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mmij

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Everything posted by mmij

  1. Yeah, it's still blocked. You gotta love communism! Of course socialist Russia is just as bad (I was there for three years from 2015 and on) for doing this. But aside from things live Voice of America, BBC, and AP News--sites you'd expect--they also block the oddest ones as well. I noticed that for bulletin boards and forums, it just takes one comment being noticed and disliked, and then BAM! The whole site is blocked. So I guess that's what happened here. It just caught me by surprise. (Who is the rapscallion who voiced slanderous commentary and caused issue `tween TDM and an ASE
  2. Oddest thing happened. For some reason, I can't access the forum or the Wiki anymore--and this is only for things related to TDM. I tried opening in another browser, no go. Attempted thru a VPN, nothing. Only thing that works is on my mobile or by using Tor. (This just started sometime earlier this week. ) I'm wondering if it's because I'm in Vietnam, they do block a lot of sites and addresses--sometimes randomly. Has anyone else had weirdness like this before? -mmijimm
  3. Nice mission and good story. I have a framerate issue too, a lot of shaking and jerkiness. I'm stuck:
  4. I get the feeling there's a belief that creating a structured tool means enforcing strict rules and badgering people into compliance. But that's the opposite of what was proposed. I think the term 'peer review' sent some people into thesis-defense flashbacks. Whether it's for a history, geography, or even file naming conventions, structure is a tool that you can pick up and use, or leave lying on the bench. As it has been stated, not all mappers might want to use a tool or participate in its creation. That's fine. So I'd like to put something back on track. The question
  5. Don't worry it won't if people behave, and I think in this forum people will. That was specified in the preamble of the SOP outline. For text like this, where there is only a day and month, there's not really much that's applicable to a world timeline unless this same information has been used by parallel creators in other missions. From what's posted here, it seems pretty nonessential to the initial project. ______________________________________Now Onward To start a histrorical timeline, you first need the large canonical events to place as markers. After that
  6. In a collaborative story, there has to be a trade-off. You and your partner agree to allow leeway in one area by putting some firmer measures in another. What the SOP proposes is to make a map and history from cenus. Everyone has a say, and the results would be freedom within a clarified and adaptive structure --not a rigid one. One problem with a creative group endeavor is that people don't always know when they're pushing the envelope too far. People on the forum want their projects to be DARKMOD PROJECTS. They like to be creative and innovative, but they also don't want to end up acc
  7. (After reading everything, I wanted to put in my two-cents and see how everyone feels about structuring a procedure for the history and geography.) Outline for SOP'ing Historical and Geographical Records This idea we're discussing is something that has been scratching around my brain like a spider for sometime. I've only been playing for a few months, and recently I've been putting together a mission for submission, but I have been bothered by an undefined vagueness in the history and geography of the DarkMod universe. I looked at t
  8. On a brush there is a different format: ( 0 0 1 -8 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/common/caulk" 0 0 0 Again, some numbers I think have to do with texture, but I have no idea what to do with them.
  9. Hello. I know I'm reviving an old topic, but could someone help me out. I want to make several patches by computation for a project. I've been doing my homework, but I don't want to guess at this point. When I open the map file and look at an existing patch, inside a set of parentheses I see the xyz coordinates followed by two more places. What are these places and what do they affect? I think it might be something with the texture, but I'm not 100% on that. My experimentation is not satisying me. patchDef2 { "textures/common/caulk" ( 3 3 0 0 0 ) <---This is patch si
  10. Ignore this. Me dumb. Not can read. I stupid. Hi. I see that the last post on this was in 2014. Will this patch still work with v2.08/64? Is anyone using this now? I've been trying to figure out how to split and cut holes in patches, this looks like it can do the splitting part. Sidenote: I'm on Linux. Under /home/me/.darkradiant there is not a folder for scripts. Do I have to make one? (I installed DR from the package manager.)
  11. mmij

    cheats

    I can try. I've only been able to do it less than 10 times. That's a few shots out of A LOT of attempts, but it does work. (I used no_target and just kept reloading the game when I ran out of "volunteers".)
  12. mmij

