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LEGION

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Everything posted by LEGION

  1. Hey there, to play this FM in 1.06 last night was awesome!!!! I have AA and AF up to highest and everything else that is possible except res (1280x720) and it ran soooo smoothly!!!!! Great Job Biker & Melan!!! Also Great Job @ 'The DM Improvers', no stuck AI or any annoyance/immersion-breakers and finally a working Stealth-score, so '0' is best, and I always thought I sucked with this value. Too bad I played the old version, so I only spent two hours, but couldn´t figure out the bonus-obj. And there is still loot, as always. Can you get to the City Guard that is patrolling high on the w
  2. I think Fidcal meant a death by only one hit, right? I never had this but remember that it was hard to blackjack sitting AI´s at all.
  3. First the quotes, then the votes. DAMMIT, NO!!! Is that room in the aforementioned ? Did you tried 'runaas' only instead of a full dmap? I dmapped once a doom3-map after I added ambient light and got I leak too, but with runaas only the map was fine. But I´m a WinXP-user I should add. Gameplay: Excellent Appearance: Excellent Story: Good Anyway, the story I read fits as it is the first mission of the Thomas Porter Series and Good is still good, so, good job! Overall It was great fun and I will have even more when I try to ghost this, hopefully a cure
  4. And from where did you get that? Your mind or a piece of internet resource? Oh, and thanks!
  5. What means "meritous"? My translator(´s) don´t know it.
  6. I remember that I was able to jump on a rope that I shot in the rotating wheel and could swing (with attack-button), but couldn´t reach the crown, but KoMaG said later that he never thought of that way, so, not intended to do it this way... I´m now waiting nearly four minutes to watch this video, have to download it now, with 50kb/s ...
  7. Noisy, I forgot to tell you: your tapper sound-shader 'tdm_footstep_stone_jump_land' refers to a non-existant sound/sfx/movement/footsteps/player/stone_jump_land04.wav resulting in a jump-sound not played. (default-sound is silence) Also, the stone-set with that you started this thread (and I think ocn was referring to) would be fitting perfectly the upcoming Thief-AI!!!! And about the headphones, yeah, the doubt is spreading, maybe it was my imagination after all, I still would love to compare the 7.1-phones...
  8. Hey, how does the team think about your tapper-set? Actually I think it fits so damn good, and Orbweaver´s new sounds I assigned to AI-stone-steps and they fit much better then the ones used before, and the ones from before were doom3-sounds...
  9. Oh yeah, he made it different, but I don´t have time now to look at that... As for the wood-ai-sounds, ah, I better make a bugtracker-entry...
  10. Yeah, z-fighting is never visible on screenshots, but THANKS Sotha, Clipper indeed was what I needed, so easy. Who has 'Clipper is mapper´s best friend.' in his sig? Oh yeah, you... I´ll use that now always. Resizing dimensions can cause further trouble as I described in first post so I won´t try that anymore.
  11. On this spot here: Without cutting the whole beam apart and changing dimensions, any method else? If I decrease the size in lowest gird-size, it´s still noticeable that it does not fit if light falls on it, also I get a gap behind inside the room. In UnrealEd I would merge the two beams so they are only one brush after(no intersections), but DarkRadiant tells me that merge fails because "result would not be convex". Is there not the opposite of 'substract'? Meaning that the brush is built only on spots without intersections?
  12. Aha, is that how Fidcal made the cough-shakes in The Alchemist´s lavatory?
  13. I don´t know if I found a bug: After picking up a body, and putting him down again, the player makes the same 'arg, hrrg...'-sound as he does on picking up and there is no 'bump'-sound played when the body hits the ground. I experienced that now in Fidcal´s Sound-trainer. I don´t think it was before like that...
  14. The engine prefers ogg´s over wav´s right? Even if the shader speaks of wav´s only the engine would load the still existing ogg´s, so I might never heard the wav´s I created. After I deleted the oggs (I deleted also the old movement.shader in sfx01.pk4 before) I got ID SOUND ERROR. My files were mono and 16-bit, as the others already existing wav´s. Are the movement-footsteps somewhere else defined? I let the 'step_human'-ones alone, they are not mentioned in the shader, I only deleted the ones mentioned in movement-shader. Anyway, the oggs are definitely EAX-compatible as any sounds else. E
  15. Nice work Springheel! As for the magic light: balance should please everyone. Let only the elite-mages use it and only for short time-periods. Casting lights and little fire´s is fine to me in the world of TDM. For top-educated mages only of course.
  16. I don´t know, maybe I spend too much time in virtual worlds, but both pictures look for me like it´s a model, not real...
  17. Yes, the slider was not working, but on the next update it will be working perfect! Also there will be no overlapping ambient-tracks after reloads anymore thanks to Demagogue!
  18. With which tool you put out those percentage-values is what I really wanna know...
  19. triple-post: Alright, I made some tests: there is no difference between ogg´s and wav´s! I added EAX into Fidcal´s Sound-trainer and f.e. wood and gravel are the same affected as ogg´s or wav´s! (I made sure that they are oggs) But the voices are not affected. As one builder spotted, äh, heard me I think I heard a voice-set that was affected, can´t be sure though. note: I lost nearly an hour finding out that the wav´s need to be mono...
  20. Hey, look what I found, there are no wood-steps for AI?: //uses D3 sounds ai_wood_footsteps { minDistance 1 maxDistance 30 volume -10 // no_dups sound/ed/player/steps/step05.wav sound/ed/player/steps/step07.wav sound/ed/player/steps/step09.wav sound/ed/player/steps/step11.wav These are the same as for stone. Why not use the player´s wood-sounds? Would be better than stone, just increase the volume via shader.
  21. Yes, jumping makes it very obvious! Ah, wait, I looked into the soundshader and the pk4, the walk-grass-files are wav´s: tdm_footstep_grass_walk { description "Made by GoldChocobo" // no_dups minDistance 1 maxDistance 30 volume -12 sound/sfx/movement/footsteps/player/grass_walk_r01.wav sound/sfx/movement/footsteps/player/grass_walk_r02.wav sound/sfx/movement/footsteps/player/grass_walk_r03.wav sound/sfx/movement/footsteps/player/grass_walk_r04.wav } but the grass-jump is ogg, hmm... edit: when I change all the ogg´s into wav´s and delete the oggs, the engine should load the wav´s w
  22. What about a 2-mission-concept? The story from the first mission results in a second mission and votes decide how well it fits. So, every contester releases two little missions, but still, the contest-time should be doubled or even longer...
  23. Oh yeah, they are mentioned as Notes in 'darkmod.txt'. But they are supposed to be in 'readme.txt' that is NON-existent, dude!!
  24. If doomconfig is not there, TDM just copies the one from Doom3/base for some reason. But running the updater gives you a default config-file.
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