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LEGION

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Posts posted by LEGION

  1. Damn nice work, Springheel!!! I hope you´ll never retire from TDM... ;)

     

    Yes, the player model will be replaced with the fully-equipped version, although I haven't done that yet. I'll then need to make some specialized animations for him (creeping, leaning, etc), so that he'll react properly in mirrors (at least to some degree). More importantly, I'd like the animations available for mappers to make cut-scenes like Above the City. That won't be done for 1.04, however.

    Also the PlayerShadow will benefit much, don´t forget the PlayerShadow!!

     

    That's exactly my point: is it a female body at all? Maybe the perspective is just irritating, but I got the feeling that it's the same Thief body with just a female head. Anyway, I ust want to state that I'm NOT a fan of Lara Croft or other women with a similar ... rack. Hell no, remember that girl from Drakan? *sigh* I still mas... fantasize about her.

    Hmm... :wub: Did you knew that they released a Nude-patch? It was on their official site back then... But it WAS cold, even in Snow-areas she would show her lovely skin. Oh, and the Dragon was completely naked!! :blink: But also he would spent warm breath, that must be the reason for her outfit´s...

     

     

    I too had the 'big-head'-impression, I hope you´re right about the perspective. I can´t wait to see them in game. I´m even more excited about the PlayerShadow/Player-model! Will there be also 'weapon drawn'-animations for the player-model, yeah? :)

  2. I believe images are a natural step. I often find myself thinking, 'I would like to replay that T1/T2 mission from 2003/2005... how was it called again?'. Images help remember that. It doesn't have to be a gallery of them, but maybe a small thumbnail of an iconic scene like you see on the website. It doesn't matter much now, but in a few years, when we'll hopefully be able to select from over 150-200 FMs, it will be essential.

     

    Of course, for the time, even a short description would suffice.

     

    I´m with you Melan! Just a little Thumbnail with a memorable scene from the beginning of the mission. Well, we already have that option for the mission-info/install screen. Also, the readme/notes, could they be read out of the pk4´s BEFORE downloading the mission? That would be nice, the gui is already there...

  3. How to create a water-zone? I can´t just put a visportal above the water-surface for the obvious reason... I forgot that the visportal has to be closed for the 'obvious reason', but water can´t do that so I got it, should´ve tried first, but I tried as I wrote this... :blush:

     

    Also, player-footsteps are affected. I´m currently converting Glenham Tower and with the outside-area from the beginning the grass-footsteps are sounding affected, also for the mid-room and small-room sets you can hear the effect when jumping. For just walking around it´s not that clear, but the effects are more subtle and more effective for sounds 'not so close' for my understanding.

  4. Okay, Grayman, your fix is fine and thx again! :)

     

    Where is that ~-key located on your English keyboard? I just set my German keyboard to English-layout, but I have to Shift-press the key left of Enter, that seems too complicated for common TDM-players... ;)

  5. but given the feedback this thread has gotten thus far, I think im done for the time being.
    I´m sure that most people are so blown away from your work (in combination with v1.03) that they just can´t stop playing and hence can´t comment here. ;) Or they are afraid of messing around with mod-stuff, overwriting and such.

     

    Today I did a lot of Audio-testing for demagogue and I must say that in the meantime I really LOVE your tappier (my translator tells me that this is not actually a word) set!!! It fits perfectly now (one needs time to get used to the difference, but now I wouldn´t say that they don´t fit guard-responding) and also provides a lot of detail, more than the sets from before.

    I see no reason why they shouldn´t be put into the mod. The difference to the other sound-sets (grass, wood and so on) is notable, but not that big.

  6. No April, mine is set to 0 too.

     

    I just tried the default cfg (by downloading it via updater) and it seems to be gone. But hell, everything I change I put into my autoexec.cfg, see:

     

     

    seta tdm_door_control 1
    seta tdm_frob_weapon_selects_weapon 0 *
    seta com_allowConsole 1
    seta g_showPlayerShadow 1
    seta g_fov 70
    exec saveload.cfg
    

     

    But I tried before without it, but the artefact was there still. edit: I´m not so sure now, I just copied my bindings over the default cfg and now I saw it again. Could it be 'tdm_door_control'? I tell you later, I´m also testing sth else...

    edit2: It´s not door_control and it´s not fov. And it´s not the playershadow too. Deactivating the console lets me think that it helps, but for a moment I thought I saw it. :unsure:

     

    *I know, this is set to 0 by default, but I wanted to keep if I wanna change it in the future.

