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ungoliant

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Everything posted by ungoliant

  1. Actually, I like to think that I'm pretty good at coming up with cool ideas for story elements and plot lines. And I'm probably better at that than mapping, because I'm still somewhat noobish with DR and FM creation in general.
  2. awesome!? I didn't know you could do that.
  3. chances are that this idea will work. after all, if you check the original doom3 .efx files, at the end of each, there is a "default" definition, which i assume assigns environment properties to any visleafs that don't have their own explicit environment defined. So if there is one info_location comprised of 5 visleafs, and you explicitly define environments for 3 of them, and then define an environment for the info_location itself with the name "default", it is likely that the 2 visleafs that weren't defined in the EFX file explicitly will adopt the properties of the "default" settings for the entire info_location. If that didn't make sense, then just know that I've drank about 4 pints of beer
  4. interesting point. if the arrow was lodging in a moss patch (or hood) it wouldn't hurt the player. when i was struck in my now apparently legendary story, it definitely took a good chunk of my health bar. This leads me to believe the broadhead was lodged in my skull, and not a patch of moss. edit: also in the OP screen shot, his health is about half. that doesn't prove that the arrow did any damage, but... well, its more than likely.
  5. yeah i seem to remember reading about this somewhere. When ID made D3, they had tons of visleafs everywhere, and they would all be either assigned to the same location, or else each location was named the same(one or the other). In the EFX file, because all the visleafs shared the same name, (or were in the same location), they'd use the number instead. Where these numbers come from....? dont know edit: as far as TDM goes, i don't think we need this numbering system anyway. Separate all the visleafs to their own location and name them differently. After all, there isn't going to be a PDA or HUD feature that tells you that you are in: "Bathroom", or "Front Yard" like in D3 all of the visleafs needed to say "mars underground" or "alpha labs" or whatever and all be matching.
  6. looks like I'm not the only one encountering this phenomenon. That was the highlight of my NHAT experience. I have since thought about the repercussions of such a bug though. I've read about arrow shafts making doors unopenable/closable and things of that nature, so i wonder if you have an arrow sticking out of your hip, if maybe you would get stuck while trying to navigate through doors/windows, or even worse, walking past a table laden with junk, and the arrow knocks off all the table settings and alerts every guard in the area edit: i think this warrants some testing. If ever you get an arrow stuck in your face, (or any visible place), walk up to a pile of junk and faceroll all over it, and see if you can get the arrrow to knock things around.
  7. the coders job is to provide mappers with flexible tools to create their own artistic visions. It is the mappers job to learn how the hell to use them. If you educate yourself on the wiki/forums about all the important topics like lighting, S/R, particles, models, pathfinding, etc, you should find that the coders have done a goddamned fine job of providing us mappers with an extreme amount of artistic freedom to do what we want with our maps. Don't gripe about default settings. Work up the intestinal fortitude to do some work and set things how you want them in your map.
  8. what the crap...?! something is way off here. those instructions should work just fine, and what you are describing is just... plain... weird.
  9. i've been planning on using one in my FM for over a month. just need to design and then place the 'vault' area. I've also been thinking up some unique ways of obtaining the code for different difficulty levels, if its possible. edit: also, this reminds me: is there any plans for implementing a player notepad? I could use one, and i think this could also drastically reduce the number of readables that a player needs to carry around. write down the important parts in the notes, then discard readable. And God knows the sheer amount of readables and keys that players are picking up in FM's would warrant any sort of inventory reducing tool that could be placed at the players disposal.
  10. you put solid 0 on pipework?? if you mean models, strangely enough, you can resize them with 'rotation'. its in the wiki somewhere, thats how i learned this trick. i believe that resizing this way screws with shadows and clipping though.
