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ungoliant

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Everything posted by ungoliant

  1. Theres like a big tree, in a cave, with a waterfall, and a thing with a whatsit. its CRAZYNESS!! If i was a master thief and i wandered into that cave, i'd walk right the hell back out, no thank you sir! I'll stick to the suburbs of ordinary sleeping citizens who have some loot on a bookshelf and maybe in a chest, and are sleeping on a bed in the bedroom. that cave is probably full of wood elf ghosts that sleep on their bookshelves and put the loot on the bed. i'm not ready for it.
  2. The finished product of this mission will likely be described by many words. Linear will not be among them. I like the waterfall and the lighthouse. But.... why does the dumbwaiter you're working on go to the attic? are they serving meals up there? Very cool so far, and very large in scope i can tell. Its been over a year though, i hope to see lots more progress on this soon. Heres to this mission being completed before 2012!
  3. fyi python is a programming language. what you downloaded was most likely the python interpreter / libraries. windows definitely knows what to do with MSI files because MSI is the windows installer, the artist formerly known as microsoft installer. Just an alternative to using a single executable file. that would be python. the interpreter i believe runs from command prompt, so you'd see like a dos type looking box in the background. as far as the blender issues, can't help there. know absolutely nothing about it.
  4. alright, tried it. the pool light still illuminates the entire surface of the 4 walls for me when walking in circles around it. if you crouch down at the bottom of the pool it (almost) displays properly. Also you did change 1 thing that influenced the bug. You moved the top face of the ambient pool light up 4 units on the z axis, so theres only 4 units between the ground level and the the light. in my original there was an 8 unit difference. when i switched it back to 8 units from ground level, the original problem persisted again in almost identical fashion. I assume the original problem only changed a little bit either due to the fact that the other ambient light that covered the whole map was changed and is no longer ambient_world, or because it was moved to a different spot on the map. but its still virtually the same bug. So, the problem still persists. Not really sure whats going on with this thing, but maybe if i just ignore it or change it around, or maybe just never use more than 1 ambient light on a map ever again, it wont bother me so much.
  5. here it is... errr, no its not. file attachment is giving me grief that i am not permitted to upload zip or rar files.
  6. point noted about DR. wait... multiple ambient world lights??? i'm following instructions on the beginner guide here. i have one light called ambient_world that encompasses the whole mission area, and one tiny ambient light called ambient_pool that sits inside of a pool. the radii do not intersect each other in any way. anyways, here's a screenshot from in-game, keep in mind, its not accurate. and heres a SS of the layout in DR. notice that the pool light is not supposed to extend all the way up to the edge of the walls. In-game, the light will actually creep up the side at weird angles and things, the but the screenshots will not show it. only shows the entire surface of the walls illuminated. so..... now what? edit: you might note i did change the class name on pool_light atdm:ambient_world, and maybe changed other things too. just did that like an hour ago, fooling around to try get things working. even with everything on straight defaults, (except the texture) it still produces the problem
  7. i will probably do that. And yes, i see your point you are trying to make, but as my 2 ambient lights are in the middle of a courtyard and in the middle of a pool, not intersecting any surface axises, just out in open air, i don't see how that would have an effect, especially as they are ambient in the first place (so that shouldn't happen no matter where i put them, right?) furthermore, another problem just popped up today while i was going to take a screenie in DR of that pool. my ambient_world light is now acting like a normal light in DR preview mode. casts shadows, and light fades towards the edge of the radius. so now, if i dont put my ambient_world light directly above the pool, it makes 2 of the side wall surfaces look black because of the 'shadow' (in DR only, in-game ambient_world light displays properly against all surfaces. but not that damn ambient_pool light which is the original problem) on top of that, the in-game screenshots i took are not even accurate. instead of showing just the ambient_pool illuminated areas i was looking at, in the screenshots themselves, the ambient_pool light just extends and covers the entire surface of every wall in the pool (which is still erroneous and not even the same erroneousness that i was looking at, because what i saw with my waking eyes in-game was those damned walls partly illuminated by pool light, partly by ambient_world). About ready to throw up my hands and walk away from this whole thing. driving me bonkers. DR doesn't display my lights properly and starts morphing all the textures every 30 seconds, and my lights don't display properly in the game, and in-game screenshots wont even display what i'm looking at either. AAARRRRRRRGGGHH
  8. yeah when i get up the gumption i'll edit this post later and slap 'em on. It does sortof appear like z-fighting, except the ambient light effect is always predominant covering the surface when it wants to show up on a portion of the surface its NOT supposed to be on, so it doesn't blink or fidget uncontrollably fighting with it. but definitely illuminating portions of surfaces i told it not to. the light extends to weird angles up and down unilluminated portions of the same surfaces, and it seems to be directly dependent only on how my view is lined up with the surfaces. the illumination stays stock still when i stay still, and will change and move around as i move or look around the area. And what do you mean by exactly perpendicular. i mean, if you use a light to illuminate a single room enclosed on all sides, no matter where you put the light inside the room, it will be perpendicular to each surface at exactly one point for each wall, so unless your lighting a room from outside the room.... but yes, that is the other portion of the problem. sometimes 2 or 3 of the 5 surfaces inside the pool will not illuminate at all in-game, and that light is definitely flush to the surfaces or extending farther than it needs to. I've experimented both ways. Is this a problem with ambient lighting only? never encountered that with torches / candles etc.
