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Ishtvan

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Everything posted by Ishtvan

  1. Ah, sorry, it is setHinderance, not setEncumberance.
  2. This bug also seems related to win7 64. That's what I'm using, and sometimes it resets my desktop resolution and I can't run anything in higher res until I re "detect" my graphics card and reset the desktop resolution. I have ATI issues too though, hard to tell which is which.
  3. I think it still subtracts 1 for each level 1 alert, which is a minor grumble. Were going to address that in the future. For now, you have to perfect-ghost it to get a 10.
  4. I'm still at work so can't answer the question for real, but I seem to remember that for the player, you can't just call setAngles, you have to call something non-intuitive like setViewAngles. Same goes for AI maybe? It's because their physics objects are axis-aligned boxes, meaning they never rotate, so you can't rotate their physics object in the same way as moveables and other stuff. You have to rotate something else, in this case the player view direction. You might check /script/doom_events.script, under the events labeled as for the player. Maybe the function you want is there.
  5. Yeah, I like Penumbra a lot as well. I wish we could steal their procedural sound generator for TDM, too.
  6. We have a fish model, so you could try binding a hook to its mouth. I don't think we have a hook model, though. I was looking for a simple hook model the other week to use for tripwire anchors, but couldn't find anything.
  7. Team 0 is friendly to the player by default. If you want them to attack, you'll have to change this. Either by switching them to a different team (setTeam?) or changing their individual relation to the player to enemey. We have script events for these, but again I don't have access to search for them now. Check /script/tdm_main.script
  8. We don't actually use the pm_runspeed cvar anymore, plus the walkspeed cvar doesn't always update right away when you change it. Rather than doing this, I would recommend using some custom scriptfunctions we added, like setEncumbrance. I'm at work so I can't verify the name for sure, but if you look through /script/tdm_main, there is a big list of all our added script functions and documentation on each one. setEncumbrance sets a max movement speed you can move at, as a fraction of the full sprint speed. So if you set it to where it's below the walk speed (currently 70), run and walk will be the same speed. It also stores a text label for what set this encumbrance (which is whatever you want in your script), then you can clear it later using the same text label.
  9. It's most convenient for using an object to interact with other objects if you can hold it out in front of you, and the forward/back movement controls move it straight out or straight back in. More importantly, if you want to get both yourself and a moderately sized object (like a crate) through a doorway, you want to hold it in front of you, not out to the side. For example, want to pick something up and put it on a shelf? Sorry, you had your view titled up too far when you grabbed it, and now you can't look up far enough to get it up at shelf level. Better drop it and pick it up again! It would suck if an object stayed wherever it was when you picked it up, and you had to keep dropping it and picking it up again to get it in the right place for what you wanted to do (put something on a shelf or desk, take a crate and yourself through a doorway, push a button with a stick, etc). The whole system was designed to avoid picking up and dropping things repeatedly to manipulate them.
  10. Yeah, for now get used to centering it on your screen before picking it up. Later we will attempt to fix this issue by having the object slide around things without touching them until it gets to the center of your screen.
  11. Hmmm, maybe some melee tips, like: Add to blackjacking tips:
  12. Good money says there will be a "You should convert to idTech5" thread, at some point in the future.
  13. The mapper can put player clip brushes to block places they don't want the player to be mantling or climbing. That is how they get around the "endless possibilities." Also I believe they can set some things not mantleable; otherwise mantling is always possible by default, it has to be turned off specifically if the mapper really doesn't want the player going somewhere.
  14. When I approached from the outside he was standing by the door forever. But then when I got inside, he suddenly came in the door and patrolled the inside hallway (wasn't expecting that). Maybe there's a trigger to change his patrol when you breach the inside?
  15. Okay, will try when I get home. It only needs 1, maybe 2 frames so I'll probably cut the rest. If it doesn't work with nothingin the frame {} block I"ll try copy/pasting the baseframe to there.
  16. Okay, I looked at the boat, and I couldn't find the af_pose animation. I think that still has to be generated. It's just a single-frame animation where all the joints are in the same place as they always are. Maybe I could generate it in a text editor but I'm not sure. EDIT: No, I don't know how to generate this part of the animation by hand, because I don't know what those coordinates are after the joints. They do not seem to be positions. Probably needs to be exported by an actual animation program. This is that part on the bucket, for example: hierarchy { "origin" -1 63 0 // "hand" 0 63 6 // origin }
  17. Yeah, there are multiple solutions for getting up there. You can also: Also, there's a second set of arrows and a readable, if you haven't found it already.
  18. Hmm, I still don't think it's very good design to count on players turning their volume way up to better hear quiet sounds, and then reducing the software dynamic range of sounds so that they don't get to loud. That just defers the blasting of players' ears until they exit Doom3 and run another program with sound. I would rather we assumed a more normal hardware volume and made the "quiet" sounds a tad louder, then we could use th full software dynamic range.
  19. Have you tried using "seta" instead of set? That stands for set archived, and may work even with a save/load, although no gaurantees, there are reasons it might not work as well.
  20. Hmm, I think it might be a variable we can change, if we wanted to. This would decrease the dynamic range of sound in general, though. Maybe the answer is to turn up volume on the softer sounds that are so critical that people currently turn their volume way up just to hear them, like AI footsteps?
  21. Sadly, this is a small project by our standards. But it is fairly involved to make sure it doesn't break existing door functionality because there are so many different situations involving doors.
  22. Okay, that depends on how many photons and what wavelength get re-absorbed into the atmosphere on the way back up after reflecting off the house, and how many make it all the way out to space without dumping their heat. Then it depends how heat dumped into various levels of the atmosphere behaves differently from heat dumped into a house at ground level. It's sort of deciding between double passing the absorption in the atmosphere vs. absorbing more at ground level. Probably not a trivial calculation, since there are a lot of light-absorbing pollutants floating around in the atmosphere. Then they put the calculated heat generation into some supercomputers with a terrain model of the actual Earth to see what happens. Presumably they make some assumption like all cities would be made up of buildings with white or black roofs. This supercomputer climate/terrain modeling has led to some surprising results before. For example, they found that planting trees just anywhere won't necessarily help reduce CO2, they have to be planted in particular places in the world, and it could increase CO2 if trees are added in the wrong place. So next time someone asks you to help plant trees to save the environment, punch them in the face and yell that they're wrong.
  23. This one might actually have some merit. If it was done at NARAC, they're probably doing overall climate modeling, looking at whether it would lower the average temperature of the world to paint house roofs white, not just a single house. Otherwise, you could just get your answer from looking at a reflectvity spectrum of paint vs. no paint. Maybe you'd also have to look at how the thermal conductivity of paint and primer layers below it affects heat bleeding off of the roof that comes into the house through other means, like light hitting the walls or air convection through doors/windows.
  24. Darn, I knew we should have set TDM in WWII! In all seriousness, I guess we shouldn't expect that much journalistic professionalism from moddb. They probably generated that list in 10 minutes based on mods they happened to play in the past and links their friends sent them.
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