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Snehk

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Everything posted by Snehk

  1. Kinda as expected. I'll need more time to check the actual code for that - life always finds a way to keep one busy. It may be due to some hard-coded stim-response part of a script or code used by the game that it needs a second Def.
  2. This is the best advice if you have really decided to use TDM engine: make fan missions first. You'll get much more experience this way and it'll prepare you for development workflow. I do advise you to check all the possibilities and decide to use The Dark Mod Engine when you are really sure that you want it. There is a lot of tech available nowadays. You're basically a lone artist working on your project, so you may want to reduce the amount of time spent on learning coding and implementing things on your own as much as possible. Some engines are drag & drop + node edititing for game logic (UE4, Unity), and they are probably the most artist friendly engines out there (with not the worst licenses, though UE4 beats Unity in this regard *cough* free and pro licensing *cough*). There is a lot of GPL and MIT technology available as well. It'd be best to check features of different engines and how demanding their workflow is before deciding what to use. Find someone who could help you with programming/scripting and engine preparation. If you really decide to stick with idTech 4/TDM engine, then I'm sure that people will gladly help you. However, you need to make sure that this is really the engine that you want to develop your project on, otherwise you may regret it at later stages of development when you'll hit a roadblock.
  3. The class numbers are different, so it shouldn't double the damage taken from STIM_DAMAGE entities. I'm not an expert in how stim-response works though. There's this wiki article that has an example similar to this one in player defs under examples section: Stim/Response Key/Values I'll check the scripts and engine code tomorrow when I'll have more mind clarity (read: when I'll be sober).
  4. Yep, idTech4 isn't really artist friendly, but it's not that hard to get into it if you're not a coder. There is plenty of reference in the web, such as: idDevNet, ModWiki and The Dark Mod Wiki. Most of the tools You will need to use are built in the engine. DarkRadiant is definitely the best level editor that is available for this engine. There are also many different forks of the engine to consider, I'll describe some of them here. The Dark Mod engine fork is a great choice if you want: highly reactive AIgreat stealth systemadvanced scripting (stim - response)advanced item manipulationclimbingexcellent melee combat systembasic yet functional inventorystable and still improved codebasesupportive community around the fork's project and game's forumsmission and campaign based fhDoom engine fork is a modernised version of the GPL engine fork: many graphical enhancementsaudio improvementssomewhat improved multiplayer code Storm Engine 2 is an improved version of RBDoom3BFG fork: contains most of the changes made by RBDoom3BFG, but is focused more on development of standalone gamesfully reconstructed flash menusseveral graphic & audio improvementsyou may want to use my (incomplete) development starter pack if you decide to use this fork: SE2DevBaseit is a discontinued project though OpenTech Engine: based on RBDoom3BFG, slightly less developed than Storm Engine 2 in several aspectsFlash menus replaced with CEGUIYou may also consider RBDoom3BFG itself, though it's more oriented towards replaying the original game with improvements. The original GPL engine and Doom3BFG are highly inferior to other forks listed here, it is advisable to not use them unless it's for educational purposes. You may also ask for help here: idTechForums. However, that forum is more or less visited only by several people (including me), so it is much better to ask here if you decide to use idTech 4. I haven't used Source Hammer (GoldSrc on the other hand...), so I can't tell you what's different between these two editors. DarkRadiant is the best level editor I have used to this day, and I highly recommend it. You can use anything that exports to .lwo for static meshes and moveable objects. For characters and animated objects, you will need something that is able to perfrom .md5 export. Blender, LightWave or 3dsMax will be useful (though Blender is the best bet if you want animated/character models for this engine). Personally, I'm using Wings 3D for static meshes and moveables (non-animated objects with ragdolls/collision models). It matches the engine's scale 1:1, so an object that is 32x32x32 in Wings3D remains 32x32x32 in the engine. It also exports natively to .lwo, and is a nice subdivision modelling software. I'm building and UV Mapping most of my geometry in Wings3D and then export to Blender if I want to make animations. There are .md5 exporters available for Blender, so you can export models with animations into the engine with it.
  5. The fourth game wasn't as bad as people portrayed it. Sure it was rushed (like, extremely rushed), but it was an interesting game on it's own. It offered great level design tools, scripting and many other things that allowed it to be played as a quasi-rpg game. Every once in a while, I'm getting back to it just to make myself a short single-player rpg campaign and have some fun with it (You can also play it as a multiplayer quasi-rpg game if a scenario is built like that!). In addition, the campaigns were excellently written, Gauldoth's being my personal favourite. I greatly enjoy HoMM IV's character progression and all the various classes and sub-classes your heroes could get. The fifth game felt more like a comeback to the golden formula of the third game in the series, along with some things taken from the fourth. I only played it during a time when I had no access to HoMM IV and earlier. It wasn't a bad game, just flat out dull compared to what was before. I haven't played any further games in the series, so I can't really tell anything about them.
  6. I love The Elder Scrolls series. I've started with Morrowind when I was about eleven years old, and I'm still casually playing it to this day. The game has extreme depth and excellent world design. This game will always remain a huge inspiration for me! (I've played all of the games in the series, but I just love Morrowind). A honorable mention: Heroes of Might and Magic III. An excellent strategy game with very interesting storyline and interesting yet simple character progression.
  7. A little work in progress concept art inpired by Hammerite Haunts and Revenants.
  8. Digging through my old stuff, I found some photos from Wieliczka salt mines. I wasn't a really good photographer back then, so there are some imperfections on these.
  9. Check this wiki article, it might explain it. http://wiki.thedarkmod.com/index.php?title=Noselfshadows
  10. Uploading these pics in a new post, so they won't get buried without bumping the thread.
  11. Time to get crazy. Ye auld Sicklehammer! Prepare for a devastating blow comrade!
  12. The sword got textures made by Admer456: And here's a thing made entirely by Windawz: They are members of TWHL forums and my development studio, and they are working with me on our current project.
  13. While I'm busy working with other stuff, I'm definitely going to finish my FM some day (this take with much more modeling, I highly prefer modeling and modular level design over brushes). After years of writing experience, I think that a good plot will definitely help shorter missions. It doesn't have to be a long spanning story, but either a complete chapter, or something bringing just a notion of a theme or motif. It doesn't have to be over the top, or completely delving into steampunk cruel world. Subtle touches of different themes and ideas are definitely more welcome than something literally shouting "I am an evil thief in a cruel world stealing from bad people!" Let's take the plot of my FM as an example. The story is rather simple: someone wants you to steal a valuable gem from docks. Next, a direct reference to the series: a ship comes to the port, full of undead and disease (Thief 3), and is matched with Darkmod's inquisition (mentioned in several FMs). The quarantine is put up (Thief 1 - Old Quarter). Now the player has to get into dock area, do what the client wants to, optionally check what the hell happened on the ship, and leave. That's it, the basis for a short/medium length FM is there. What's left is to flesh it out with details, nuances and subtle references.
  14. The engine can hold quite a bit, but the project has a low poly aesthetic. This + making most models low poly will ensure it'd run smooth even on ancient devices.
  15. The project that it was primarily made for is a Half-Life modification, so I'm trying to save up as much as I can. This may be repurposed as a moveable or I may detail it more later on.
  16. Wow, my last post here was back in April! Anyways, as I mentioned porting assets from my current project to TDM, here's one work in progress screenshot: It was meant to be a part of a view model, and as such it has exactly 316 tris.
  17. I had to stop working on my FM for a while, and right now I'm working in a team as a modeller/coder on a different project. I'd convert some models to TDM once in a while and write defs for them, so they'd have full functionality.

