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Komag

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Everything posted by Komag

  1. Looks good, some good responses too
  2. Most of a light's look is determined by it's whatchamacallit texture thingy (sorry!). So if you really want a no fall off light you need to pick the "nofalloff" full-bright texture, instead of the default "biground" or whatever it is.
  3. I'm giving away my copy of Titan Quest to anyone who wants it who lives in the US (so the shipping isn't too expensive). If you want to Paypal me like $2 to cover shipping that would be nice, but if you're so dirt poor you don't have $2 then that's fine, I'll still send it to you anyway! Preference goes to someone more heavily involved in Dark Mod, but if the main team members and beta-mappers don't want it then I'll give it to just whoever
  4. Well if it can't be easily fixed than I think I could get used to Shift+space for cloning. The only problem then would be if someone wanted to type something that needed a space and they also wanted all caps, and instead of using Caps Lock they just tried to hold Shift and type it all (I've been known to do this from time to time).
  5. So MODDB (Mod DataBase) has a new statistics tool which shows more information on how your mod has been affected by news and updates and such. Here is the code for an embedded version for The Dark Mod in case anyone wants to try it out in their own browser or add it to their Thief or Doom related fan site: <object width="600" height="400"><param name="movie" value="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles"></param><param name="wmode" value="transparent"></param><embed src="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles" type="application/x-shockwave-flash" wmode="transparent" width="600" height="400"></embed></object><br /><a href="http://www.moddb.com/mods/the-dark-mod">The Dark Mod mod for Doom III</a> (Can this work on the forums or only on a normal webpage?) It's interesting to see the HUGE spike (in all categories) after Saint Lucia's release!
  6. That's why I said save with a new name. I'm not suggesting you lose any work. Just TEST deleting half the map. Then if that half works you know the problem is in the other half, and you still have the full version.
  7. Maybe you might try deleting half the map, saving under a new name, then try compiling that half. Then the other half. Too bad you didn't constantly compile and test it all along the way, then you would know at what point it stopped working and you would know what you recently did to break it. But now it could be anything!
  8. I think your question is hard to understand, because I don't think it works like you think. Most textures in Dark Mod are around 1024 I think (or 512?). There are no "inches" or pixels, there is only the resolution. Now if you make a texture that is only 64x64 and you try to "fit" it on a large wall, you will get super crappy results in game! If you take a 1024x1024 texture and "fit" it on a tiny block, you will have super good results that are actually more wasteful than helpful. You'll just have to test out textures in game at different scales on the wall and see how it works, see how much resolution you need for your particular wall to look "decent" or "good" in game.
  9. It sounds like there is a problem and there is a solution. If there is any reason not to do the solution I can't really think of it. Maybe someone has 15 different chairs each with a different set value, and they want to quickly check what the value was on each chair, so they WOULD want it to auto-highlight that row and show up each one's current settings as they successively select each chair. But really? I think it FAR more likely to want to do something like the fix would allow, to update the same setting on one entity after another. So I vote for the fix - no auto-row-selection.
  10. I would prefer some default settings there, would make using them easier for me (but if there are good reasons not to do that then so be it)
  11. I agree. And I agree with this in all fixes, even if they are pretty small. It's only post 1.0 that I think we should consider some nicer friendly fixes for such things.
  12. bingo! dunno why that wasn't already in the wiki!
  13. Yes, it will make a basic cube monster clip brush around the widest and largest part of the model right when you make the model. Keep in mind you will need to move both around if you move one, and since it's somewhat common to filter out clip brushes be sure you filter them back in before moving models that have them.
  14. It only will save rendering if the surface is behind something like a patch. If the surface is butting up on another solid brush or facing the void it doesn't get rendered so there is no need to caulk these, just extra work that doesn't help. I'm quite sure of this, and even to be sure I ran some tests a year ago with a huge test map where I tried having everything to the void caulked versus not caulked and there was no difference. When the map is compiled Doom 3 simply cuts out that junk anyway, so it makes no difference.
  15. Komag