     

    So, here is my Doomconfig, maybe you can see sth? The bloom_kernel set to 1 is not the cause and I can´t remember what I changed else.

     

     

    unbindall
    bind "ESCAPE" "togglemenu"
    bind "SPACE" "noclip"
    bind "," "_impulse1"
    bind "." "_impulse2"
    bind "1" "_impulse52"
    bind "2" "_impulse51"
    bind "3" "_impulse14"
    bind "4" "_impulse48"
    bind "5" "_impulse4"
    bind "6" "inventory_hotkey Flashbomb"
    bind "7" "_moveUp"
    bind "8" "_impulse41"
    bind "9" "_impulse19"
    bind "a" "_moveleft"
    bind "b" "pm_walkspeed 70;pm_crouchmod 0.54;pm_creepmod 0.44;pm_stepvol_crouch_creep -12;pm_stepvol_crouch_run 0;pm_stepvol_crouch_walk -6;pm_stepvol_creep -12;pm_stepvol_run 6;pm_stepvol_walk -2"
    bind "c" "pm_walkspeed 40;pm_crouchmod 0.6;pm_creepmod 0.54;pm_stepvol_crouch_creep -17;pm_stepvol_crouch_run -4;pm_stepvol_crouch_walk -10;pm_stepvol_creep -15;pm_stepvol_run 2;pm_stepvol_walk -8"
    bind "d" "_moveright"
    bind "e" "_impulse3"
    bind "f" "_impulse5"
    bind "g" "_impulse7"
    bind "h" "inventory_hotkey 'Health Potion'"
    bind "i" "_impulse9"
    bind "j" "inventory_hotkey 'Breath Potion'"
    bind "k" "_impulse8"
    bind "l" "inventory_hotkey Flashmine"
    bind "m" "_impulse0"
    bind "n" "inventory_hotkey ''"
    bind "o" "inventory_hotkey Mine"
    bind "p" "_impulse10"
    bind "q" "inventory_hotkey 'Holy Water'"
    bind "r" "_impulse6"
    bind "s" "_back"
    bind "t" "inventory_hotkey Compass"
    bind "u" "inventory_cycle_group Readables"
    bind "v" "inventory_use Spyglass"
    bind "w" "_forward"
    bind "x" "_impulse23"
    bind "PAUSE" "pause"
    bind "UPARROW" "_impulse44"
    bind "DOWNARROW" "_impulse23"
    bind "LEFTARROW" "_impulse45"
    bind "RIGHTARROW" "_impulse46"
    bind "ALT" "tdm_show_loot"
    bind "CTRL" "_button5"
    bind "SHIFT" "_speed"
    bind "INS" "toggle pm_thirdpersonangle 180 0"
    bind "DEL" "toggle pm_thirdperson 1 0"
    bind "PGDN" "toggle tdm_hud_hide_lightgem 1 0"
    bind "PGUP" "toggle r_postprocess 0 1"
    bind "HOME" "toggle r_gamma 1.25 1.12"
    bind "END" "screenshot"
    bind "F1" "inventory_cycle_group Lockpicks"
    bind "F2" "inventory_cycle_group Keys"
    bind "F3" "_impulse15"
    bind "F4" "savegame quick"
    bind "F5" "toggle g_showhud 0 1"
    bind "F7" "_impulse24"
    bind "F8" "_zoom"
    bind "F9" "vstr loadbind"
    bind "F10" "vstr savebind"
    bind "KP_UPARROW" "inventory_use Lantern"
    bind "KP_LEFTARROW" "_impulse49"
    bind "KP_RIGHTARROW" "_impulse50"
    bind "KP_END" "toggle pm_crouchheight 50 38;toggle pm_crouchviewheight 46 34"
    bind "KP_DOWNARROW" "inventory_cycle_maps"
    bind "KP_MINUS" "sizedown"
    bind "KP_PLUS" "sizeup"
    bind "MOUSE1" "_attack"
    bind "MOUSE2" "_impulse41"
    seta radiant_entityMode "0"
    seta gui_mediumFontLimit "0.3"
    seta gui_smallFontLimit "0.15"
    seta net_socksPassword ""
    seta net_socksUsername ""
    seta net_socksPort "1080"
    seta net_socksServer ""
    seta net_socksEnabled "0"
    seta win_ypos "0"
    seta win_xpos "0"
    seta sys_lang "english"
    seta s_decompressionLimit "6"
    seta s_useEAXReverb "1"
    seta s_useOpenAL "1"
    seta s_libOpenAL "openal32.dll"
    seta s_numberOfSpeakers "6"
