Jump to content
The Dark Mod Forums

Crispy

Member
  • Posts

    4981
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Crispy

  1. Yes, config.spec is supposed to be empty. Try this command line: "D:\Games\Doom 3\doom3.exe" +set r_mode -1
  2. He can't guarantee that it'll be released, but thinks that it will. It would be some time after Rage, so not soon. I guesstimate late 2010 at the earliest, based on Rage's tentative "sometime in 2010" release date. Fingers crossed, basically.
  3. Whether or not a Steam version of the game is moddable really depends on the developer, not Valve... if you look at the way that 99% of the non-Valve games on Steam are distributed, they're just loose files in a directory. Nothing fancy. I have a game out on Steam myself and it behaves exactly like the non-Steam version. Honestly I'm not sure what the issue is with these games that can't be modded via Steam... there's no good reason for it that I can see. Luckily, in this case people can choose whether they want to buy from Steam or not, since both the retail and Steam versions do indeed work just fine. Thanks for your concern!
  4. Well, I read it. I just didn't have much to add. (Also, the conversation had ended a week before you made your post. Just saying. ) It's true, if someone creates viable replacements for all the Doom 3 assets then that might help in any effort to create a standalone TDM. There would still be a lot of work to do though. e.g. Someone would still need to do the work to integrate everything, and some of the shipping TDM assets are based on modified D3 assets so they would also need replacing.
  5. To be clear, Saint Lucia is in the process of being updated to work with TDM 1.0, but the timeframe of the updated SL map is not tied to the timeframe of TDM 1.0's release. It may very well take a bit longer than TDM 1.0. It will definitely happen though.
  6. Bit off topic, but here's a fun calculation I just did: The average number of posts per day on this forum, for the 5 years(!) it has existed, is just over 104.
  7. Just because he's not being polite, doesn't mean we get to be rude. I don't disagree with NH's post; indeed, I was a bit annoyed myself. I tend to take the view, however, that it's better to be impeccably civil in the face of all provocation; doing so resets the tone of the conversation, results in a more productive outcome all round, earns respect, and leaves everyone happier than the alternative. (Unless I get really pissed off. )
  8. Steady on NH... no need to bludgeon the poor guy. Robert: Sorry to hear you're having problems. As mentioned, it does work on other people's 64-bit Vista installations, so there must be something else at work here. What's the problem you're having?
  9. Yes, I was about to post defending multiplayer maps - there is quite a bit of design that goes into them (the good ones, anyway). It's hard to compare the effort involved between single/multiplayer maps, since it's so wide-ranging even within categories (i.e. a very small, very basic singleplayer map will obviously be a lot easier to make than a large complex singleplayer map).
  10. Was spaces in path names actually ever positively identified as definitely being an issue? AFAIK any problems we had that were attributed to having spaces in path names were actually due to other causes.
  11. You don't need a no-CD crack with Doom 3. I believe one of the later patches removed the need for a CD. It's not possible to have the darkmod/saintlucia/etc. outside your Doom 3 folder - we tried, it doesn't work. The closest you can get to your structure is installing Doom 3 to D:\Thief series\Thief - The Dark Mod\ and then putting TDM a level deeper inside that, as per usual. So instead of e.g. C:\Games\Doom 3\darkmod you'd have D:\Thief series\Thief - The Dark Mod\darkmod.
  12. Saint Lucia didn't have the new combat system that you saw in those more recent videos. The new system tests for contact between weapons and bodies, whereas the old one just did a "is enemy there (yes/no), if yes deal damage to them" check. As for those videos themselves, they didn't do a great job of showing how the melee system actually works. It's not the mindless slashfest it looks like. I guess you'll just have to trust us on that point for now, until the beta comes out. It is possible that it still needs some tweaking, of course. I'm sure that will happen post-beta-release if necessary. Thanks for the feedback!
  13. Lugaru, and yes, it was a rabbit fighting game. Wolfire definitely knows how to drum up pre-orders! They're hitting all the high notes w.r.t. indie promotion and marketing. Really good job. Oh, and the game looks good too.
  14. Water extinguishing candle flames has been in since long before Thief's Den. Most likely it was either the old water entity, or a candle not properly set up to receive water stims. Both problems are fixed by mappers making sure to use the standard water and candles.
  15. Everyone who's made even a small code contribution must be listed in the credits as a matter of principle. I'd prefer not get too deeply into "ranking" people based on how much they've contributed, since lines need to be drawn arbitrarily and it's rather subjective. Perhaps we can have at most three levels per discipline: Lead, Team Member, Contributor. Maybe it should just be based on forum ranks (not current forum rank, but "highest forum rank ever", since I'm sure there are some people who've left and been forum-demoted who do deserve Team Member listing), since those are pretty indicative, and less subjective than "number of commits" or so. It also lines up pretty well with having three levels. I agree that listing multiple people in the Lead roles is sensible. Year ranges are a nice-to-have IMO.
  16. Yep... I'm more or less going through your list and saying to myself "fixed... fixed... fixed..." Thanks for the praise and the feedback! There are a couple of issues there which aren't really feasible to fix (like having flickering shadows everywhere - it can be done, but moving shadows are much more expensive than static ones, so it's up to the mapper to balance appearance vs performance in any given area, and often that means not having moving lights). Overall, though, I think you'll be pleased with the beta release.
  17. I would like my real name in the credits, if it's not there already: Chris Pelling You can omit the nickname; the Firstname "Nickname" Lastname convention always looks extremely awkward to me. Thanks greebo!
  18. Thief had them make hissing and clicking noises. I remember it well because I hated those things! I'd always find a ledge to sit on and pepper them with arrows until they were all dead.
  19. Awesome. Can't wait to hear 'em all!
  20. Does Edit -> Preferences -> Quality tab -> Default Sample Rate help you any?
  21. WET is based on the Quake 3 engine, so I would imagine not. IIRC you guys stripped out all the non-Doom-3-related functionality, right?
  22. It was already done before you posted... Welcome to the team Noisycricket!
  23. IIRC there's just a spawnarg for the AI's projectile. Should be an easy change.
×
×
  • Create New...