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LEGION

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Everything posted by LEGION

  1. Why are you posting real-life pictures here? Where are the textures? Will it look like this in-game? Can´t believe it...
  2. Yes, Springheel´s girls are really nice. And I´m with Tels and the others about the Bikini-chainmail-issue. And I too would like to see female guards. If their number is low it should fit. It would depend on how strong the standing of the builders is. They surely won´t have female builders in their ranks.
  3. Wow, would like to test that... When you see the common TDM-wooden-wheel, does it appear right shaped for you or is it stretched? The screens are really stretched, but I guess it´s not that bad when sitting before the screen.
  4. Yeah, yeah, did you really had me to get two negative reps? Anyway, I still would like to know if it is possible to change the gray screen that appears while vid_restart. (I guess it´s the same that shows up a little second when starting TDM)
  5. Another question: While video_restart there is a gray screen. What do I have to do if I want the screen in another color, like pitch black. Or is even a picture possible, like TDM-logo?
  6. Hm? In the Training Mission it wasn´t possible. I´ll load up another FM and see... Alright, you´re all right, I´m wrong. I guess it wasn´t available in the Training Mission or hmm, I think they didn´t wanted to spoil the swing until you reach the swing-area...
  7. Kind of false alarm for the "Dufford-tearing". For the, let´s say 'common tearing' it was enough to start TDM-Main-Menu in 1280x720. But for the "Dufford-tearing" I have to start the FM itself in 1280x720. It´s not working when I start another FM in this res. This is driving me nuts. I finally bound a key with "r_customwidth 1216;r_customheight 692;vid_restart" that I press when the FM is loaded in 1280x720. So, actually, I now have to load a mission twice. edit: in 1366x768 there is this tearing too, so it´s not caused by the custom resolution.
  8. @Bikerdude I want to speak out my honors for you!! Every shot provides so much atmosphere! Would like to create such things myself... @Fidcal Your arch seems to look perfect to my eyes, just beautiful! Damn good work!
  9. I tried again, and the first jump I passed, but the next five or six tries I missed. Anyway, I wondered why the rope-swing is not supported by the ropes coming out of rope-arrows. And I would like to see a little swing on the ropes as you climb them related to the climb-speed to build up immersion.
  10. In the meantime I bought the HDMI-cable I posted (the one for 24€) and well, I still have to switch the resolutions to get rid of the tearing. But now it´s really gone. The one I had in Dufford´s although I made res-switching is now gone. I´m now pretty sure it´s related to the custom res I picked (1216x692, and not my so-called crappy TV ) because when I start with 1280x720 in the first place, there is no tearing at all. Also, in the places I saw the tearing before (only in Dufford) I notice a serious FPS-drop. But not in the whole room, just the spot where the tearing was. In the opposite direction it´s fine, as it was before. When I got the tearing, there was no FPS-drop. Oh, and it´s not a Mod-issue!!!!!!! (and I´ve never said, TDM looks like crap) I saw it in Doom3 too, but only once so far. But as in TDM, res-switching makes it go away.
  11. 'wierd' is still working in this version. The rest I quoted I can´t recognize. Is 'ashion' a simple 'fashion'? Remember: I´m no native Englishman. I very often see 'youre' instead of 'you´re', is that a misspell too? edit: First I wanted to correct 'misspell' into 'mispell' and my Translator (google Dictionary) said about it: mispell: common misspelling of misspell
  12. Oh, I remember that I too had big problems with the rope. But like Fidcal said (same what he said to me that time) you have to be aware that you can jump a wide distance. After I got this into my mind I mastered the next eight tries. And before I missed every jump for, I don´t really wanna know how often I missed. But, I wonder if I could do it now again...
  13. Huu, you´re fast, Tels! Yeah, it seems there is what I need. But I haven´t a clue/understanding how to merge this into Doom3. _isFading = false void CBloodMarker::Save( idSaveGame *savefile ) const { savefile->WriteString(_bloodSplat); savefile->WriteString(_bloodSplatFading); savefile->WriteFloat(_angle); savefile->WriteFloat(_size); savefile->WriteBool(_isFading); } //----------------------------------------------------------------------------------- void CBloodMarker::Restore( idRestoreGame *savefile ) { savefile->ReadString(_bloodSplat); savefile->ReadString(_bloodSplatFading); savefile->ReadFloat(_angle); savefile->ReadFloat(_size); savefile->ReadBool(_isFading); I guess this is completely new or re-written by the TDM-team (greebo?) and therefore not compatible with vanilla Doom3. Here my journey ends. I have to admit that I know nothing about this SDK-stuff. Yeah, I know, I´m not worthy your presence. I guess I should start at the beginning and not try to jump into the middle of this drowning pool of knowledge...
