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Komag

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Everything posted by Komag

  1. Best to record video with FRAPS or other program (I think FRAPS is the best one - the free version allows 30 second clips, full version which I have is best with no limits and pretty cheap)
  2. Well, now KNOWS how to fix that bug, but he'll just wait to actually fix it till next week!
  3. Wow, double framerate?! So it MUST have been doing caching on the hard drive for textures or something, and now that you have enough extra memory it's free to run normally instead of bogged down.
  4. If it's defaulting to "U" though that may not be very playable for most people to reach way over to the U key with their left hand finger. So maybe the default setup just needs to be tweaked a bit better (since a lot of players prefer to jump right in and play rather than figure out a good keyboard configuration first)
  5. Also, the thief is trained to have excellent night vision (maybe he closes one eye when going into bright areas so that it retains night vision), so in real life he could read the letter in the very dim lit area. But for us playing the game, we need it lit well just to be able to practically read it while sitting in front of our computers. So one could just think of it like another HUD element, simply representative (but not literal) of what's really going on.
  6. Yes, I think I agree that it would be too much to require that as well, good as is. I cool idea though, but I think it would just most likely end up hurting gameplay too much
  7. Thanks for your feedback! Some of your constructive comments are things that will be improved and worked on, a couple probably won't be changing (and you get used to them and see the benefits the more you play), and a couple will simply disappear as the mod gets finished (such as voice sets).
  8. At the very least the potential is there and known, so it bodes well for the future of fan mission development
  9. Robert, we understand your frustration. It's no fun to want to play something and have it not work. But can you also understand where we come from as well - that it's no fun to read posts from people saying how we are "wasting your time" and how much we suck and stuff like that? The fact is we aren't professionals here so we can't purchase and test 50 different configurations of PCs, operating systems, video cards, video card drivers, audio drivers, etc etc etc. We've done the best we can so far with limited time and resources. If you will take the time to give some detailed feedback about what errors or problems you're having we would honestly try to work out the problem because we want the mod to work for everyone as much as possible.
  10. I was about to do it, but now I guess you don't need that zip attached anymore then
  11. I've SVN'd earlier today and my DR runs fine right now. I'm SVN'ing right now, will see if it breaks anything... OUCH, now it crashes! luckily I saved the SVN update, here is what changed for me: Updated: C:\Games\doom3\darkmod\sound\tdm_sfx_impact.sndshd Updated: C:\Games\doom3\darkmod\def\tdm_healing.def Updated: C:\Games\doom3\darkmod\def\tdm_moveable_kitchen.def Added: C:\Games\doom3\darkmod\materials\tdm_moveable_kitchen_utensils.def Completed: At revision: 6951 So it's got to be one of those four files!
  12. since you say you are "finally" using DR, maybe you don't know about the other folder it installs which you might want to delete for a fresh install? For XP it's "Document and Settings\Owner\Application Data\DarkRadiant". Just delete that folder after you uninstall DR, then when you install DR again it will make the folder again (and you'll just have to reset your favourite options, colors, etc)
  13. Let me just say that if you already have geometry you've made in Dromed, you'll be able to (once you learn the basic ropes of DarkRadiant) re-build it quite quickly. DR is SOOO fast and easy compared to Dromed when it comes to basic construction. It's much more intuitive as well - you can actually build a wall where there is a wall instead of just carving out fake air brushes to "leave behind" the shape of the wall you want. Plus you can split and bend and cut brushes all you want, no geometric limitations, and very fast. So I would suggest you try out DR for a couple weeks, give yourself a chance to learn the basics, and see the potential. (by the way, I currently have a large city mission in the works that contains the equivalent of 5 or 6 full size Dromed missions, no problem with any limits so far!)
  14. I've never ran into that problem myself (I always select from list), but I can see that others would, especially as more and more people start editing with DR.
  15. Here is the old thread, and especially at this post of mine for size comparison: http://forums.thedarkmod.com/index.php?s=&am...st&p=116729 Basically I was able to calculate that all the missions from all three Thief games could ALL fit into less than 10% of the available space in Doom 3. So I don't think hitting the maximum map size is going to be a problem...
  16. I explored this issue extensively a long time ago, forgot some of the details, but one thing is that it doesn't like single HUGE room, but if you make smaller rooms (still large) with visportals then you can make your map extremely crazy huge.
  17. Ha ha, those new rope videos are funny with the rope going up!
  18. A slightly different version of DarkRadiant shouldn't make any difference I'm afraid. Many of us have gotten it to work for Vista, but usually with some small issues. Here is a big copy/paste of my notes when making the mod work for my wife's Vista 32 bit a few months back in May: (warning - this is a bit long, and may not help anyway, but just in case...)
  19. Of course I don't mind, go right ahead!
  20. Hey there you gals, nice to see you over here on TDM forums! Thanks for the support, we are doing well and learning more every day, quite an adventure and still not quite 100% real yet, but more so than before. Happy Beta Testing!!!
  21. Okay, just for kicks I've worked on this map in DarkRadiant for a while. Some stuff is still messed up, some parts I messed up (some texture problems), and I never did get a couple of the vis-portals to work yet, but I felt like stopping. Here is my version: http://www.shadowdarkkeep.com/files/kh1_komag.map I reworked a lot of brushes and things, for instance I made the ground brushes only where they need to be and trimmed in the big sky portal brushes to avoid having any sky portal texture exposed to the void. I shrunk the size of most of the lights. I lowered the subdivisions on the balcony posts way down and reduced the number of them. Something I did made the map compile MUCH faster now, so that's good! Plus I get somewhat better performance, such as only going as low as 6 instead of 3 FPS, but it's still pretty low. It appears killhour that when building, you first slap down big solid brushes, and then you do CSG Subtract within them to make rooms and such, is that right? This is a very bad way of building because it creates tons of weird long sections of brushes which get multiple light counts, extend into multiple vis-portal zones, etc. I "normalized" some of the outside walls to attack this problem a bit, but I see it's just rampant all throughout the house, ever wall and floor and ceiling is all broken up into weird long brushes and brush "splinters" that extend across multiple rooms and floors. I suspect the engine doesn't like that stuff. After working on this for an hour I see that you have an interesting mixture of cool creative approaches and newbie crappiness! The newbie part will wear away, so it's clear to me you can become a great mapper over time.
  22. Good points being made, especially about the super high-poly patches (which I hadn't realized myself). BTW, I didn't see any huge vis-portals when I checked them out in game, am I missing something? The full-hallway portal is not too big I think, and I suggested that one myself!
  23. Nice improvements, love the sewer ditch entry (well done area there!), like the upstairs light pattern, other stuff good too. My only complaint is my horrible performance, I was almost always under 10 FPS, most of the time around 7, sometimes it fell down to 5 or 4, very unplayable for me and my computer I guess. And the map still takes an inordinately long time to compile for me, don't know why.
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