  11. Mine, and i'm expecting another 4 months roughly
  12. Yeah TDM is pretty open to mappers, as long as you dont put in any IP from the original thief series. Even so, established guidelines of the TDM 'world' have been put out on the wiki, and its pretty cool and detailed to boot. Perhaps this could be updated with the official TDM default properties of monsters, equipment, etc, like that flashbombs don't kill zombies. If a mapper chooses to deviate from that, fine, but at least the players who have read about the TDM world will know what the standard is, and so have a clear idea of how to interact with certain tools and AI inside the normal TDM spectrum.
  13. Yes the DR logo idea was for a mug, but i think the problem was noone could find a source of BLACK mugs as opposed to plain white, which would totally suck. (and that was my tagline ) The DR logo seems a much more personal item, so I think it suits a coffee mug much better. But if i'm going to fly a flag on a T-shirt (or hoodie ) i'd much rather have a TDM graphic. I think itd be uber badass to, instead of have a tagline on the graphic, to have a nice builder "scripture" quote in fancy flowing script on the back of the clothing article. Maybe one of GC's from NHAT, those were pretty cool.
  14. i'm fine with little to no heals from food consumption. If i could eat a loaf of bread and heal myself every time i get cut on a piece of glass, then maybe i'd support the notion of significant food healings in TDM. I think these items are much better used as props or objective items (NHAT 2/3). That is unless, of course, a stamina system is ever implemented, like to limit sprint distance or something. I dont really think this would benefit TDM, though, except maybe that high energy exertions like mantling with low stamina might cause loud labored breathing causing potential discovery.
  15. yeah maybe hold off on the complex AI operations until (if ever) multi-core support..?
  16. put me down for 1 t-shirt if its under around $15 US. I'm hoping this is going to be a black based or dark brown t-shirt, correct? A black hoodie would also be totally amaaazing. i wonder if your friend does those.
  17. I'm not entirely sure how locations work when the player passes through one into another, but I have a feeling that if you portal the water surface, that once you stick a toe in the water, the environment effects will change regardless of if your head is submerged underwater or not.
  18. lol, props on finding a use for that 'steampunk elevator'. looks good so far.
  19. I think I've found what is needed inside the openAL SDK. I'm going to look into this in detail later, but here is what I found inside EFX-Util.h: #define REVERB_PRESET_UNDERWATER \ {22, 1.8f, 1.000f, -1000, -4000, 0, 1.49f, 0.10f, 1.00f, -449, 0.007f, 0.00f,0.00f,0.00f, 1700, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 1.180f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } #define REVERB_PRESET_PSYCHOTIC \ {25, 1.0f, 0.500f, -1000, -151, 0, 7.56f, 0.91f, 1.00f, -626, 0.020f, 0.00f,0.00f,0.00f, 774, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 4.000f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } I might try to decipher what parameters each of those values correspond to later or something, or someone else can take a crack at it. OpenAL SDK found here: http://connect.creat...%20Windows.aspx and it comes with documentation for EFX too, which is totally backwards compatible with all versions of EAX. I'm pretty sure now that Doom3 uses EFX and not true EAX, as Doom3 uses OpenAL, and EAX uses DS3D, or something like that.... i dunno i'm probably wrong.
  20. i could probably think of about 20 things i'd love to see changed on that texture tool and the surface inspector... and the patch inspector. I've learned to adapt anyway, I dont run into many alignment problems these days as long as items are vertex aligned
  21. is it also not possible that if you are forced to use the _PSYCHOTIC environmental preset as a base in TDM, that you are simply adding an offset to _PSYCHOTIC by using the values that id used to create a brand new _UNDERWATER environmental preset from scratch? if this is so, is it also not possible that we could create a set of predefined offsets for the _PSYCHOTIC environment that would effectively reset all the values to their default, and then work from there?
  22. or... Briefing: "Before breaking into the vault, i'll insert the sleeping gas i pilfered from the inventors guild into the air filtration system. It switches on once an hour, and the gas will knock out the guards for approximately 3 minutes, just long enough for me to get in and out of the vault with all the M4d L00tZ"
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