  9. thx for taking the time to respond to all that. the first issue i have resolved to be yet ANOTHER ati graphics card issue, as the camera in DR properly displays the pool lighting in preview mode in DR, but glitches in-game. fixed all the other issues except the morphing issue in camera view from DR, which can be sortof-fixed by komag(?)'s post in another thread, where i can temporarily fix the morphing by selecting a lightsource in preview mode and then deselect it. those are my only 2 remaining ATI card problems. so i didn't actually do anything wrong with that ambient light source. stupid ati... 2 and 3 i believe were indeed related to the rain patch which was a func_static that i removed to a remote corner somewhere, as when i deleted the patch, the black box went away, and before i deleted it i ran dmap and it found leaks. i guess you can't put patches (or func_statics?) out in the void...? deleting it did fix the leak, so meh. thx for the g_showEntityInfo 1 info, that'll be a handy trick if that problem shows up again. ./bow
  10. seriously come on. at the time you created this thread, there's an entire thread devoted to this FM 3 knocks down from the stickys, where your question was answered like 3 times already... on top of that, reread melan's first spoiler in direct answer to your query in plain english.
  11. I'm revisiting a few things from the beginner guide, and I've got 2 issues. 1. the bit with putting an ambient light into the pool. no matter what i do, if i put the edges of the ambient light radius flush against the pool walls, the lighting will not show up at all, even when i remove the water out of the pool. if i extend the radius out farther, the light somehow glitches out when i test the map, and extends at weird angles to portions of the poolwall brushes above the surface of the water, which should not happen. and it looks really bad too. how i fix bad thing? 2. Problem with... an unknown ghost image. There was a light, or a speaker, or something that i moved, but theres now a ghost image of a black box up in the sky where it used to be. I have scoured the map in DR for the source of this, but theres just nothing theeeere. its a ghost! I'm not sure exactly what it was, but i think it was a light, and i think i renamed it before moving it. not sure if that helps.. edit: 3. after moving the rain and rainsplatter brushes off to a remote corner of the map, it still rains in the courtyard, and splashes on the ground. ....what??
  12. errrrr, it was a total accident i found that, ya know. i was scurred of the murderer finding me, so i was just going through the warehouse in permanent creep mode, meaning i was already really low to the floor. then i was checking her body for loot, and the appendage i grabbed to drag just happened to be her leg, which lifted up. See? I'm not a perv. i was scanning a dangerous environment for riches and plunder. totally innocent.
  13. yeah i know. it was pretty damn funny too. that's why i threw in the (lol) in that post. not suggesting that you're creatively crippled or something, hehe edit: patently dangerous has a (dead) woman! and shes not wearing any underwear....?