    cheats

    I found this yesterday, it's really a difficult bug to reproduce due to the timing, but if you shoot a broadhead it can instant kill through armor. The trick is to time the shot so that the arrow has just enough power to launch, but no more. You know how when you are holding the attack button, the bow comes out and you begin to draw? If you release too soon, you put the bow away. But if you time the shot exactly after that, then the arrow flies slowly, makes a strange wooshing sound. If your timing is off a little, it just wooshes, but it's a nice woosh. If you have it timed perfectly, it
  13. Compared to the ultra-violence that people are complaining about, yes. I'm ex-military, among other things, and I don't have an issue with the murder/raider themes. These follow the rules of storytelling. But when we're talking about dragging an NPC/player under a car with points for distance, or shooting a recently "loved" prostitute in the head to avoid payment, then I think we're talking about excessive violence and poor thought. More John Wayne, less Natural Born Killers. Mainly, I would like to see TDM more popular. It's a great game. There's wonderful stories, nice graphics
  14. Not something to read before you go in your local bank though. Your eye movements will make the guards twitchy!
  15. This thought came trickling through my head when I was contemplating educational games, and I wondered: This is a low-violence, imaginative, and stimulative game. There should be more people (mainly parents) interested in this game. How many of them know about this as an alternative to the genres they dislike?
  16. A Burglar's Guide to the City, by George Manaugh I'm readng this book right now. I think it's pretty interesting considering the game we play and mod. It's about how architecture is used by criminals and how they view walls and doors differently than norms. The author is an architect himself, and his interviews are with law enforcment officers and reformed (if retired counts as reformed) thieves. It's worth a quick peek. Here's the Goodreads link: https://www.goodreads.com/book/show/22237142-a-burglar-s-guide-to-the-city
  17. I was pondering something earlier this week. They're just some academic questions that came to mind, and they have left me quite curious. 1) How many players (outside of the people active in the forum) are there of Darkmod? A) How many inside the forum? 2) And who else aside from TDM modders use DarkRadiant? A) What is their use of it? A.1-2) I believe DR might also be used by Doomers[1], and if this is true, how many[2]? _B) How many active modders of TDM and of other softwares are there? Still pondering, mmij PS. I hate these [insert seve
  18. mmij

    I thought to write you directly so as not to take the main thread off-topic, I hope you don't mind.
    And I would have written sooner, but I've been tied up dealing with idiots occupying armchairs at the Saigon consulate.

    Regarding reading material about city growth, a lot of what I know comes from pratical experience and multiple city planning and history books. So I don't have one ready source to give you, sorry.

    But if you know that you're looking for a pattern, and you know that there are two main types to be aware of, then you can use satellite maps to see the 'why' of sity growth.

    Open your Google maps and pick an old city. I suggest starting with one of these: Moscow, Paris, London, New York City (including the surrounding burroughs), Bangkok, Dublin, or Hong Kong. What you first want to look for are the geometric patterns that show planned growth. Once you have these pinned down, then identify the asymmetric growth. If you're using Google maps, you can go to street view and look for physical structures (hills, rivers, depressions, etc. _and_ pre-existing geometries from parks, statues, monuments etc.) that created the sprawl.

    Historic geometries will not be as straight and true as modern ones. So a planned road from 1500CE will have some twists and turns between its start and finish, but the points themselves will mostly remain geometrically aligned. (Example below. The asteriks are points and slashes the roads.)  
    *---___----*
    |             |
    *-----------*
    \   Here   |
     |   be     |
    /  Rocks  \ 
    *             *

     

    1. Melan

      Melan

      Thanks for your comments! If you are writing with reference to The Painter's Wife, do note that most of the basic street geometry is the work of Shadowhide, who built it about five or six years ago (he is no longer active on the forums). All later contributions, including mine, are refinements of that basic blueprint.

      That said, my designs follow fairly similar principles based on organic city growth patterns. My main reference work is Christopher Alexander's great Pattern Language, combined with personal experience visiting old cities throughout Europe (mainly the Mediterranean). While my personal research field is a bit different, I do work in regional studies, and have a natural interest in city development.

      Of course, there are two caveats:

      1) My cityscapes are rooted in surrealism, not realism - they are architectural fancies, not socio-economic experiments;

      2) they also serve gameplay (navigation, stealth, route-finding, climbing, etc.), which is an important consideration, too.

