randomize the starting position of each before a sequence starts?
  8. I have no idea why, but the only thing that comes to mind when I heard this is Cathedral
  9. my electronic taste has traditionally been much more melodic industrial/ebm stuff, but i like this. a lot.
  10. whoa. you, uh, ever woken up in the middle of the night with your pillow torn to shreds?
  11. nice to have some footage without some douche talking about how much they respect the franchise dna during a 40xp headshot. It looks fair, but its also someone playing this trying to put the best foot forward for the game. show me footage of a gamer playing this and i'll show you a video of a guy repeatedly swooping into a wall while trying to jump on a barrel.
  12. real Dark Mod tshirt anyone? http://www.qwertee.c...t/taffers-tools
  13. Drat, I want to play this right now, but I've decided to make this mission my next blind ironman LP vid, and i need to find a pair of headphones.
  14. as far as physical positioning i select the item i want it to be next to, then unselect it, then drag out the new brush in the top-down xy orthagonal view right where i wanted it. this will put the item roughly where you want it, then just use 'rotate and scale' tool, and rotate it 45 degrees along the x or y direction (in this case i think thats what youd want with those bevels) and you should be good to go.
  15. another probably very basic python question. how do these visitor classes understand what the 'node' parameter is in pre/post functions? i get the self part, its passed implicitly in constructor, i guess. theres other pre/post functions for other visitor types that use seemingly arbitrary parameters, which I don't really get.
  16. could you traverse the selected components (verts) with foreachSelectedComponent(SelectionVisitor visitor) and just use getParent() as necessary to get wherever you need to go?
  17. Alright so I'm learning some python, and I've got some questions about DR scripting. What SceneNode's would have a type of 'map' or 'unknown'? other than GlobalSceneGraph.root() Why would a node be null? like a spawnarg with its value set to "-"? if i deleted a brush without saving? other stuff? Is GlobalSceneGraph the only ScreenGraph in an FM? Does the list of children of GlobalSceneGraph.root() look something like: worldspawn, entity 1, entity 2, entity 3, etc etc extending the entire list of entities placed by the mapper? or would there be some extra stuff in there?
  18. also garreth has been spotted before making a thief remake in another engine, with tdm assets. i think it was garreth. pretty sure.
  19. http://sourceforge.n...title=Main_Page its good stuff. running an ordos campaign right now on the rewritten AI medium difficulty. bastards actually spam unit builds as fast as they can farm spice. harvester control really becomes clutch. and, i shit you not, mission 2, motherfuckers tried to proxy concrete slab up to my base and build a barracks. unreal.
  20. I was gonna learn some more python tonight, but screw it, i'm in the mood for some Dune Legacy. Modern OS/resolution support, skirmish mode, map editor and... MULTIPLAYER?!? *cough anyone? cough*
  21. ENEMY APPROACHING http://youtu.be/R3s2YO7e1vo (aka worm jus ate my fukkin harvester)
  22. word has it that you can use mosins to acquire 5 finger discounts on all items held by other players. maybe you should see how the bandit lifestyle treats you.
  23. watched the neotokyo trailer. gotta say, nothing about it roused my interest, including the music. don't see the relation to ghost in the shell other than some futurish stuff with inviso-camo.
  24. also, sooner or later they are going to add animals and hunting. this is huge missing functionality that is clutch to the dayz experience imo. nothing better than shooting a couple rabbits, chopping some wood, making a campfire, and cooking some coney over the fire. much more nutritious than that canned garbage in the supermarkets as well. m4 confirmed paintable. i have a green m4 with green handguard now. can't paint camo with green/black yet found an sks, and a new 'double rifle', kind of like a winchester. sks is semiauto. also found a sewing kit, which is freakin awesome.
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