    seta s_doorDistanceAdd "450"
    seta s_globalFraction "0.8"
    seta s_subFraction "0.75"
    seta s_playDefaultSound "0"
    seta s_volume_dB "0"
    seta s_meterTopTime "2000"
    seta s_reverse "0"
    seta s_spatializationDecay "2"
    seta s_maxSoundsPerShader "0"
    seta r_debugArrowStep "0"
    seta r_debugLineWidth "1"
    seta r_debugLineDepthTest "0"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta r_forceLoadImages "0"
    seta r_shadows "1"
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_renderer "best"
    seta r_brightness "0.9"
    seta r_gamma "1.21"
    seta r_swapInterval "1"
    seta r_useIndexBuffers "0"
    seta r_customHeight "720"
    seta r_customWidth "1280"
    seta r_fullscreen "1"
    seta r_mode "-1"
    seta r_multiSamples "8"
    seta image_downSizeLimit "512"
    seta image_ignoreHighQuality "0"
    seta image_downSizeBumpLimit "512"
    seta image_downSizeSpecularLimit "128"
    seta image_downSizeBump "0"
    seta image_downSizeSpecular "0"
    seta image_useCache "0"
    seta image_cacheMegs "20"
    seta image_cacheMinK "2048"
    seta image_usePrecompressedTextures "1"
    seta image_useNormalCompression "2"
    seta image_useAllFormats "1"
    seta image_useCompression "1"
    seta image_preload "1"
    seta image_roundDown "1"
    seta image_forceDownSize "0"
    seta image_downSize "0"
    seta image_lodbias "0"
    seta image_anisotropy "16"
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
    seta gui_filter_game "0"
    seta gui_filter_idle "0"
    seta gui_filter_gameType "0"
    seta gui_filter_players "0"
    seta gui_filter_password "0"
    seta net_clientDownload "1"
    seta net_master4 ""
    seta net_master3 ""
    seta net_master2 ""
    seta net_master1 ""
    seta net_clientMaxRate "16000"
    seta net_serverMaxClientRate "16000"
    seta m_strafeSmooth "4"
    seta m_smooth "1"
    seta m_strafeScale "6.25"
    seta m_yaw "0.022"
    seta m_pitch "0.022"
    seta sensitivity "12.968254"
    seta in_toggleZoom "0"
    seta in_toggleCrouch "1"
    seta in_toggleRun "1"
    seta in_alwaysRun "0"
    seta in_freeLook "1"
    seta in_anglespeedkey "1.5"
    seta in_pitchspeed "140"
    seta in_yawspeed "140"
    seta gui_configServerRate "0"
    seta com_guid "tQ169z2W4o8"
    seta com_preloadDemos "0"
    seta com_compressDemos "1"
    seta com_product_lang_ext "1"
    seta sv_punkbuster "0"
    seta cl_punkbuster "0"
    seta com_videoRam "64"
    seta com_showFPS "0"
    seta com_purgeAll "0"
    seta com_machineSpec "2"
    seta pm_walkspeed "70"
    seta net_serverDlTable ""
    seta net_serverDlBaseURL ""
    seta net_serverDownload "0"
    seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
    seta g_mapCycle "mapcycle"
    seta g_voteFlags "0"
    seta g_gameReviewPause "10"
    seta g_countDown "10"
    seta g_password ""
    seta g_showBrass "1"
    seta g_showProjectilePct "0"
    seta g_showHud "1"
    seta g_showPlayerShadow "1"
    seta g_showcamerainfo "0"
    seta g_healthTakeLimit "25"
    seta g_healthTakeAmt "5"
    seta g_healthTakeTime "5"
    seta g_useDynamicProtection "1"
    seta g_armorProtectionMP "0.6"
    seta g_armorProtection "0.3"
    seta g_damageScale "1"
    seta g_nightmare "1"