  14. Splat16 has the same values as Splat6,7 that I already use, and they are gone after reloading. I couldn´t find a mod for Doom3 with this feature either. Hmm, I guess I need them to be renewed, like what you said, Tels. I added for all splats and dsplats (bulletholes too) a new decalInfo about '360000' to make them stay very long. This is what I have in aaduffytest.mtr for dsplat2: textures/decals/dsplat2 { qer_editorimage textures/decals/dsplat2.tga nonsolid noimpact blood DECAL_MACRO decalInfo 360000 5 ( 1 1 1 1 ) ( 0 0 0 0 ) { blend gl_zero, gl_one_minus_src_color map textures/decals/dsplat2.tga clamp // we don't want it to tile if the projection extends past the bounds vertexColor // oblique projections will be slightly faded down } } edit: I also tried stuff I found in tdm_decals_blood and copied them, but the decalinfo you have defined there is very short, half a second. (0.5) So, when I shoot an AI the decals are spawned and stay. But, when I quickSave and then quickLoad, the blood and all other decals like bulletholes are gone. I got an answer at Doom3world.org that it is a SDK-thing and that seems out of my reach. I don´t wanna spent more than one day. I hoped it is something like adding a new line in the decals.mtr-file, or changing values in decalInfo. But this renewing-technique, where is that defined? Can I achieve this by editing existing files? (like decals.mtr, or the weapon-defs) Or where is it written in the TDM-files so I can try myself?
  15. I even have bound 'noclip' to a key and I have to use it quite often the last time somehow. Even in Doom3. Nice mission, but somehow I was in the blackjack-mood and blackjacked everyone except the first guard. (and exactly this last guard blocked himself on the door as I wanted to get out, so I had to jump off the ladder into his dead angle and water the torch...) Some more or wider patrol routes would´ve been nice. I too had problems with immersion due to the design inside. The climbing parts were nice, though, and made me praise the mantle-evolution in TDM damn often. I fell down only once, as I tried to climb up from a shelf. Well, maybe these thieves are so happy with TDM´s mantle-function that they love to do that all the day. And the ladder could´ve been broken seconds before... The Thief before the had no voice! As I watered the first torch, he came by but said nothing. And as I failed to sneak up on him he attacked, but said nothing. No word during patrol too. Someone else got aware of this? There were some nice details like the I spent 1:45 hours in the caves and found 930 loot. I always try to spend most time possible and that is usually four hours, so that means the mission was too short! Ok, I blackjacked everyone, that shorted it a lot. I wonder where the rest of the loot is hidden... And killing spiders is not allowed on Expert? But it doesn´t matter because there is nothing by the baby-spiders, right? (except the I played on Hard and killed ém all! Undead and Beasts should be allowed to kill. Sometimes a Thief have/wants to kill, it´s nature of men... Everything else that was said before would´ve been said now by me if it hasn´t been said before. (sounds horrible, I know ) Only one thing: the shadows/ambientLight seemed a little too bright. (but again, taste-thing)
  16. So, I have to use existing textures. Can´t I make something to make new ones permanent? Like add them in a .mtr-file in the Doom3/material-folder? I´m not sure you know what I want: I mean the blood-splats that are spawned when you attack someone/thing with the Shortsword. I looked into the def-file and it seems TDM uses splat1-9. In Doom3 I already use splat6 & 7, but they are gone after reloading. I copied the 'decalInfo' and the rest out of the tdm_decals-file into the 'senetemp.mtr'-file, where the splats are listed. But it doesn´t do anything. Hmm, in TDM it´s called mtr_killed_splat . In the Doom3-def there is: mtr_splat_flesh . I fear, it is scripted somewhere. I already asked in Doom3world-forums, but no answer so far.
  17. I just saw that the blood-decals are still there after reloading the saved game. I want that in Doom3 too. I managed to have staying blood, bodies and Projectiles. But I don´t have a clue how to make this. Please, enlighten me!!
  18. Huurraay, next Contest entry! Normally I always wait until night to play TDM, and that would mean I have to wait couple of hours. But on the other hand, it´s not that sunny today, so there won´t be much light coming through my windows, hmm, that leads to only one conclusion...
  19. Well, it´s good timing, because 7upMan has just finished the German Translation of this. I hope uploading works then...
  20. Is this again a new update? It seems that your updated version from before isn´t available on the TDM-Mainpage of the Wiki either.
  21. I´m not sure, it´s a while back I played this, but there was (a frog was there, too, right?)
  22. City Watch: Can´t remember the letter, sorry. But if it is the one I think about it´s nothing important in it, just
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