-
Posts
16801 -
Joined
-
Last visited
-
Days Won
21
Posts posted by Fidcal
-
-
While testing for the wiki I found Insert and Delete keys only zoom on the first opened orthoview window. Mouse wheel zooms on all orthoview windows. Yet oddly, if you maximize a later window, then use the mousewheel, then the keys, it starts to work but now the original window doesn't.
-
Thanks - but just how did you test that Komag?
-
Hey! I see my message actually got posted even though as I posted it I got the error.
-
Thanks. That should be interesting! [visualize long sequences of new threads] Think I might try adding a new thread then to that other one till they take notice!
[EDIT NO THAT DOESN'T WORK FOR ME - ACCEPTS INPUT FOR NEW THREAD SO I GOT A BIT FURTHER THEN IT CRASHES WITH DATABASE ERROR]
-
Can't even read ttlg forums anymore unless I log out. Can't post. I see Nightstroll has posted the same HERE but Nightstroll can post by trying to post and when asked for user/password it works. But that don't work for me so I can't post at all.
Anyone else? Only other thing I can think of trying is set up a new user name. Think I'll wait a day or so....
-
Sounds great. This is going to be perfect. Keep in mind to display the FM's readme, ideally both before and after selection.
-
OK, thanks. I'll do a brief hint and link to that as I don't think it can be summarised adequately - by me anyway!
On a slightly related note I created the skeleton of that controls table on the wiki from a DR default input.xml of 27th July but I don't see Shift MMB for the PasteShaderNatural. I see it does work in my current DR tho' PasteShaderNatural is unassigned in the shortcuts. Are there any more like that I can include in the wiki?
Let me see I know of shift drag or rather drag shift to move in one plane and those camera moves but a comprehensive list would be good. I'm trying to make a big push to take that controls wiki a bit further. All the shortcuts are listed but only a percentage expanded/explained. I'm working through the menus and adding to them and then the buttons. Might even add mini images. By then most shortcuts should be included in the same process. But mouses? Maybe some of them are in the original Doom? I'll do a search of the doom wiki...
-
Just expanding the Dark Radiant Controls wiki but can't see what paste shader natural does any different to paste shader. I thought it would paste as if 'natural' were clicked on the surface inspector?
-
If it's not too much trouble as a mapper I'd welcome it. If it means a simple way to set up custom surface sounds for something special. Meanwhile, looking again at the current list available it is excellent and a very wide range indeed. Hard to keep up with all the extensive DM features but future mappers are going to explore every possibility!
-
Yes, excellent - that is exactly what I need. I was looking in 'Reaction to Material Types', in fact I think I'll add a link from that. Thanks.
-
That's it - part of my path was wrong. Thanks greebo.
-
Made a patch pillow with a fabric texture and normal. It looks reasonable without the normal...
But when the normal is added (and player light to emphasise) I get...
This view from the other side clearly shows the light is 'inverted' and I see dark shadow nearest the light and brightly lit where it should be shadowed....
I softened and brightened the normal so there is only really the soft crease marking on it and texture detail is lost. In Gimp'3 3D it looks OK, ie, not inverted. There are options in Gimp to invert X and Y. Should I use either or both of those?
Failing which I can just ditch the normal as they are not too bad without.
-
I've got a fabric texture for a pillow and given it the sound surftype15 as that is used for carpet. That'll do but there are six surftypes and the wiki says they are defined in the code. Is there a list of what those six sounds are?
-
No idea if the quality this Tree Maker produces is of any use for Dark Mod or maybe you already know about it but if not, take a look HERE. If quality is low maybe it still can be used for distance views?
-
There's some stuff in the entity list such as these...
atdm:item_book_red1
atdm:item_book_t1
atdm:item_paper1
When selected I think they are an origin without any model. Is that intended? If I show inherited props I see a model but maybe the path is wrong or something. Just wondering. Or maybe some entities are now obsolete.
-
I mean the article begins "More than good looks are needed to make a great video game" and that is just what TDM are striving for and adding as much realism as possible.
-
While you're looking at these memus, there's a restart game after dying and mission fail. Hope you can also work that in somewhere in the main menus without dying so the player can just choose to restart without having to die or reload the map.
-
Video games need 'realism boost'. The TDM team and betamappers are already working on it.
-
There is scripting in Paintshop too. However, I've gone off the above idea in favour of the simple offset in the one tile. So offset roughly half the width and height so you finish up with a cross in the middle where the edges joined. Work in the centre only avoiding the edge. then one at a time move the sides across and the top to the middle and work on that.
The ideal tool might be the above but you can just drag the image around with wrap while it remembers the original so can snap it back when done. Though in theory if it tiles perfectly it might not matter where it is left. Plus a tiling preview would be useful.
-
What I always do, and this works even if you have no other programs running, is Ctrl + Alt + Del to get Task Manager, then select menu > Windows > minimize to hide Doom and then select/run whatever else you want.
-
It's not "Model Request", it's "Model Request: Simple AFs". Difference. Get yer own thread.
Ah! I thought it said 'Simple OAFS' and thought this is the one for me!
-
Yes, well the actual crash in texturize gave an error and recommended you restart Gimp but I stopped bothering after a while! The normal map feature in Gimp seems excellent to me (though the only other I've seen is Crazy Bump so that's not saying much.) But it will do me for that. Meanwhile I shall carry on using Paintshop for everything else.
-
... GarretLoader is probably one of the ugliest applications ever produced.
LOL, maybe I was hasty now you come to mention it! I was looking for a quick fix. I only used it briefly and that was a long time ago.
If DLLs in pk4s are the only problem how often are they likely? If everything else is perfect and DLLs are one in a hundred FMs then maybe there is a case for saying the mapper or player must put them in separately. I'd hate the ideal solution of a completely independent mod handling everything being compromised just for the odd DLL once in a year or so.
-
If nobody on the coding team can spare the time to produce a map manager then I might (I'd need to look at a few details) be able to produce something, a standalone executable but at least it could integrate graphically as the Dark Mod launcher. However, I suggest you contact Mr. Potter, kidnap his dog or something, make him a member, ask him to produce a modified simpler version of his Garrettloader (renamed as say TDMlauncher) that would be customised visually and solely for DM. He can still modify Garrettloader to include DM which I think is a good thing as it helps integrate DM with the Thief community. DM would be provided with an independent ready to go interface for those who never even play Thief yet still Thief players can choose to use Garrettloader if they wish. TDMlauncher would be the front end of TDM to the player.
Rope Physics Videos
in The Dark Mod
Posted
Yes, that falling crate is just the sort of realism I love - 'annoying' for the in-game character you play but not the player if you see what I mean because it feels true to life.
The update and Springheel also mentioned in passing "...physics and ability to grab and rotate objects" but that does not do it justice. A grabbed object like a crate is not just a symbol icon like in T2 but you actually hold the crate in front of you and it interacts with the world. You can hold it nearer to you or further so you can lean forward and stretch out and place it on a ledge you would not normally reach. Rotate it in any direction and place it with the precision of a brain surgeon. Then mantle a stack of crates far more realistically and smoothly (and usefully) than T2 ever could.
And surely the new xxxxxxx deserves a mention?...