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Posts
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Days Won
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Posts posted by Wellingtoncrab
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@nbohr1more to my knowledge they never said it was daft’s feature proposals they were concerned about. I don’t see a reason to make this kind of assumption given they opted to delete the post and not offer any specifics
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15 minutes ago, AluminumHaste said:
So all that work in progress stuff was lost, maps, textures, shaders, etc. All gone, last back up was....2014. All my fault, but this is too crushing, I'm done with this project for now sorry.
That is awful. I know the sympathy won’t bring your work back, but I am very sorry to hear this happened to you.
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27 minutes ago, demagogue said:
My favorite kind of update... Assets that not only looks stunning, but that I can actually hope to access and use in a map! Everybody wins!
Yep! These will be in a CC0 asset pack that hopefully will release before or with the mission.
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30 minutes ago, jaxa said:Are those opaque liquor bottles?
Yeah - haven’t ever had much luck working with transparencies TBH. It can be quite difficult to make objects read as loot as well.
I have been working on some Half-Life 2 esque water materials with depth based opacity/planar reflections but haven’t gotten there and the reflection effect is obviously quite expensive. Maybe some of the same principals could be applied to a nice crystal or glass effect.
However the blockout calls, and I must soon answer.
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Took a short break from the old block out to make some loot items:
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Looks great! The example with firing the water arrow really showed the potential benefit.
Looking forward to trying it out!
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I think this is feeling pretty damn good.
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3 minutes ago, AluminumHaste said:
Also, when picking up and dropping bodies over and over again, it's supposed to flip the body over. Now it's flipping AND rotating the body 180 degrees
Hmm .. I am not having this issue on my end - at least the drop is consistent with the current game.
I tried the doors/switches/buttons and the context action is working perfectly. If you have a world object highlighted it will interact with it. Otherwise it will drop the body.
Have to say it feels great!
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It is still requiring "use-item" to drop the body with the new binary on my end.Ah - nevermind - chrome's new bullshit download manager wasn't actually overwriting the executable
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33 minutes ago, AluminumHaste said:
Well a short click picks the body back up on your shoulders. So it should be a long press to "grab" the joint/limb just like picking up a candle. However, I have to continuously hold "frob" to not let go of the joint/limb.
I think personally I prefer this to requiring another input to stop dragging - at least in the usual loop of shouldering a body to move it roughly where it needs to go and then using manipulate to tuck it in.
The click and release made it very quick to move individual limbs.
But yeah like lots of these types of things a "toggle" mode should be an option
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12 minutes ago, wesp5 said:
That is counterintuitive and as hard to learn as the original mechanism...
Unlike Thief, The Dark Mod allows you to interact with things like doors/switches when you are shouldering a body. So there needs to be an input to do this, so I see why this is preserved.
Playing the patch I do agree my thief muscle memory kicked in almost immediately and I kept expecting frob to the drop the body. Not sure what a good solution is in this case.
Dropping a body is the primary action when shouldering it, so maybe it should be inverted (frob drops body, "use-item" allows world interaction when carrying body)
Not sure if this will also be confusing.
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1 hour ago, AluminumHaste said:
If I can get the patch to play nice with my local copy I can upload binaries here for you guys to try.
That’d be awesome!
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I don't really see a reason this would be an issue in SLL. It be nice to see the feature in a dev build so more players (like me) can test it. Sort of like how we did testing with the frob highlight.
I also don't see a reason why there would be a compatibility issue either. Leveraging this sort of short press/long press for different commands on the same input already exists for gamepads in the TDM controller config. As daft says in his post if the delay CVAR is set to 0, then there is no delay for the additional command and the original behavior for all the interactions is restored.
But again it’d be nice to try it.
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Whether it's easy to do or not isn't relevant if players don't even know they can do it in the first place.
Not even considering the number of comments I have seen about it, some of which are outlined above, from my own experience I remember being a new player and I played several missions thinking dragging bodies was "it" when it came to moving them around.
To my knowledge this element is not covered in the training mission. This is a lot more intuitive imo.