    1. Springheel
    2. RPGista

      RPGista

      Sounds great, good luck with your new job.

  18. I wanted to get the proportions and general idea what would go where (see it from within the editor) first, then take care of the visuals. The tiles visible from inside are an effect of texturing not finished yet and I'm not sure if they'd stay there in the end. The building is already split into several sections and player would have to find his way around to reach everything. I'm going to search for reference materials and I'll definitely check prefabs and modules. Thank's for your suggestions!
  19. I think that I've finished designing the main layout of the warehouse. I'm yet to add more finishing touches to it. Texturing is still highly WIP, but I'd already chosen textures for all the rooms inside.
  20. Thanks! I wish I had a phone that I could take photos with much earlier, because we've made some large scale constructions and other cool things as well several years before. Now that I think about it, I may one day take photos of our workshop. The place is old and cluttered, there's a lot of machinery and tools scattered around. It could be useful as a reference for craftsmen oriented missions. It's not a "truly modern" workshop, and we still have some pretty old equipment,
  21. My father is a carpenter since a few decades. I had helped him with his work since early childhood, we've made a lot of constructions and furniture in our workshop. I started taking shots of the stuff about two years ago, so I'll post them here. They're mixed quality, but someone may find them useful one day (warning, large size photos!).
  22. I've checked the dark module thread, and that was exactly the way I was going to start - make a mod that'd serve as a base for my project and build up from that. Some things will have to be coded sooner or later to make it a proper RPG, but I'm not aiming for a large open world game, rather for something hub based.
  23. Anything that is missing or underdeveloped can be added or improved with enough coding and/or scripting. I'm not planning to use any art assets from TDM except for those required to run the engine.
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