    seta g_decals "1"
    seta g_doubleVision "1"
    seta g_bloodEffects "1"
    seta g_projectileLights "1"
    seta g_muzzleFlash "1"
    seta r_aspectRatio "1"
    seta ui_showGun "1"
    seta ui_autoReload "1"
    seta ui_autoSwitch "1"
    seta ui_team "Red"
    seta ui_skin "skins/characters/player/marine_mp"
    seta ui_name "Player"
    seta si_serverURL ""
    seta si_spectators "1"
    seta si_usePass "0"
    seta si_warmup "0"
    seta si_teamDamage "0"
    seta si_timeLimit "10"
    seta si_fragLimit "10"
    seta si_maxPlayers "4"
    seta si_map "game/mp/d3dm1"
    seta si_gameType "singleplayer"
    seta si_name "DOOM Server"
    seta g_spectatorChat "0"
    seta net_clientLagOMeter "1"
    seta g_testModelHeadJoint "Spine2"
    seta g_testModelHead "atdm:ai_head_citywatch"
    seta darkradiant_rcfserver_enable "0"
    seta tdm_voice_from_off_volume "0"
    seta tdm_voice_player_volume "0"
    seta tdm_music_volume "-5.079365"
    seta tdm_ambient_method "2"
    seta tdm_door_auto_open_on_unlock "1"
    seta tdm_lp_debug_hud "0"
    seta tdm_lp_pawlow "0"
    seta tdm_lp_randomize "1"
    seta tdm_lp_auto_pick "0"
    seta tdm_lp_autopick_attempts "3"
    seta tdm_lp_pick_timeout "400"
    seta tdm_lp_sample_delay "10"
    seta tdm_lp_base_count "5"
    seta tdm_s_maxSoundsPerShader "0"
    seta tdm_gui_mediumFontLimit "0.30"
    seta tdm_gui_smallFontLimit "0.15"
    seta tdm_s_doorDistanceAdd "450"
    seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
    seta tdm_lg_split "0"
    seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
    seta tdm_lg_weak "0"
    seta tdm_lg_interleave "1"
    seta pm_rope_snd_rep_dist "32"
    seta pm_min_stepsound_interval "200"
    seta pm_stepvol_crouch_creep "-12"
    seta pm_stepvol_crouch_run "0"
    seta pm_stepvol_crouch_walk "-6"
    seta pm_stepvol_creep "-12"
    seta pm_stepvol_run "6"
    seta pm_stepvol_walk "-2"
    seta tdm_underwater_blur "3"
    seta tdm_rope_pull_force_factor "140"
    seta tdm_inv_use_visual_feedback "0"
    seta tdm_door_control "1"
    seta tdm_inv_use_on_frob "1"
    seta tdm_inv_loot_sound "frob_loot"
    seta tdm_inv_hud_pickupmessages "1"
    seta tdm_hud_hide_lightgem "1"
    seta tdm_hud_opacity "0.85"
    seta tdm_grabber_reverse_control "0"
    seta tdm_bounce_sound_min_vel "80"
    seta tdm_bounce_sound_max_vel "400"
    seta tdm_throw_max_vel "900"
    seta tdm_throw_time "1200"
    seta tdm_throw_max "3500"
    seta tdm_throw_min "600"
    seta tdm_phys_show_momentum "0"
    seta tdm_melee_difficulty "hard"
    seta tdm_melee_max_particles "10"
    seta tdm_melee_forbid_auto_parry "0"
    seta tdm_melee_auto_parry "0"
    seta tdm_melee_invert_parry "0"
    seta tdm_melee_invert_attack "0"
    seta tdm_melee_mouse_thresh_ "0"
    seta tdm_dragged_item_highlight "1"
    seta tdm_drag_encumber_max "0.4"
    seta tdm_drag_encumber_maxmass "55"
    seta tdm_drag_encumber_minmass "10"
    seta tdm_drag_jump_masslimit "20"
    seta tdm_drag_af_free "0"
    seta tdm_drag_af_ground_timer "800"
    seta tdm_drag_damping_af "0.4"
    seta tdm_drag_damping "0.0"
    seta tdm_drag_stuck_dist "38.0"
    seta tdm_drag_force_max "100000"
    seta tdm_drag_limit_force "1"
    seta tdm_collision_damage_scale_horiz "0.5"
