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LEGION

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Everything posted by LEGION

  1. You can also watch dds-files with IrfanView. It´s a little faster than this, but also less complex...
  2. I posted about this 'hack' some time ago, it allows doom3.exe to use more RAM, you can cut the 'Affinity'-talk, doom3 doesn´t need it, though you can raise exe-priority... I´m sure Nils has more info if you want it... I vote for Grayman, the 'show_text'-times he used in his mission were perfect for non-english/slow-readers like me. And I´m possibly the most slow reader out here. Also he has access to voice-talent... question: Do you really need to dmap after adding readables? Oh, and hell, Bikerdude, I never celebrated Halloween, but this year with your mission, I´ll just have to!
  3. I´m sure he thought of some TDM-Pickup-service like a horse-drawn-carriage f.e.. Oh wait, there is a little bit of water in the way, does our Guild can afford ships? Or did some of us stole sth more original from the Inventor´s guild?
  4. Well, HAPPY BIRTHDAY to you too! If we are in the same timezone, that is. There are a lot of birthdays these days...
  5. Hey, a couple of weeks ago I just saw a TV-docu about Fractals, was very interesting...
  6. I wonder what will evolve from this early footage...
  7. Thanks Nils, it good to have these in this thread here I think. I only knew the second (still) ongoing thread, but hell, when will I have the time to read all that 89 pages? Ok, this will be the last 'thread-ripping', but hell, NH was on the road to BodyAwareness.
  8. Ha, so fast Nils! Cool, see who´s saying in that third post: "...but I can´t help you." edit: Really interesting, this thread. TDM was first planned as a MP-mod! I´m glad, minds were changed... edit2: I love this quote from NewHorizon:
  9. But we have such a big fridge! But yes, I see your point. BTW, in case I´m not too late, HAPPY BIRTHDAY too you too, Noisycricket!
  10. Yeah, HAPPY BIRTHDAY*, DarkMod!! A shame I wasn´t there when you was born but I´ll assure you I´ll never leave you! @Melan: You´re one (alongside others) of the important "support pillars" (correct term?) for TDM and you showed again why. That shot represents nicely how TDM evolved, and if it´s (I presume it is) from Return to the City revisited it´s even a better example of TDM improving and evolving... (Though you should´ve hidden the FPS-counter, and also LightGem and hud... ) *does someone know the date (of conception) when TDM-idea was set in stone and the work/forming the team 'officially' began? @Shadowhide: Don´t you see TheDarkMod as THIEF´s child? In fact TDM evolved out of an homage to the general idea of THIEF. We all can be lucky that TDM had such talented and devoted people that wouldn´t let die this idea until to that what it is today! "Don´t you see the glory in it?"
  11. Hmm, I must say that I was a little disappointed last night, but also it seemed I wasn´t in the mood (I quiet after three hallways). I was shocked how bad it looked, so much low-res-textures. Penumbra looked a lot better. I activated every graphical feature, but it looks like it would be 5 or more years old. Is that because of that morphing-effects can´t handle higher textures? Or is sth not right? I thought I made screenshots, but they were not saved. And the movement-speed is just ridiculous, walking is almost as fast as running. They got leaning, but no creeping, that annoys me the most. (I´m tempted to change that game.ini again...) Also it felt less comfortable than Penumbra. Opening doors felt a lot worse than in Penumbra. Can someone of you with a descent system maybe post a screenshot of the beginning-hallways? Or can you confirm that it doesn´t look that nice as one could expect from an actual game? Especially the door-textures were so blurry and lo-res. Alright, it seems I´m still not in the mood, don´t know what´s wrong with me, maybe it´s because I worked the last two days on Doom3... Okay, I made a screenshot. Does this look right? (That bricks could use a better bumpmapping...)
  12. I referred to dictionary.com, but well, the nonstandard I should have given more attention: Ok, I´ll stick to this, so you´re (of course) right:
  13. Ah, that dots I already noticed on other stuff. But there´s no need to dmap that map anyway so I´ll leave it. I´m now finished with 'ambienting' and compiling (only runaas) the left doom3-maps and I also compiled the Expansion-maps with not even one complaint!! (I loaded every map after compile to test) My luck that the very first map caused that trouble. DR was very stable with handling these big maps, because I had to zoom out very often for the ambient light it was very slow then. But it only crashed after I opened a second map and rightclicked into the grid, so I had to exit DR after every map, but DR boots really fast in the meantime. I get more and more comfortable in DR, I also love the floating-layout and that you can change the colour-layout, yeah, sounds silly, but it´s very important to make you feel comfortable. I already fell in love with DR... Now I just have to learn it... @Fieldmedic The upcoming Arx Fatalis-modder(s) are working on that, but I can´t tell if they got it already working. But what they achieve will very likely be available for TDM too, or the other way around. Here is their local thread on our forums, you could ask there...
