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angua

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Everything posted by angua

  1. Thanks OrbWeaver, I'm angua_darkmod now. Greebo is working on it right now.
  2. I've got a fix that allows displaying mulitline descriptions ( http://bugs.angua.at/view.php?id=372 ) which also inhibits showing inherited descriptions, but I can't commit it yet. OrbWeaver, would you mind giving me the privileges to commit changes to SVN?
  3. Ah well, I think that would be DECAL_MACRO then. (FOO_MACRO? What is foo anyway? Some kind of "blah"? ) This is a shortcut predefined from Doom3, meaning polygonOffset 1 discrete sort decal noShadows which is often used for decals. I don't think it would be that easy to define your own macros. Regarding the wet textures: wet surfaces are often darker than dry surfaces, so I think it would make sense to darken the diffuse and additionally add a specularmap like you did already.
  4. Nope, it's not. Might have been the lighting that made it look inverted.
  5. There is a sort keyword which is sometimes used on some original doom textures (mostly in the particle materials located in pak000.pk4 I think) but I don't know if that helps. I've also noticed that the vertex programs (water waves...) mess around with translucent stuff in front of them.
  6. I think (not sure though) it is the rectangle part in the gui: the first two coordinates specify the position of the upper right corner of the rectangle, the other two the width and the height (so you can try to set them to something like 400, 400 and see if it helps).
  7. I can't access the page, I'm getting an error: Cool song, BTW
  8. There is! But you won't be able to get all the loot in this mission...
  9. Nope, I started playing thief some time afterwards (which was not a coincidence I have to admit )
  10. Mmmh, I like tea (but probably not enough to follow a guy home to see his"tea collection" ) Well I'd probably start bringing up my own thief stories...
  11. I thought that this is a good idea, and I needed an easy (more or less ) programming task anyway to get me started, so I implemented this. Currently two keys are used to increase or decrease the movement speed by a factor of 2. It's not on SVN yet.
  12. Thanks for the nice invitation, if we get an opportunity to come to your place, we'll do so. The book is on ftp now (why should you spend time on the net searching for something we already have?) http://208.49.149.118/TheDarkMod/Tutorials/cpp_tutorial.rar
  13. Thanks! (Well it wasn't that much of a big deal after all ) I don't know where the book comes from, greebo downloaded it some time ago when it was freely available on the net.Didn't see your invite before, I've added you now as a friend That sounds great!
  14. Done and on SVN. The starting position will now be at the top of the player_start if there is no saved starting position. (I'm about 2/3 through "Teach yourself C++ in 21 days" and I got an Introduction To DarkRadiant by greebo, so in the end it wasn't even too difficult.) Greebo committed the changes to SVN (I haven't got write access yet).
  15. I love that teaset, I'd steal it right away as soon as I see it The keyword you're looking for is forceshadows which should only be used in combination with twosided when the thing you're using it on really is twosided, there are ugly lighting issues otherwise. Here's a good site with an explanation of all keywords (quite a long list ): http://www.iddevnet.com/doom3/materials.php
  16. Thanks everybody! I'm really happy that we're finally finished! As you said, masters of our time (for the next weeks at least) and no more exams to worry about. And no more dipoma-thesis-writing! Nope, not comp science, it's technical physics, so our chances to get a job are also quite good. Easy? Not really most of the time, but definitly interesting.
  17. Sorry to hear that, hopefully it turns out better next time. Good luck to you!
  18. We're going to have our very last exam at uni today (I'm starting at ten, which is in 1 and a half hours, and greebo starts at 12.) After that we've (finally!) finished uni and can call ourselves masters of science.
  19. It seems that models are always solid, regardless what is specified in the shader. This is a problem with some of the small bushes also for example, you have to set them to "solid" "0" to make them nonsolid, otherwise you are lifted up as soon as you step on them. This seems to come from the entitydef of func_static (located in func.def), which sets them to "solid" "1".
  20. Thanks! I've already planned to do some more of them (but I'll do this after my very last exam at uni on tuesday, I should be studying plasma physics now... If I had spent all the time and effort for uni instead of working on the mod, I'd probably have finished long ago )
  21. Wow, those are great! I'll definitly include some of them in the future, there are some really cool ornaments there. (Interesting how much effort they've put into creating nice covers for man-holes... ) Welcome to the forums, BTW!
  22. Actually, yes, I have. You're right, they are too yellowish, and there was also a yellow light in the screenshot. Here is a new one with white light.
  23. Thanks! It's made out of bones, so it doesn't really fit in either stone or wood. They're plastered in, so I could put them under plaster, but this is not really the place I would look for something like that.
  24. New texture! It's not on SVN yet, because I'm not sure where to put it. There is no suitable place at the moment. I'd suggest making a new directory like nature/bones.
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