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nbohr1more

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Everything posted by nbohr1more

  1. I wonder if you could use the Cut-Scene tools to record a timeDemo of the AI goofing around in the map then pinpoint what they are doing? (link a camera to an AI)...
  2. This behavior affected "The Alchemist" as well, so there is a little ground covered on the topic in the thread for that mission...
  3. There have been accusations against "Interleaved Thinking Optimizations" but Biker's settings don't seem too aggressive. Was this event after a Quick-Save?
  4. I think that you would need to use a blend filter stage in the material definition to limit reflectivity depending on grime (etc). (Presuming that the primary stage is the cubemap... if not, then blend add) ... Here is a relevant topic: http://www.doom3world.org/phpbb2/viewtopic.php?f=2&t=18781
  5. I can't wait to see that with a Gold cubemap applied!
  6. I wasn't sure if HappyCheeze had to get approval before posting (etc) but I will PM him. He might need help though, because he's been busy with his schoolwork...
  7. I am loosing it, thinking about you all bombed-out on booze in front of your HDTV surrounded by Halloween decor with your girlfriend shaking her head in pure bafflement... LEGION you need a reality show
  8. The Gate ... that was a great addition to the "Golden age of the VCR" during my childhood. I recall that my friend's father bought a special VCR that was setup to record HBO programs. (At the time HBO was putting an interference signal in their premium content, similar to the signal that prevents commercial VHS to VHS copies.) The Gate was a prelude to getting to see all the Nightmare on Elmstreet films and a couple of other horror gems like Troll. Those were good times jdude.
  9. Yeah, don't stay up too late Biker. I don't want you to end-up like some WoW enthusiast dead at the keyboard. Get some rest for ye health.
  10. I would open one of the other TGA's in GIMP or Photoshop and see what Channels are present. In GIMP this would be the Dockable menu > Channels. If there are 4 Channels then the texture has Alpha.
  11. Will Biker finish in time to ensure the LEGION is still buzzed? Stay tuned and await this chilling Halloween conclusion. Mwhuhahah ... Scrreeam... Bat squeals... (Good luck Biker)
  12. What does the definition file for this look like? If you don't have one you could probably look in the definitions and see if any are pointed to "guis/assets/hud/inventory_icons" and copy their format.
  13. I'm glad that worked! I saw that you can use something like big_monster so that AI can use their own poly's as collision but I'm not sure if this could've been done here as well.
  14. Biker that moveable_custom_item looks like you need the collision model according the wiki:
  15. All a Mod at Moddb has to do to hit the Front Page is have any Team Member leave a comment. If someone were a real jerk, they could just post "Hi Guys!" every day and always be listed when folks visit the site. Serpentine made TDM hit the front page the other day by replying to support question! Most mods would post something if a fraction of a level were completed, TDM can let 20 FM's go by before an update is posted.
  16. RE the lack of TDM staff. I can practically guarantee that if a Team Member (enrolled at Moddb) updated Moddb every time a new FM was released that there would be more exposure and thus more applicants. Folks don't check the Doom 3 section at Moddb very often because: 1) They presume that all the Mods for Doom 3 are shitty flashlight decal mods and shader tweak mods 2) They know that that updates for Doom 3 mods take eons to show-up 3) They don't even know that there are active mods for Doom 3 anymore Given the frequency of Moddb updates, there are probably folk that think TDM is dead. I posted on Quake3world the other day and one of the mappers who had seen the mod was not aware that it was released. If you are all too busy to update Moddb, I would be willing to do so and I am sure others here would offer their assistance. This is especially relevant as Bikerdude is pending the release of a really great FM... It's a great promotional opportunity...
  17. That blog post brings up some interesting points but I would say that it overlooks the real history of steampunk as a fashion. 1) Steampunk novels by Gibson (et al) 2) Japanese Anime authors become enamored with the idea 3) Steampunk Anime 4) Japanese Cosplay folk start showing up in Steampunk garb 5) Western culture begins to co-opt Cosplay and Anime for it's own take on the fashion 6) Steampunk fashion is discovered by the West 7) Some Steampunk folk realize that westerners (Gibson, et al) started the whole thing...
  18. I'm crying Biker My wife will keep me tied-up with family Halloween stuff this weekend I am dying to try this. Maybe she'll give me a little time tonight. I'll update the thread tonight if I get some PC time. Hopefully grayman will volunteer, he is a beta-tester maniac (such close attention to detail).
  19. If you are addicted to the Halloween spirit and will watch Horror films ranging from serious to pure hilarious farce you should check-out Cinemassacre's Monster Madness for some goof-ball reviews of vintage horror. Some of my personal favorites: 1) Stir of Echoes 2) The Gate 3) Critters 4) The Manitou 5) The Fly 6) The Guardian (I tried to include somewhat obscure stuff but most folks would've seen these except maybe The Manitou... So maybe just a list of reminders.) I will now gush that you should see Donnie Darko whether you think it's a horror film or not...
  20. Yeah, updating drivers can be problematic on laptops. Modding drivers is an even trickier proposition. So I understand your reluctance to try these steps. This change is very safe to try (presuming the setting is available): Open Nvidia Control Panel -> Manage 3D Settings -> Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
  21. If you have a PS2 or want to go through the effort of setting up a PS2 emulator, the "Fatal Frame" games are supposed to be contenders for the "scariest games ever made". I might go old-school and play some Ghouls 'n Ghosts and Splatterhouse. You've probably played these but the following Doom 3 maps are a pretty good fit for the season: Gatehouse (very creepy and satanic in the lower levels...) Serengrove (old-timey zombie chills and a TERRIFIC narrator) Ladder (small but nice atmosphere) There are others that are kinda in that vein but most don't have the fear or atmosphere of the above examples.
  22. Mods with different DLL files cannot be usually be combined. One of DLL's must be deleted. For example: A Graphic mod that has a generic DLL that just contains minor game-play tweaks could be combined with another more significant Game-play mod by removing the DLL from the former. A Graphic mod that is highly dependent on game code for certain effects could not be combined with another similar mod or a significant game-play mod. Surprisingly, I was able to combine the Raccoon City mod with JC Denton's mod. This is probably because Raccoon City didn't play with physics or graphic tweaks too much. Textures, Materials, Models, even GLProgs (vfp) can usually be mixed as long as there is no direct dependency on the DLL. Obviously if two mods call the same material definition for two different materials then one might override or conflict. But you would be surprised to find how modular these components are and how much can be mixed and matched.
  23. A pk4 is really just a zip file renamed with a different extension. The mods are really just mirrors of the folder structure of Doom 3 base. If you extract the native Pk4's you'll see more detail about all the folders and hierarchy . To make your own pk4 just create the folders that you want to override with custom stuff and place your content in them then "Send-To" a zip file and rename it pk4. Doom 3 reads the pk4's alphabetically so if you want to ensure that your files override the native ones make sure to name the pk4 something that starts with z. (like zzz_custom_textures.pk4).
  24. Yeah, you can grab the textures from "extreme quality" and plunk them into a pk4 then place them in any mod you want from what I understand. (I believe that the textures are named and pathed to directly map to the native definition files).
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