  14. Hey now, hey now, I surely wasn't about to just set down a giant 10000 hour pile of crap in front of you without grabbing a shovel for myself. I've already started wading through DR, and plan to make my own contributions asap. see above statement. Come on man, I just happened to notice people being baffled as to why TDM couldn't make top 5 on modDB, and when the best solution was zombie levels (lol), i figured i'd put in my 2 cents. As for that solution being feasible any time soon? don't know, don't care. But I totally plan to help. Here to stay. ./grab_shovel
  15. What TDM really needs to start gaining popularity with gamers is a true flagship FM campaign. Like a linear series of 8-10 reeeeally high quality maps, (on par or > ToSL / RTtC) with some character development / voice acting for a Non-Garrett protagonist that gamers can get attached to. Unless you're a die-hard thief series fan, TDM is fairly easy to overlook (at the current time). Hell, I've played and replayed all the thief games many times, and when i heard about TDM years ago i just about #@!$ a brick in my excitement. But after a while, (a year or so), i gave up hope on it, sorta like giving up hope that Robert Jordan would ever finish Wheel of Time. I think there's plenty of 'thiefy' gamers out there to tap into, some of them Thief fans from years past, that just need a good old chunk of "download / install / play 10 hours of seamless content" to get the community lifeblood pumping. I know that I've known about TDM for a long time, and once every 6 months, i would actively seek it out and check progress. If it wasn't near completion or playable, I'd set it on backburner and not worry about it for another 6 months (having to procure a copy of D3 didn't help that either....). And i considered myself a fairly die-hard Thief series fan. It took me until last week to join the community. With that in mind, think what kind of incentive you need to pull in your average gamer that's browsing through D3 mods. My bet is on a complete plug-n-play campaign ready to roll upon TDM installation, with some propaganda for that campaign (youtube trailer, etc) thrown in. That's my story and I'm stickin to it. P.S. if a campaign IS ever devised, as aforementioned in other posts, make sure to have at least 1 level entirely devoted to zombies, and any trailers created should show only clips from that level. Also consider implementing an arm mounted chainsaw as a playable weapon.
  16. this mission was super extra awesomeness. didn't have any problems with the guards, mostly because i ended up approaching most of the mission from the backside. Found a way to I ended the mission w/ 1245 loot, after ending up missing out on the Not sure if those 2 articles would of landed me all the loot in the mission, i guess I'll just have to replay it, and with no complaints! Maybe in a more linear fashion this time. Kinda felt like i started at the end of the mission and worked my way to the beginning, lol.
  17. this mission was fantasterisc. The only real beef i have with the mission was in the warehouse. There was a that I found, which caused me to promptly bust out laughing, which really stole from the general creepiness of the atmosphere. But then again, when i found the it wiped the stupid grin off my face pretty quick. Heart jumped into my throat on that one. Bang up job!
  18. to snap paintings to grid and apply them, in my experience, still requires a 1 gridline shift in order for the face of the painting to show up, and would not be fixed by a falling effect. Besides, if you apply multiple snaps at once, the idea of "setting" an entire dinner tables worth of utensils and cups / plates to a table in one swift stroke, without ever needing to change from top down view, seems to appeal to my sense of laziness. Additionally i have not encountered it, but i have read that certain movable objects, if any part of it is under a surface, will cause a sinking effect. maybe not all of these objects are flat? maybe i'd like to set them at an angle? if the very lowest vertex could be snapped into place automatically.... i dunno, seems like a practical idea to me anyway.
  19. newbie here. been going through the DR beginners guide, and i have been using a minimum grid size of 8 for everything so far, which works out nicely and all, but having to constantly switch grid sizes to 1 or 2 in order to manually snap everything in place is a major pain, and the "snap selected to grid" only seems to snap the origin of the brush to the grid. i think i'm not the only person frustrated by the tediousness of snapping and resnapping everything when changes are made, by setting the grid size down, and then zooming in reeeeal far to make sure i'm putting it on the right grid line. So i have an alternative idea. Would it be possible, that in the next DR release, that the "snap selected to grid" feature be revamped into a brand new "snap selected to" which would include the following menu options (hotkeys as well?) 1. Snap the origin of selected to grid 2. Snap the (highest / lowest) vertex on the (X / Y / Z) axis of selected to the grid. 3. Snap the (highest / lowest) vertex on the (X / Y / Z) axis of OBJECT1 to the (highest / lowest) vertex on the (X / Y / Z) axis of OBJECT2 [in this example, OBJECT2 remains stationary, and OBJECT1 snaps onto it] And maybe some other options like snapping origins to vertices of other selected objects. Number 3 is by fart my favorite idea. Because then i could snap the lowpoint of allllll those spoons and forks and plates directly onto the high point of a table. Or, maybe I'm dumb and these options are already available in DR but i just haven't found them. Opinions?
  20. updating drivers to 9.11 got me further into the room, but upon circling the pillar and looking up and down at it, the game crashed again... i wouldn't mind so much, as its going to be fixed anyway, but i want that loot!!!!
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