    seta tdm_collision_damage_scale_vert "1"
    seta tdm_frob_fadetime "100"
    seta tdm_frob_width "10.0"
    seta tdm_frob_distance_default "63"
    seta pm_lean_toggle "0"
    seta pm_lean_door_bounds_exp "8.0"
    seta pm_lean_door_max "40"
    seta pm_lean_door_increments "10"
    seta pm_lean_to_valid_increments "25"
    seta pm_lean_forward_stretch "15"
    seta pm_lean_forward_height "0.4"
    seta pm_lean_forward_time "400.0"
    seta pm_lean_forward_angle "2"
    seta pm_lean_stretch "2"
    seta pm_lean_height "0.4"
    seta pm_lean_time "400.0"
    seta pm_lean_angle "15.0"
    seta tdm_reattach_delay "100"
    seta tdm_crouch_toggle_hold_time "400"
    seta tdm_toggle_crouch "1"
    seta tdm_footfall_sounds_movetype_specific "1"
    seta pm_mantle_minflatness "0.707"
    seta pm_mantle_height "0.2"
    seta pm_mantle_reach "0.5"
    seta pm_weightmod "1"
    seta pm_push_max_mass "200"
    seta pm_push_heavy_threshold "0.15"
    seta pm_push_accel_time "1000"
    seta pm_push_start_delay "1000"
    seta pm_push_maximpulse "300"
    seta pm_pushmod "0.15"
    seta pm_max_swimspeed_mod "1.4"
    seta pm_crouchmod "0.54"
    seta pm_creepmod "0.44"
    seta pm_runmod "2.12"
    seta tdm_force_savegame_load "0"
    seta tdm_mainmenu_confirmquit "0"
    seta tdm_debug_aastype "aas32"
    seta tdm_fm_restart_delay "0"
    seta tdm_fm_sync_config_files "1"
    seta tdm_default_relations_def "atdm:team_relations_default"
    seta tdm_show_trainer_messages "0"
    seta tdm_wideScreenMode "6"
    seta tdm_interaction_vfp_type "1"
    seta tdm_ai_show_aasfuncobstacle_state "0"
    seta tdm_show_health "0"
    seta tdm_ai_opt_update_enemypos_interleave "48"
    seta tdm_ai_opt_interleavethinkframes "0"
    seta tdm_ai_opt_interleavethinkskipPVS "0"
    seta tdm_ai_opt_interleavethinkmaxdist "0"
    seta tdm_ai_opt_interleavethinkmindist "0"
    seta tdm_ai_visdist_show "0.0"
    seta tdm_ai_search_show "0.0"
    seta tdm_showko "0"
    seta tdm_showsprop_radius "0"
    seta tdm_showsprop "0"
    seta tdm_spr_debug "0"
    seta tdm_sndprop_disable "0"
    seta tdm_ai_acuity_susp "1.2"
    seta tdm_ai_acuity_L5 "1.5"
    seta tdm_ai_acuity_L4 "1.3"
    seta tdm_ai_acuity_L3 "1.1"
    seta tdm_ai_show_conversationstate "0"
    seta tdm_ai_show_enemy_visibility "0"
    seta tdm_ai_sight_scale "1000.0"
    seta tdm_ai_sight_thresh "1.0"
    seta tdm_ai_showelevator "0"
    seta tdm_ai_showdoor "0"
    seta tdm_ai_debug_blocked "0"
    seta tdm_ai_showAASarea "0"
    seta tdm_ai_showgoalpos "0"
    seta tdm_ai_showdest "0"
    seta tdm_ai_showalert "0"
    seta tdm_ai_showtasks "0"
    seta tdm_ai_showanimstate "0"
    seta tdm_ai_showko "0"
    seta tdm_ai_showfov "0"
    seta tdm_ai_debug "0"
    seta tdm_ai_bumpobject_impulse "1500"
    seta tdm_ai_tact "20.0"
    seta tdm_ai_sightmin "11.0"
    seta tdm_ai_sightmax "60.0"
    seta tdm_ai_sight_mag "1.0"
    seta tdm_ai_sight_prob "0.7"
    seta tdm_ai_showbark "0"
    seta tdm_ai_sndvol "0.0"
    seta r_postprocess_bloomKernelSize "1"
    seta r_postprocess_bloomIntensity "1.8"
    seta r_postprocess "1"
    seta tdm_lod_bias "1.0"
    seta tdm_allow_http_access "1"
    seta tdm_proxy_pass ""
    seta tdm_proxy_user ""
    seta tdm_proxy ""
    

