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nbohr1more

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Everything posted by nbohr1more

  1. 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.
  2. You're Moddb profile is bu bu burilliant!

  3. 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!!!
  4. Yep. I mentioned that to the team. A Komag interview to go with the tutorials would be good too...
  5. Release article and images are up at Moddb: The Knighton Manor "Release"
  6. 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.
  7. 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...?)
  8. 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 } }
  9. 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...)
  10. That's an excellent idea! In the mean-time, hows that video coming Biker? I can make my own if necessary... Or perhaps lowenz will post one (I'm kinda against posting his videos for the sake of spoilage without having a teaser version to go with them for folks who have yet to play the FM).
  11. Yeah, downloads are the bread 'n butter AFAIK, it's probably the same business model as download.com eg. "Put stuff on the site, get eyeballs looking and clicking on advertisements". Your basic pecking order is: Air Water Food ( xxx ) ? Downloads Videos Screen-Shots Articles It's all very primal, you can see that the stuff that is most popular requires the least thinking. But I wouldn't get too huffy about it, if someone told you about a new mod what would you do first to find out about it? 1) Watch the video 2) Read an Article about it It's just naturally easier to give-in to your reptilian primordial instinct and look at the pretty pictures. If FM's are off the plate (again... maybe temporary offerings ????), our next best option is videos of said FM's or videos of other cool stuff (Rich_is_Bored's Translucency...). I agree that really compelling articles can foster a regular reader-ship but we need the other content to act like a Neon Sign screaming "come get yer goodies".
  12. Glad to hear that. From my understanding, Quick Save isn't the problem itself but rather "the stuff that gets saved quickly". The code that stores all the states for everything that is happening has to be really clean if you are saving "on the fly". There are a couple of known culprits that cause problems for this so fixes are in the next release AFAIK (or in a mission patch for The Alchemist). I hope your other FM's are trouble free.
  13. I dunno if any devs wanna tweet their activities: Example: "Looking in Id Class 35SLX... " "Found argument strings with 4 inheritances that are undocumented" "...tracing to 20 associated root classes." "Got frustrated... Watchin' funny youtubes"
  14. Since having Moddb host FM's is contentious, we can stick to just articles, screens, and videos for now. We've got enough content ideas. I just get the impression that they are more willing to promote mods that offer more downloads... Maybe Fidcal's key brightener? More mapper downloads like non-standard assets? Anybody need a few HUNDRED beta testers for their map...? (that might be a draw... but hopefully the unwashed wouldn't keep whining about the beta quality and loose the point of it...)
  15. My apologies ungoliant. (Double apologies for not derailing with at least LEGION quality topics)
  16. What we need to do is STRONGLY urge Moddb folk to visit our forums for Tips, Tricks, and insider information from the Mod developers... when we provide downloads. (We also should use the "Jobs" listing tool )
  17. Yeah, we can remove those old versions since no FM is incompatible with v1.02. I would leave the early demo stuff for historical curiosity maybe (or until Fidcal finishes fixing Closemouthed Shadows).
  18. Well that brings up an interesting conundrum. Moddb awards mods publicity for providing content. We want publicity to attract help\talent for the mod. I think we should play by their rules to some degree. I agree, in general, that mission packs are bad because if there is a version change it's a PITA to fix 'em (but the moddb users like them... VERY popular...). I thought it would be a good promotional tie-in with the interview. Edit: Maybe remove packs after a certain period of time? Keep them guessing like a Fast Food movie tie-in promotion? (There is some psychology behind that approach).
  19. Well now I've got some work to do Thanks Sotha! I can't wait to try it!
  20. So... Can shadowed nodraw brushes act like a low-poly shadow-mesh for high-poly noshadow brushes? (Taking this concept to it's logical conclusion)
  21. Y... E... S... (that'll be good to keep the momentum going along with your mission uploads... I was thinking that since I already put download links on your release article, that I should upload a "Bikerdude Pack" with all 3 of your missions).
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