    2. mmij

      mmij

      You have some very interesting studies! I'll look up that book later. I'm reading a book called "A Burglar's Guide to the City" by George Monaugh right now. I posted a short message about it in the Off Topic section of the forum, but I thought I'd bring it to your attention as well. It's very entertaining.

      I'm wondering though, about your first precept. Do you create your own structural guidelines for each cityscape indivually, or do you have a master template that you've built up that governs your universe?

    3. Melan

      Melan

      I have read Monaugh's book; it is excellent! Very useful in thinking about level design, too. I think I first read about it on these forums, then purchased a copy.

      On your question, I have ideas about how the City looks and works in general - lack of open spaces, organic construction, rapid industrialisation that's still struggling to keep up with demand, and very little if any planning (beyond some basic public works). This is a core idea that is open to development in multiple directions. I also try to experiment with new ideas, so Penny Dreadful 2 or 3 is fairly different from Disorientation, which is different from Rose Garden. For example, PD3 is built on a stretch between canals and a hilltop fortress, which is different from Disorientation's waterfalls and steep streets, or Rose Garden's massive, derelict noble palaces. The basic idea dictates the details. So there is some logic o it - even though the results are not plausible in conventional reality. Springheel's TDM missions are definitely more realistic in this respect.

  19. Dragofer, I completely understand what you're saying. I've dealt with problems that fit this profile before, it is most assuredly a work of gigantic proportion and has myriad complexities to consider. And I love what everyone did to build this wonderful map and write these delightful missions. One thing that can be done to make things easier is modularization of the textures. The architecture throughout the game follows a similar style, so that is not something to be too concerned about in a build. So if the map is laid out by what will be natural or planned city growth, then it's ma
  20. Congratulations on putting together this epic-scale map with some interesting and frustratingly, fun missions. I can tell a lot of work went into it from many different people. I enjoyed the main storyline, the idea of the player being more than just a simple thief. And how you can choose the method of exacting revenge on the villain makes it more than just a Mario World level —collect coins, free the princess... Oops! She's in another castle. And as much as I enjoyed the missions, I do feel the need to share my critic of the map. Humans build cities based on a geo
  21. I solved the problem the old-fashioned way, I went back to zero. I wiped the whole project, redid the files structure back to the original way I had it, and re-built the map. Now it works. Either I had a system glitch, or I just got myself stuck in a loop of erroneous actions. Thank you for the advice and the video link.
  22. I'm also having the problem of textures not being found. I've been reading and messing with this for a week before bothering the community, but I'm stumped. I have what I believe to be the correct file structure, the materials file looks correct, but whether I use TGA or DDS images, I have either a black brush or a blue 'no shader', respectively. The only thing visible is `oh_ed.jpg' in DarkRadiant. My images are being processed through Gimp. I am using mipmaps, I've tried dxt1 and dxt3, no RLE, origin is bottom left, they are to the power of 2, etc. The normalmap is visible if
  23. I've eliminated a bunch of stuff from the map to see if I could figure out the cause, but no luck. Here is the map file with the creatures we have spoken of. There's three of them in that pose, so it gets interesting when they begin greeting one another. Originally it was every AI, but now it only seems to be these wenches. I had a couple nnoblemen that appeared contorted, but I could not make it reproductable. Horses were fine, a couple guards looked a little weird, but that went away. The attached map is a wreck, but it went from a work in progress to an experiment quickly; don'
  24. I've never seen it in anything except for what I'm building. I'm using the latest release of Radiant and DarkMod, so I dunno. If I could trigger the AI with some kind of stimuli at the start of the game, then it would act normally. But I don't want to start it in an alert state. (What's really creepy is when she starts talking... It's like some kind of tortured soul was summoned to oracle for you. )
  25. Greetings. I am new to DarkRadiant and I'm working on my first rooms. I'm using an AI for scale during the process, and when I dmap and map the room to test it, the AI is showing up contorted and unmoving until it receives stimulus (eg. a body-shot with a water arrow). I've attached a picture for reference. While this would be a good effect for a horror mission, it's unwanted now. Why might this be happening? Cheers.
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