  14. "It ain´t sounding right"? I thought one could substitute 'doesn´t' with 'ain´t'. Well, I heard that 'ain´t' so often in the english TV-shows I watch that I wanted at least to try to adopt it, though, I better stick to formal British English, at least most of the time...
  15. So, the bigger the number behind aas the 'bigger' the pathfinding? Can you use any number? (like 32, 40, 48, 56 and so on...) That sounds cool, but we would need more furniture with 'legs'. Right now rats are stuck very often, sadly. I like to see them running around. In the meantime I edited other maps, no problems on them, and I do 'runAAS' all the time just in case. But this is strange again: I edited a map from J.C. Denton´s DentonMod2.02final where he just added an item. RunAAS works fine. But when I dmap that map I get several leaks. The first I could solve, it wasn´t a brush, but a light half in the void it seemed. The second leak was on an object (is that even possible?), a computer interface. I moved and moved it right into the room til it was floating, still a leak. I couldn´t saw void in the brushwork, where the pointfile lead me, so I gave up. Until I encounter the next Models that cause that damn error (hopefully not) I won´t dmap again. Also that map uses a cinematic too with the player-model, but no complaints. It seems doom3-original-maps ain´t that compatible with DR or at all. Normally one has only to dmap after changing/adding brushwork or sth else? In case I forgot sth to tell ya, here is my doom3world-topic, where I explained it again. (fourth post) Was 'ambient_world' already implemented in Doom3? Would it make a difference if 'mod_base' in DR is active or not? Right now I deleted DarkMod out of it just in case. I added ambientLightnfo-tga´s and the material-info to doom3, and that works fine.
  16. Variety is the goal to achieve, so I´m for using both, as Sotha said. This actually is only for guards, right? Would be also cool to choose one for each AI in DR...
  17. What´s the actual state on this? I guess it won´t be in 1.03, right?
  18. I thought that was a joke, Mortem! Cool, was that a priest-psychology class? Did you gave them headphones? Finally I start with Amnesia in a couple of minutes ahead. I had to wait because since last Sunday I couldn´t hear with my right ear, resulting in me not gaming anything. Maybe that caused my recent behaviour... Anyway, doctor helped out today so I´m ready for some adrenalin-rushes.
  19. The error was caused by three player-models used for two different cinematic´s I think. The third model I couldn´t remember where it appears in game. Anyway, in 'inherited properties' in the EntityInspector I found useaas: aas48 That I changed to 'aas96' because I saw other maps using this extension, also I saw it mentioned during the AAS-compiling. There are also extensions like this mentioned: aas.mancubus, aas.guardian, aas.sabaoth and aas.cyberdemon. The monser-aas´s are most likely there because of the bigger monster-models, I guess. I couldn´t find info about the differences between aas48 and aas96 in a quick search now. I guess TDM uses only aas48? Of course, it doesn´t make sense why these models need aas96 after saved again. I also got this with GtkRadiant and even the stock Doom3ed (which I got to work in the meantime), while dmapping the untouched map caused no change. That´s all way beyond my understanding anyway.
  20. Alright, I already wanted to play TDS again. (I can´t really remember infamous Cradle, nothing but empty hallways and staircases, hmm...) That reminds me to take care of community-patches before starting. Here is what I already have: Collective_Texture_Pack_1_03 MinimalistProject-1.4.1 t3tweak-1.2 I also have here a lot of custom Texture upgrades by JohnP. (german link) Also I remember a Tweak-guide at TTLG. So, what else is out there you know to increase the TDS-experience besides Cabal?
  21. Alright, I noted it myself, sorry.
  22. ES FUNKTIONIERT!!!! That was German for: IT´S WORKING!!!! The solution was so simple, the ERROR message says what to do literally! This entity can´t use AAS48. Glad I found out that there is also AAS96! Just add inherited property 'useaas aas96' and that´s it! I have to make a complete dmap though but it´s working! All in all I found three entities that needed this tweak. All were related to a cinematic-event. Well, thanks for being patent with me Fids, but who knows, maybe someday this problem appears on a TDM-map...
  23. *phew* Looks like I´m not allowed to answer Baddcog´s question...
  24. Ok, I´ll do that. Right now I opened the file with GtkRadiant, the pre-DR version. Is dmapping right now. When dmapping the file after I extracted it, without touching it, there is no crash. I checked entity-data from the text inside the map-file, the order is different, but the values are completely the same, nothing missing. Must be sth with the model happening in DR. I also tried to open the aas-file with notepad and save it, but AI would still run in circles. So, all the files must have the exact same timestamp or what? edit: Found a tool, but AI are still running in circles then. Also GtkRadiant couldn´t help. Yeah, that´s me, always with the strangest issues...
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