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Mr Mike

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Everything posted by Mr Mike

  1. I was reading doom3world the other day about that. Something else I saw (though I could have my engines muddled up here) but id tech 4 source code isn't actually confirmed for release. Carmack was petitioning for it but it seems there's a complicated legal problem. Make of that what you will. EDIT So that there's no confusion this is what I was referring to - http://www.doom3world.org/phpbb2/viewtopic...=13&t=23036 "At the QuakeCon 2009, Carmack said that he planned to petition Zenimax to release the id Tech 4 source upon the release of Rage"
  2. Hmm, well I was never happy with how blacks appeared on my budget Samsung 22" but I can quite clearly see a difference at 2-3. Guess I'm too picky
  3. Great way to sounds completely arrogant Are you sure you know exactly what Thief set out to do? I would say it's a case of personal opinion and interpretation.
  4. I've no idea how much work it would be but having the play button immediately ready to play the first sound in a folder would improve userbility no end. Can that be changed?
  5. These are really good atolonen! Gave me goosebumps listening to disturbed (piano low echo) whilst picturing creeping through a dark mansion I think I can hear a bit of Tool inspiration on the more structured tracks with bass and drums, would that be right?
  6. Why go to efforts to make it entirely within the mesh? The player will never see shadowmesh ingame and it can be turned off when browsing models. I'm just curious
  7. Patches can certainly act weird, and potentially cause this, if they are too 'concave'. (not sure that's the best expression and I can try explaining if it's not clear)
  8. Properties says it's v 1.3.1...
  9. Reinstalling Thief 2 again to get a much needed bit of inspiration. Downloaded the widescreen fix and the DDfix. Movies always play, menu's are sorted, game looks great but I can't get fog to work on my ATI x800 GTO! I know about the rage3d tweak but that won't install with Catalyst 8.12 so I installed ATI tray tools, turned off W fog in advanced settings but still no go. Are there any other fixes out there? Really doing this to try some FM's (I've only played really well known ones... CL, Thief2x, Cosas mission 1 etc) so if anyone's also got some recommendations I'm all ears Mike
  10. I searched but couldn't find anything on this... Is it possible to get a preview of particle effects in to DarkRadiant? Even if it's just a static image of a particular frame, is something like that possible?
  11. Here's a video to show how versatile the Doom 3 engine is to create wonderous mechanical gadgets for. http://uk.youtube.com/watch?v=95mjGOwvtgY&...re=channel_page
  12. This really comes down to personal preference so I think the best thing to do is go to a shop and try some out for yourself. I bought a 22" bottom of the range Samsung flat panel nearly 2 years ago for £200 (probably cost about 75% of that now). That's a lot of screen size for the money, takes up no desk space and I've been more than happy with it so far. As an artist you're gonig to be more demanding but if you're happy with the colours and contrast of a flat panel there's no reason to even consider CRT in this day and age.
  13. Right there is, but I have to maximise the entity inspector to see it in 'floating' mode in the latest build... Edit: scrap that. For what ever reason a new DR install had the button for the browser hidden off page. A switch of pallet modes fixed the problem.
  14. Is there a media browser for sounds in DR or one on the to do list?
  15. Other people have reported this already. Can you send your log file to greebo?
  16. See here for what it relates too. I guess it's a bug if it keeps coming back to ask you what you want to set.
  17. In line with the door frobbing discussion, are there plans to implement the Thief technique of putting your ear to a door to more clearly hear noises the other side of it?
  18. I don't think it's possible to pick on a spambot, is it?
  19. Of course it's not uncommon to get stuck in games by an AI of some description and, certainly then, being able to push them is a welcome addition
  20. @ Fidcal; You know you can work directly from a photo using DR's 'Background image' tool, right? It's at the bottom of the view menu. Very nice work Komag, particularly the sense of scale and proportions. I also like how you've worked the lights in the scene to really set a nic emood to it. Bravo! I've always pondered on creating a library of buildings such as these that mappers could use to quickly build convincing city areas. It might seem odd to see distinct buildings repeated across varying maps but I think the different lighting conditions, orientation and individual touches the mapper makes would aleviate that problem.
  21. Is it possible to add a 're-select' option in the edit/selection menu that reselects the last group previously selected with 'select inside' etc? I find myself often selecting a facade, elaborate door entrance, etc and moving it into position only the then find I want to tweak a small part which means the whole section needs moving a few units further. It would be great to be able to reselect those parts again instantaneously.
  22. Hmm, that seems to be a slightly differerent issue being discussed. I've no problem with the offest controls and use the arrow keys to fine tune it. They do indeed work to hundredths but the image scale controls only work to tenths. Pretty sure I'm on an up to date version.
  23. Something I would like and I don't think would be too much trouble is more accuracy when defining the background image scale. At the moment it works in tenths but the jump in image size is quite significant and it's hard getting a good scale to most images without editing them in GIMP etc first. Is it possible to change it to work in hundreths? Or even adjust the scale parameters? (it ranges from 0.1 to 20.0 and I don't think I've ever used over 2.0) Hopefulyl that's not too difficult to do
  24. Well, I hope that I'm seeing it wrong and that the bump mapping is fixed. Seems strange how the cobbled street texture looks so deep but the others do not. Maybe over the weekend I'll have time to get TDM assests and my maps installed on this machine again and I can experiment with it. Either way, good going Rebbs
  25. I know what you're getting at NH but I really don't think that explains it. I thought normal maps weren't working until I noticed the slightest difference using that command, and I mean a very small difference. Are all textures in the demo TGAs or are some DDS?
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