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nbohr1more

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Everything posted by nbohr1more

  1. It's funny you guys are mentioning the ethics of "saving". I just read a Hexen Mod review where the poster griped that "modern gamers" shouldn't have to spam the quick-save button but instead the game should keep saving at every fraction of progress. Given the complexity of getting a game-save system right in the Doom 3 SDK, that was a lot of gall for someone to spit on a 6 year project over their own laziness and inability to choose wise save points. I try not to save very much as it just feels wrong to someone who spent his youth replaying levels in 8 bit arcade and console games. Having to play the level again was your punishment for not doing well. The best games were so much fun that you didn't mind the redundancy.
  2. I can edit Biker's uploads to associate them with The Dark Mod profile. I'm not sure it'll change the "update status" for the mod (it'll probably still say updated such and such ago... but I'll give it a try.) (Edit: I have found out the hard way that editing an upload requires you to re-upload... sorry Biker) I think those Hexen Mod folk create a redundant "News" item for everything else they update on their profile. That's a little crass for really small changes though... (other mods are as bad or worse though). @ungoliant: Thanks! I'm glad to be proven wrong and see that folks are actually reading rather than just ogling pretty pics and downloads (now I've really got to watch my grammar). 2ND EDIT: Now the download is where it belongs... ? (weird)
  3. Thanks for the update Fidcal... (goes to get napkin to wipe drool off keyboard)...
  4. Thanks AH! I look forward to adding them to the profile!
  5. I will do that tonight along with high-lighting Bikerdude's interview (the original post didn't have any effect but a news blurb about the screens and the interview should do it). Sotha interview next... Yes, AluminumHaste's work deserves a lot of the credit here, just look at the screen-shot hits.
  6. After a little reflection I see that we got a little help from a couple of factors. 1) Most of the shooter fans would be playing COD Black Ops, including many of the mod makers for the genre... slow news day, plenty of front-page time 2) Hexen's release probably brought some Doom 3 owners back to the site after a long inactive period for mod updates for that game And possibly one that has me a little worried... 3) Folks who mistook this for the Blackheart Manor release because all they remembered was the word "Manor" (From this point on, please make sure your FM has the word "Manor" at the end of the name ) Hopefully we can keep the momentum going and the eyes of potential contributors will be steered our way...
  7. This was the most fun I've had with a mindless hack'n shoot'n slash since Painkiller! (I haven't gotten to the puzzle portions yet so maybe my brain will be entertained too. ) Looks very pretty too (screen-shots do not seem to capture it).
  8. Hiding in the darkness while the guards search for me. That is one of the essential thrills of this game. Even if it isn't quite eye-candy, the following screen-shot from Sotha perfectly sums up the experience. This screen is a perfect mascot for the mod:
  9. Many of the newer games are very aggressive with LOD because they blur the hell out of the distant objects with DOF. It was much better when fog was used for this purpose. Some designers and engines are better with hiding LOD transitions than others, it comes down to whether they care about what the game looks like in action verses screen-shots to sell the game. Of course, having more play-field opens up some nice game-play possibilities so sometimes these artifacts are just a deal with the devil to make certain game styles possible. (Certain game genres, like forest dwelling RPG's, MMO's (Oblivian) absolutely depend on LOD ).
  10. It's between all those damned custom "light-mapped" texture assets and the temporary engine switch to Quake 4 that's eaten all the development time... (It's lucky that you guys didn't try either of those antics )
  11. Linux platforms and capitol letters in map entities or assets?
  12. This is terrific grayman! Plus I see you've just about fixed drowning AI behavior! Can't wait to see what you fix or enhance next.
  13. The amount of Doom3world contributions that BloodRayne has made alone makes this drool-worthy just to see all his experiments and tinkering in playable form.
  14. You're Moddb profile is bu bu burilliant!

  15. Bikerdude's Moddb profile is N.I.C.E. ! (we need Caduceus of St Alban pics at the TDM profile soonish BTW... AluminumHaste???) Edit: Numbers are already high and climbing!!!
  16. Yep. I mentioned that to the team. A Komag interview to go with the tutorials would be good too...
  17. Release article and images are up at Moddb: The Knighton Manor "Release"
  18. I see we have another applicant I thought that Sotha had an account there so I was awaiting him to post his release but it's good that it's there now. We don't want there to be too much lag from here to TTLG or the TDM trollers will have more stuff to nail us for.
  19. I believe that HappyCheeze has that responsibility? I am helping out while he is busy with school, but if the team wants to get someone more professional that would be fine by me. (Maybe someone good with HTML and web design...?)
  20. Yep... The animated Cube Map method could be done, but you'd have to record the ROQ video with an fish-eye FOV that matches the envshot FOV... It'd be a bit difficult... textures/skies/animatingSky { discrete forceOpaque // so transparent windows can draw on top of it { blend add // so transparent windows can draw on top of it texgen skybox videoMap models\skies\e3outsideskyrender\render\skyroqCM.roq // because this has a height = 6x width, it will be a cube map[/b] // cameraCubeMap test\skyroq // cameraCubeMap env/boxsky } }
  21. You could create a Camerspace Cubemap of the interior in a technique similar to the example for a Cubemap water reflection in our wiki article. There is an extreme example of this technique here: Interior Mapping If you are talking about having shadows animating in the windows, then ROQ GUI animations could be used for this if having a real AI walk behind a real two-sided translucent material is more expensive. (Or a 2d AI impostor could cycle behind the real translucent material). See Thread: http://forums.thedarkmod.com/topic/11515-real-translucency-anyone/ There are a number of ways that this could be pulled-off without the TDM team having to lift a finger or having to wait for Open Source. (I also think I saw that Doom 3 supports ROQ animated Cubemaps...)
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