    Spam

    That's a pretty good idea Fidcal, keeps out the robot spammer programs AND the idiots!
  16. Okay, so it sounds like nearly everyone will need to download and install that, even folks (like me) with Vista 64. The only people who won't have to are those who, for some reason or another, already have installed it or who have installed the full VS2008. But those people will probably be relatively few and far between (and would probably know who they are). So I will instruct accordingly
  17. Okay, I just installed 0.9.8pre9 and when I try to run it I get "The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail." Googling this I see it has to do with VC++ and Vista 64 stuff, so I suppose that's exactly what you were talking about above? I'm on Vista 64bit myself with this PC. I'll download that and give it a try. Is this going to change so we don't need it anymore sometime? Will everyone need to install this VC++, or will DR work for some without it (and who?) I'm trying to gather facts for the SL editing setup tutorial (EDIT - I downloaded that file "vcredist_x86.exe", installed it quick and easy, and now DR starts!)
  18. I think you have some good points and ideas, but I think it's not really a problem and may just be a case of getting more used to how it works. It already works fast enough I think; you only have to hold it very briefly to get full strength, just hit instantly for low strength. Flash bombs just need to go off somewhere in front of the AI, it should be pretty easy to manage this. If the AI is moving toward you, then you should anticipate he will be closer to you within three seconds, so don't hold the throw so long, or just do it instantly and you'll be fine. It's really not a problem, and can be very useful to throw items the distance you want. Perhaps we'll add this to the "training" map we're planning, a section where players practice throwing objects various distances, like toss balls into various distance boxes or some such thing.
  19. I don't mind having to check in-game mainly because I'm already used to checking in-game for all other lighting anyway! But I know what you mean, at least having SOME sort of indication right in the editor would be welcome.
  20. So you're saying you can open DR, make a tiny map real quick (just one room or something), save it as "mymapname.map", close DR, open DR, and you can't open that map file? You might try a FULL fresh install of DR. To do this you uninstall DR, then go and delete the DarkRadiant folder that is within your C:/Documents and Settings/Owner (I think)/Applications folder (or something like that - I'm not at my own PC right now). Then when you install DR it will re-create that folder with the few files it uses. Worth a try
  21. Ah ha ha! Maybe the previous game(s) should be a Mustang or something with a LITTLE more credit
  22. It seemed fine to me, not excellent wording, but basically, "even though a lot of the help turned out not to be the problem, thanks anyway for trying". @Half - I think some of the folks are just a bit overworked or what have you during this past week, so it's easy to see some things the wrong way perhaps. I don't think it's anything personal, really.
  23. I also like those shots, they show some very cool detail work and creativity! You'll need to try to learn how the editor works to make the areas have better performance, so that you can build some areas in such a way that will work better for making good use of visportals. Once you get a good blend of creativity and also working with the limits and practical structure, you'll be able to make GREAT playable maps!
  24. I think you have some good points Selestrielle, and you are pretty well spoken and write good posts, so thank you for that . Most of us involved with the Dark Mod are "old school" hardcore Thief fans who pretty much universally hate loot glint. "Loot Glint" - it's like that one thing sort of sums up all the bad aspects of TDS. So while I can see where you're coming from (and certainly the Thief Deadly Shadows developers thought more along those lines as well), you have to realize that by casually suggesting we add loot glint it's like casually suggesting to Leonardo da Vinci to make the Mona Lisa have a big cheesy smile.
  25. Yes, that's the exact problem I discovered and explored extensively earlier this year, let me find my notes... Okay, here are all my notes. If you don't want to read them all, just know that it's the ATI drivers, you will need to revert back all the way to Catalyst 7.11 to fully not have the problem, or 7.12 to have the problem with "temporary cure". Also, I was testing with a dual monitor setup, so you can probably ignore those aspects of my tests. ------------------------ I've noticed the textures on larger surfaces (same scale texture) wack out more than textures covering only a couple square feet, for example. I have to get very close to the smaller area textures before they start to exhibit the same crazy stretching and flipping behavior. --------------------------------------------------------------------- --------------------------------------------------------------------- 8.5 The worst problems (can't "fix" it by selecting and deselecting a brush) were with ATI drivers Catalyst 8.5 Previously (in Feb when I first reported wacked graphics) I'm not sure which drivers I was using, maybe 7.12 7.11 whacked has yet to show up, no problems for a few hours of work (but with 7.11 I can't have dual monitors with the second monitor on the left, crazy) 8.7 works for my dual monitor again, which is good, but bad bug showed up pretty quickly. 7.12 has the old minor bug that I can cure by selecting and de-selecting a brush. It shows up in around 10 minutes, (about as fast as the newer bad bug does in 8.5 and 8.7) but only if I'm selecting and moving around entities or lights. SUMMARY 7.6 - (didn't test for bug), dual monitor problems 7.11 - no bug (not even lesser bug), but dual monitor problems (no bug is GREAT, but want to put up with dual monitor issues?) 7.12 - old "lesser" bug (shows up with entities, lights, can be "cured" temporarily), dual monitors okay! (lesser bug annoying but perhaps livable?) 8.5 - bug, dual monitors okay 8.7 - bug, dual monitors okay ------------------------------ So, I would suggest reverting to Catalyst 7.11 if you don't have a dual monitor setup with the secondary monitor on the left. In case you haven't done much with drivers, here are a few pointers: DOWNLOADS - Download the "new" driver package ahead of time so you have it ready. You can find past ATI Catalyst sets for XP 32bit here: http://downloads.guru3d.com/download.php?id=18 - If you have a laptop, you'll probably need to use Mobility Modder to be able to install different ATI Catalyst drivers. Download and instructions for that are here: http://www.driverheaven.net/modtool.php - Download the free version of "Driver Cleaner Pro" or other similar program. PROCEDURE - First try the "uninstall all" file ATI includes in most driver sets. You have to manually browse to it, probably within "Program Files/ATI/Support/blah blah blah/UninstallAll" or something like that. - If that's not available, do a basic uninstall from your "Control Panel - Add or Remove Programs" and uninstall ATI Display Driver, ATI Catalyst Control Center, and possibly ATI Software Uninstall Utility. - Do a system restart - Cancel any attempt by Windows to install a video driver. - IMPORTANT - run Driver Cleaner Pro (there is a free version out there, I think on guru3d.com) or a similar program, to fully wipe out any remaining ATI driver files embedded within various Windows system folders - Do another system restart (not sure if this one is essential, but it's a good idea) - Again, cancel any attempt by Windows to install a video driver. - Run the Catalyst 7.11 driver install file (if you're doing the Mobility Modder instructions...) ........(let files extract, probably to C:\ATI) ........(Cancel further driver install) ........(Run Mobility Modder program, browse to "C:\ATI\SUPPORT\7-11_xp32_blah_blah_blah" and do the modifying) ........(Browse to "C:\ATI\SUPPORT\7-11_xp32_blah_blah_blah\Driver" and run Setup.exe) - Do the required System restart - DONE! Enjoy!
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