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Crispy

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Everything posted by Crispy

  1. Thanks all! Sounds like Sennheiser is the way to go. The HD555 is just about within my price range, but slightly cheaper would be better. PC Case Gear has the HD408 on sale for $55 AUD - any good? Built-in mic would be a plus, actually - we're likely to start using Skype soonish, plus they might get used for some gaming voice chat. So it would be handy to have them integrated. I can always add a clip-on microphone though, so no big deal. I also need at least one pair to be closed, since it'll be used in an office environment - sound leaking out could annoy people. That pair probably doesn't need a mic.
  2. Awesome. Looking forward to it.
  3. Nice one. Glad you figured it out.
  4. That's pretty ridiculous. I have no idea why that would happen. Steam support might be able to help you. Because it's Windows, obviously. In a typical setup (especially home setups), every user account is an administrator, so all programs run with full admin acccess. That's just how it is, unless you use a non-administrator account (which is a total pain) or UAC.
  5. Do you normally use a different locale? I haven't checked, but I would assume that it uses whatever locale is requested by the operating system. On Windows you'd change that via the Language Bar. If that doesn't work, set the environment variable LANG to us_en.
  6. Using an aggregation method other than taking the mean can help to avoid people skewing the results - for example, a median. That wouldn't help the subjectivity aspect, of course. Full reviews are definitely better, and I think both could coexist peacefully.
  7. Just to back Mortem up: There is indeed only ever exactly one worldspawn entity, despite appearances to the contrary in the editor interface. Worldspawn spawnargs are map-wide settings.
  8. Really? I thought greebo's solution was cleaner. I guess the disadvantage is that you can't directly visualise and modify the locations of the player starts.
  9. It's not heresy. I'm one of the people who actually enjoyed Thief 3 for what it was. This is going to sound like I'm biased, but to be perfectly honest, I worked with T3Ed for a bit (to the point of putting out a simple little contest mission) and it was an utter pain. Limited, clunky, and buggy. It had some really stupid bugs; e.g. moving or resizing a trigger volume caused it to completely stop functioning. That bit me several times, just in the one mission. I haven't worked extensively with DarkRadiant so I can't share first-hand info, but people tell me it's easy to use, and since it's open source, things can be fixed and improved.
  10. 100 green bottles, sitting on the wall 100 green bottles, sitting on the wall But if one green bottle were to "accidentally" "fall" There'd be 99 green bottles sitting on the wall...
  11. That would be awesome if it actually worked. I haven't checked for combat-level alerts, but they certainly do after search-level alerts.
  12. The water was splashing upwards as well as down (at least briefly, before gravity took over).
  13. Yes, I tend to aim slightly above the flame myself. When doing so, I haven't noticed any variation. It's possible that you're just catching the extinguish point within the water splash, so slight undetectable-to-the-human-eye variations in the impact location are causing the point to dip in/out of the water splash. Maybe we can make this more forgiving in a future release.
  14. Since I know we have quite a few sound guys lurking around here, I figured this was a good place to ask: I'm in need of one set of good speakers, and a couple of pairs of good-quality headphones. Any recommendations? Speakers should be stereo; I don't have room for surround sound, sadly. The most important thing for the headphones is that they're comfortable over prolonged use. I've never worn a pair of headphones that felt comfortable; I assume they just weren't adjusted properly, or were low-end, or something. Earbuds are better (they don't squish my ears!) but still not great. Cost and quality are both important, so I'm looking for something mid-range.
  15. Don't worry, he has a voice actress lined up. He's referring to doing the recording, editing, etc. The male parts are also voiced by proper voice actors, not regular team members.
  16. Wouldn't this work? * Place info_playerstart in blue room * Place three trigger_multiple entities underneath the info_playerstart; each trigger_multiple is only present on one specified difficulty level (using the diff_X_nospawn spawnargs). * Place three info_player_teleport entities; one at each desired starting location * Each trigger_multiple targets the appropriate teleport entity
  17. We still need animations and sounds, I believe. Also, there's only one female model rigged at the moment.
  18. Female AI are planned, but I don't believe we have an ETA on them yet. Originally we wanted to get them into TDM 1.01, but our general lack of manpower is preventing that at the moment. Maybe the version after that. It depends. If you only need dead/unconscious female AI (note that these are technically different from sleeping AI) then you can pinch the ragdoll from Patently Dangerous. It's a general mod asset, just hasn't been released in the main mod package yet.
  19. For the most part, the missing assets are AIs. I'm not aware of any significant numbers of models, textures, etc. that were held back. You could always learn to use a 3D modelling program. It's not a lot harder than learning to use DR. (Well, maybe except for Blender.)
  20. You mean they spin to the left while sitting down, and then stand up and start walking? That's exactly what Mortem means - normally chairs are behind tables, so AI normally have to turn before they get up (otherwise they'd clip into the table). It should be sitting up at the angle that it sits down at, but I'm not sure what the exact behaviour is for AI that start sitting.
  21. So you can do stuff like chaining multiple path_* entities together (useful if you wanted the AI to, say, admire a painting with path_turn and path_anim, wait 1 second with path_wait, sneeze with path_anim, then move on) without needing to put them all in the exact same location so as to avoid the AI walking around more than you wanted. If path_wait and cousins made the AI walk to them as well as perform whatever action they specify, then you'd have to put all those path entities in the exact same place in the editor to avoid unwanted AI movement, which would make them very difficult to manage.
  22. Hmm? The TDM source? It's right here. And the mod is built in MSVC++ 2008 with /O2 set. If we have a performance problem, it's not because of the compiler we're using.
  23. Sure they can do something; they can decide to sue people associated with the mod at random. Even if they have no valid legal argument (which they don't), they still win because they have more money than us. Capiche? So please try to restrain yourself. See my signature. It would be far stranger to have no "canon" setting at all. The art assets have to be made to fit a style, with appropriately-themed characters that need creating (like Builders) and so on. Also, it's very convenient to have a standard world for mission authors to set things in. Obviously there's nothing stopping people from making TDM missions in a different setting. Besides, the setting we do have is deliberately light on detail, to encourage the community to invent the details. Some people have actually complained that our setting isn't fixed enough. Can't please everyone.
  24. I for one hope that some (more) talented people will be brave enough to make more original FMs, and thus help us craft an awesome original setting for TDM which isn't beholden to packs of rabid lawyers.
  25. I don't have much TDM mapping experience but I'll give these a stab... 1. This shouldn't be necessary in theory, but try removing the second underscore: used_by1 2. Add the sound file in the appropriate place in the directory structure (somewhere in a folder called "sound"), and create a soundshader for it (also in "sound", with a .sndshd extension). We don't yet have a good set of documentation on this ourselves, but in the meantime, take a look here: http://www.iddevnet.com/doom3/sounds.php http://wiki.thedarkmod.com/index.php?title=Sound_File_Formats You can also look in the TDM PK4s to see how the existing sounds are set up. 3. Yes. You can override any of TDM's assets simply by including files of the same name (and with the same path) in your mission PK4. For testing, just put them in your Doom3/mymission folder (or Doom3/darkmod if you're not using a mymission folder yet). 4. For when your mission is loading? You can make your own mission loader GUI. Can't find any docs right now, but you can look at the existing missions that do this. 5. Yes. Use a fog light. I don't know the details, maybe jdude or Fidcal can help you. 6. I think that's one of the torches that spawns an attached light at runtime. Instead of using spawnargs named "xxx", call them "set xxx on light" instead and the spawnarg will be applied to the attached light entity instead of the torch bracket entity.
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