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i30817

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Everything posted by i30817

  1. Just with hardlinks, though it would have to be done for all files (doesn't work on dirs) and wouldn't work across filesystems (drives either). (hardlinks point to the real physical file data, not it's mapping on the filesystem. SO if you delete the original, the "file" remains. If you move the "original" it doesn't matter either, you just moved pointers pointing to a location on the drive, not the location itself, etc) If you had the original source i guess this limitation wouldn't happen right?
  2. wine (ironically) works ok, if probably not as fast as it could be. As a bonus, the game is portable instead of having to be in the ~/.doom3 folder.
  3. I haven't got any useful suggestion except looking at the work of this guy: http://digestingduck.blogspot.com/ and his project http://code.google.com/p/recastnavigation/ It's been used as a navigation mesh constructor in games i think.
  4. If you replaced some textures from the doom3 install, you'd also replace some in the dark mod since it uses them. Didn't install the "Resurrection of Evil" addon for doom 3 either right? Couldn't it just be Vista or windows 7 Access control? Running as a admin while you installed the dark mod and run it?
  5. Is there going to be a option to turn the "visible" lightgem off?
  6. Is this a dark mod bug instead if a mission bug? Better report it, not that it is any of my business.
  7. Too much cleavage showing - imo
  8. Creakychest could be tied to game-play. Needs a oil flash to open silently?
  9. I saw floating things in the training mission at the climbing part didn't i??
  10. Im more hoping for bug fixes. Did you know that setting a option in the cfg file manages to lock up linux when running in wine (when it gets to the menu)? (it seems much faster then, at least the intro, that since it is engine driven looks like a good test). Fucking graphic drivers. "forcegdi=0"
  11. Did you already fix those two i reported? http://modetwo.net/d...03/page__st__25 "The furniture texture above is "models/darkmod/furniture/seating/bech_set01_flat. lwo" (dunno why the forum software is appending a space after the dot. I didn't put it there. (in blue letters bellow there is) desk1 " and "The wood stack above texture is: textures/darkmod/nature/wood/firewood_stack And it is the ambient shader. Any setting but normal makes it look like that. " There was someone also mentioning the bottles and jam flasks (really, thief EP ones look better than those)
  12. Make a testcase at the boundaries of each argument range and 0.
  13. http://en.wikipedia.org/wiki/The_Master_Thief Looks fun.
  14. A very long range light, like those concentration camp holos would be very nice, especially if the AI is slightly modified for instead of looking for the thief if it hears a sound, shine a light on the source of the sound. Imagine, you are running carelessly down the street, guards oblivious (though the guards of TDM are very alert, but assume so) and suddenly from the castle in front a very bright light focuses on you and follows whenever you go (until you go into shadow or behind cover). There is the question of the realism of a camera activated by sound (it shouldn't only be activated by the thief)...
  15. The game does have occlusion culling right?
  16. Interestingly, it seems it is only alerts that cause this. If you close a double door again after a AI opens it, it continues to play the walk animation into the now "semi-closed" doors, but it's path doesn't seem to be adversily affected. Of course, that it continues walking into the door without opening or becoming suspicious looks quite bad.
  17. I just thought of it. In a packed multi-level campaign (like Dracula in thief) would it be necessary to restart the game before playing the new level? That would be a shame and a immersion breaker.
  18. I think it's possible that the invisible cursor is too small in area. If it was slightly wider/larger i wouldn't have to move my mouse incrementally trying to center exactly on center for small objects like coins/keys (the other part of the equation - a slightly larger frob distance, i suspect wont be considered for "realism", but it is also annoying especially when for chests/pickpocket). Of course, if any mission really really depends on fine frob targetting of two objects next to one another, loosing precision is a no go.
  19. I'm not saying yes to visible tags. I'm saying yes to a search/filter field, that happen to also search over the body of hidden "tags" and visible information. Examples where it can be useful : series (invisible i think), author (visible) and undead (invisible) and mansion (invisible) and others too. You could just search the description, but there are things that maybe it's better not to be in the description right?
  20. A complex tag / search system / ordering text input system can be made easy to use and not too much trouble. If the number of missions ever reaches half the number of thief 2 missions, it is already hard to find series order, authors etc. In my own software i had to use lucene to organize the search of Gutenberg books (i wanted more complex queries, but i don't mind a text interface like google has - ex: creator:"Leo Tolstoy"). As you wouldn't ever want the OR between the words, just AND, you could just dump it into a common database to search. There are lot's of gotchas (and you wouldn't be able to use lucene, more like sqllite). If that is, you don't want to brute force it yourself, might be worthwhile for a maximum of 10000 missions expected over the next 20 years...
  21. You're playing in linux right? I've seen that if i didn't install doom3 to the ~/.doom3 folder (you can just move it). It seems badly to want to have a fixed path. I just started using wine. Less hassle.
  22. I haven't played enough, but i don't like how disabling it makes my computer grow hot (my last portable died because of overheating). If i make both settings (when is plugged in or not) set to "maximum battery" would that fix it? (my idea is that there is no reason to change power if so, so it might be stable).
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