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57 minutes ago, AluminumHaste said:
Is this supposed to look like this or am I missing a texture or something:
SpoilerYes, it is supposed to look like that. It is a clue that there is stuff you can find if you try and get out of bounds of the map.
Thanks for the bug report - Not sure when the next patch is coming but it added to the list.
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I think these are great QoL improvements for existing players and have the potential to really help new players acclimate to the game. I always happy to see work being done to improve this aspect of the game.
Looking forward to getting a feel for them in a build!
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@Oleron there are no rope arrows in the mission -
SpoilerI am not sure but it sounds like you may be going for this sequence of very difficult jumps. It's not for the feint of heart (I can't do it):
This route was originally discovered by @AluminumHaste who is something of a human rope arrow.
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There is a whole mess of graphics mods for Doom 3 you could peek at. Sikkmod for example is not based off BFG and has a depth of field effect when reloading weapons which sounds like basically what you are looking for and I doubt it requires engine level changes to work:
At a minimum you could download one of these mods and given doom3 stuff is typically all text formats in .pk4s there might be enough there you can just read to figure out how it works.
As far as it’s potential inclusion in the game I have no real opinion - though given it would likely be optional I don’t see it hurting anything either.
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**The First post Has Been Updated with a Download to Beta 2**
- Much improved legibility of textures in the DR editor window
- Color tweaks to some materials based off user feedback
- Reduction of the archive size by .2mb
- Two familiar materials added to the pack
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Block out with FREEDOM and EASE using this "as license free as it gets"
TDM prototyping material pack (Release)
Watch even the most basic blockout come to life in vibrant orange!
How it works:
- Drop the ULTRA SLIM 1.3 mb .pk4 into your project's directory
- In DR a new folder "protoype" will appear in the "common" textures sub directory in the media browser
- Don't know where to start? When simply sketching out ideas "Proto" is a perfect for getting down rough shapes and will handle 90% of prototyping needs (and is a lovely shade of orange)
- Need to prototype some SUPER ADVANCED GAMEPLAY? A spot of tile floor here, a beam for a rope arrow there? No problem! There are (hopefully) patterns for EVERY surface type in the game
- When it comes to the grid YOU are in CONTROL. You can manipulate the resolution of the grid using the default texture scale you have selected in the Surface Inspector. At a scale of 1.0 the overall pattern will repeat every 256 units with subdivisions at 128, 32, 16 and 8 units. At a scale of .5 the pattern will repeat every 128 units with subdivisions at 64, 16, 8 and 4 units. And so on.
- OLD FRIENDS return with two CLASSIC prototype textures completely reverse engineered from the ground up!
All textures in this pack are released under CC0 license and I waive all rights to copyright that is within my power to do so.
This is an initial release so any feedback on improving the tool is appreciated!
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37 minutes ago, snatcher said:
As of today, if I recall well, moveables with a populated "inv_name" will go into your inventory. It's the condition, I think.
To my recollection objects will not go into inventory unless they have both inv_name and inv_category assigned. Though I think it does result in a console error.
I am not sure why you need separate spawnargs for the core mod and mappers as this doesn’t seem to really solve any kind of problem - just like if we want to change the name of an inventory item we just assign the spawnarg a new value.
By default my opinion is a field like this should always be blank and it should always be up to mappers to give objects names.
Descriptions like “bottle” and “nice chair” are not adding much interesting in the way of context, but they are certainly at risk of removing it from existing missions. Being able to call out “Mandrasola Syrup” and “Dave’s Favorite Chair” would be pretty cool though.
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Kind of interesting way to add narrative to objects in the game. Maybe I am wrong but I think moveables inherit the “inv_name” spawnarg, which is the display name for inventory items in the inventory gui - though for most objects that don’t end up in the players inventory it’s probably blank.
It might be a good one to repurpose as it would also then display correctly for objects such as keys when they are dropped from inventory but being held by the player.
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Nevermind
in Off-Topic
Posted · Edited by Wellingtoncrab
@datiswous
That was a joke. You asked for thoughts on switching the the thread to be about nirvana. There is a famous line from Smells Like Teen Spirit: “Oh well, whatever, nevermind.” where the name of the album and now this thread comes from.