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Mr Mike

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Everything posted by Mr Mike

  1. I'm at work and very sleepy so I'm not sure I fully understand but... using the sliders accurately can be tricky but you can use the arrow keys to move them in 1 unit increments. Does that help?
  2. Very impressive work. Nice amount of detail and the scaling is great. Keep it up.
  3. I usually don't use an offset with the BG image but I had to last night and then noticed that when you change the zoom amount the image moves relative to the data, which obviously it shouldn't.
  4. Ascott. I see this requirement time and time again. How in depth is the process and what programs are necessary? I've had a passing interest in animation with macromedia Director and Flash so if this can be done ith say Blender, then I'm willing to read up and maybe try and at least try the more mundane animations required. Any recommended reading?
  5. The commercial off shoot developed from Penumbra now has a demo available - http://www.penumbra-overture.com/demo.htm - I haven't tried it yet, downloading now.
  6. What do i need to play these files? Im trying to use WMP11 and I've got the ogg codec installed (though i dont think it's required for these??)
  7. Well I guess we're never going to agree on this. I don't get the deal with people saying it messes the controls up though. It's just a little more depth, something to make the experience more tactile. And on your other point, I agree that poorly coded headbobbing detracts from the game but a good one adds a lot to the experience. I've believed for a long time that this is where the original Thief games excelled. The movement and feeling was increidbly well done, almost felt "analogue" to most games "Digital" feeling...
  8. Wow, that seems a pretty ignorant statement. I guess if we went back a few years and some suggested an idea to move the view up and down/side to side slightly whilst you walked around you'd say it was unecessary and pointless? Just because something isn't commonly done doesn't mean it isn't worthwhile. People might actually subconciously enjoy it but as most gamers don't put too much thought into the mechanics of the game they play it doesn't get considered. Again, Operation Flashpoint used this technique when you were handling a LAW etc and I think it added a lot to the feeling.
  9. Is it possible to have to mouse sensitivity decreased when carrying an object? The heavier the object the more it is decreased. I think this would go some way into giving the object a sense of weight as more effort is required to adjust your view. This could also be used to enhance believability of swimming etc. Also, I really would like the ability to have a free look modifier whilst maintaining movement in a particular direction. Operation Flashpoint/Armed Assault do this with the ALT key if you know that game.
  10. Distance portals are included - distportal_test.map.
  11. That's maybe how it should be but it isn't in reality, due to AI limitations etc. Operation Flashpoint for instance; on hardest the AI were suddenly given 100% accuracy, sight etc and actually made the game pretty gay. Options like that are only added in though to combat weaknesses in the AI that long term players are bound to exploit, sooner or later, on lower more "realistic" difficulties.
  12. Looks great brenda. Let us know when they're uploaded
  13. I just finished reading "The shadow of the wind" by Carlos Ruiz Zafón. Have to say the reviews on that site almost perfectly sum up what I thought of the book. It waivered between what was an articulate story of intruige to being an overly formulaic predictable mystery. Have to say there was enough there to hold me through though, and was an enjoyable read. I think the best thing about it is the depiction of atmosphere and setting. Even though it's mostly set in 1930's Barcelona it gave me a lot of inspiration for architecture and mood Would recommend a read if you see it available.
  14. You're completely right of course, and I can't believe I never understood that before I don't agree entirely with not forcing a fixed sub division though. If you're going for anything so ornate that it needs consideration towards the end then you'll be forcing sub divide from the get-go, imo. Anything that brings to the mappers attention certain possible optimisation options I would think is a good thing, especially as I've seen quite complex lookin screenshots (on doom3world, not here) where it transpired that the editor didn't even know about these options!
  15. So this is only ever a problem if one patch is created in DR, aligned next to another created in DE? If so I would think a simple "fix" would be that fixed tesselation is always forced in DR. This should stop the problem no? And has the added advantage that editors would actually think more about optimization: i.e. the lovely arched butress they've just created could be equally nice with a 8x1 patch, rather than the 8x3 that seems to be commonplace. Instant save on 3x the poly's. Along similar lines is one thing that really bugged me in both DR and DE. When you go to create a new patch it defaults to 3x3 and won't let you select any lower than this, only higher. I'm often using patches of Yx1 and it would be good to choose that from the drop down list at patch creation, rather than doing it from the patch inspector. Yeah I'm a lazy bitch...
  16. I think Orbweaver has already covered this but I'll reiterate; I do think it's important to have image resizing linked to the zoom controls. Infact I'm finding it hard to think of a reason of why you'd want it any other way but I'm sure there are times it's useful, so having the option would be good. I feel it should default to scaling though. Btw, I can't wait to try this out, sounds like an awsome job guys
  17. Google is your friend. http://www.greatbuildings.com/ good site for reference and inspiration. http://en.wikipedia.org/wiki/Architecture plenty of links found from there. http://www.flickr.com Okay it's just a photo site but it's good to find reference pictures of most things. Hope that's of some help.
  18. Yeah, I think this will be a major update for DR. Seriously good work Greebo!
  19. Has anyone had a chance to work on getting a background image working in DR?
  20. Yeah, like anything in your PC. Tetris doesn't get all bumpmapped and shinnyed up when you run it on a 8800.
  21. Ok, thanks Anqua... think I know what I'll be getting then:)
  22. Nice Anqua, that's pretty close to one I've seen. It's about 1,100 Euros, if that's comparable to what you paid. When you say there is no problems, the FPS is very fluid etc? What sort of details can it run? Cheers.
  23. This is fantastic, many many thanks Greebo! Now you need to get that background image import working!
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