     

     

    As a last resort, what cvars would I need to deactivate the LightGem-processing since I don´t use it anyway?

  7. Did you noticed too some strange artefact for a millisecond in the left bottom corner since v1.03? Most times it seems covered but once I could swear that it looked like an envelope, color fits too, it´s like a bright cream-yellow. Unfortunately I couldn´t make a screenshot so far, it´s too fast.

     

    My Windows-taskbar is on top and also hidden and I have no Mail-programs running. Also I´m offline while playing.

     

    I also have the impression that it only appears in new areas, because after I saw it I did go back to where it appeared but it wouldn´t came back.

     

    There is only one game that I play too atm and that is good old HeXeN (doomsday-engine) and there nothing like this happened.

     

    So, you saw it too? :unsure:

  8. Okay, thanks NH.

     

    I found some little flaw in this new script: for the cancel-process, you actually have to press both, attack and block. If you release the attack-key first and block-key at last the attack-key won´t function for the next first time. But if you release the block-key first during cancel there is no 'after-effect'.

  9. Thanks Aid-, Aprilsister, finally sth nice for my ego... :)

     

    And thanks a lot grayman! Works fine on my system too!

     

    I knew, I was close, though I wouldn´t have known how to arrange the code around that 'break;'. Yeah, the actual animation is odd, because of that behaviour I decided to play another animation and 'putaway' seemed most fitting...

     

    When an arrow is fired, and more of the same arrow type remain, the equip sound plays to indicate nocking another arrow.

    Cool!

     

    If you hit ~, no new weapon appears

    What is that? I guess 'put weapon away'? Or is it symbol for 'actual weapon key'?

  10. Why do I have the impression that I´m in a completely new thread now? Anyway, demagogue told me where to find the shader-reference and in atdm:location_settings I found the cause of all evil, well, the cause why the tracks were played so low-volume. You set 's_volume' in there to '-55', that is almost silent (-60). However, it worked in TDMv1.02.

    I set it now to 0 because the Ambient-sliders are now working(I hope the update gets public soon, though in a way it already is in that thread), so Users can set the volume themselves now. The 's_volume'-settings in the several 'info_location'-entities I left as they were of course.

     

    On a funny sidenote: First demagogue thought that he found the cause, but he was referring to your contest-mission (I´m sure he wasn´t the first who mixed those two up ;) ). Apparently you used the 'volume'-spawnarg instead of 's_volume' for snd_outside and snd_orrery and I changed them now to 's_volume' because demagogue told me it´s better to leave the 'volume'-spawnarg alone. I´ll test now the difference, wait a sec...

     

    Alright, original map has an outside-track playing (maybe a bit too quiet, but I guess you did so because the sliders weren´t working right that time) and the orrery-track is playing too. Now I´ll load up my updated map...

    Outside is playing, but the volume feels more louder than before, or maybe not, hmm... Oh yeah, the 'volume'-spawnarg messed with the ambients volumes. Now they play at the volume they should. (though the 's_volume'-spawnarg uses the same value as 'volume', the difference is more than clear)

     

    During RunAAS with 'stalban.map' I got this:

    WARNING: brush 575 on entity 0 is unbounded( 449.19 468.00 104.00 )-( 477.49 472.00 124.00 )-( 28.30 4.00 20.00 )
    WARNING: brush 575 on entity 0 is unbounded( 469.14 466.91 124.00 )-( 484.04 476.11 208.00 )-( 14.89 9.21 84.00 )

     

    And about your Cathedral-map again (otc.map): during RunAAS I got these texture-errors:

    WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth
    WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_local
    WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_s
    WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_large_yellowstone
    WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_large_yellowstone_local

     

     

    Ok, to summarize it for you Biker: in the future please don´t set the volume inside the location_settings_entity and also leave the volume-spawnarg alone, s_volume is the one you need. And a happy new year I wish to you too. ;)

    (Maybe also someone could leave a note about this in the wiki-article?)

     

    Now I can play around with the EAX-effects in the next days and also finally finish this FM... ^_^

  11. Dude, why set you every ambient s_volume to '-60'? Wiki says that it´s most silent value. However, changing or even delete doesn´t change a thing. There sth special you did with the ambients, biker?

     

    edit: How is your speaker_ambient-entity called where the Ambient-shader-information is stored? (the real ogg/shader-names I mean) According to DR it should be in such an entity, but I can´t find it in Entity List: Hmm, I got it wrong and speaker_ambient_entity are all the info_location´s? Or some speakers? But shouldn´t the speaker then be called 'snd_city', that´s the name 'info_city' is referring to as ambient. There is no 'snd_city' as ogg and also not as a sound-shader.

     

    I´m losing it and again I spent almost a whole night with TDM without playing. Too early to start Glenham Tower now... <_<

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