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Crispy

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Posts posted by Crispy

  1. In c:\Games\Doom 3\darkmod\ I checked DoomConfig.cfg, and the closest match I found was "seta image_useAllFormats "1"", so it's already set to 1. In the /fms/training_mission directory I can't find any file which would have that line: there only training_mission.pk4, darkmod.txt, readme.txt and startingmap.txt.

    Try looking in c:\Games\Doom 3\training_mission.

  2. Yes, there is a log file. Open darkmod/darkmod.ini and set all the debugging settings to 1. By default it'll create a file Darkmod.log in your Doom 3 directory (or, in Linux, your home directory), or you can change the path in the ini file. This may or may not help you though.

     

    My first step would be to run it in a debugger, trigger the crash, and look to see where it crashes. If you post the stack trace here we may be able to provide some insight.

  3. I just discovered a neat trick. Turns out you can supply custom spawnarg settings to spawn. This means you can spawn a whole bunch of arrows at once rather than having to spawn individual arrows many times:

     

    spawn atdm:ammo_broadhead inv_ammo_amount 50

     

    Works with all TDM arrow types. Note that most (all?) TDM weapons have a maximum ammo count of 50.

  4. The forum was just highlighting "spawn" because I'd used it in a search term when digging up the link that you probably followed to get here. :) Just a forum quirk, not something I typed out myself. The above commands are typed without any special formatting.

  5. For non-math folks, what does that mean exactly? If my radius is 10, and I have a magnitude of 5, would a falloff of 1 mean the magnitude drops by .5 every unit you move away from the origin? And a falloff of 2 would mean it is halved every unit?

    For a falloff of 1, you're correct. However, a falloff of 2 doesn't make it halve every step; that would be exponential falloff, not quadratic.

     

    I haven't checked exactly how the maths is set up, or I'd do a graph.

  6. For example, you can add a dictionary-homepage, define an abbreviation for it and then lookup a word by typing the abbreviation and the word into the adressbar. VERY quick and easy!

    Firefox has that. :D I have a bookmark to Wikipedia with target http://en.wikipedia.org/wiki/Special:Search?search=%s and keyword wp, and I can type: Ctrl-L wp Some Article to look up an article.

     

    Honestly not trying to start a browser war here, Opera is quite nice.

  7. any explains for this?

    "Catalyst AI" performs game-specific optimisations - the kind of optimisation that would break other games if it was used globally, but doesn't affect that particular game's correctness and provides a small speed boost for it.

     

    Unfortunately, one of those games is Doom 3, and while the optimisations that it performs work fine for base Doom 3, they are also applied to TDM (since it can't tell the difference between D3 and D3+TDM). TDM has some rendering modifications over base Doom 3 (bloom and skyportals), so those D3-specific optimisations are no longer appropriate and cause stuff to break. Hence, upside-down screen, weirdly rotating sky, etc.

  8. *HUGGLES*

     

    We should charge for them like other companies. GOOD IDEA!

    Seconded! I can have an e-commerce portal up and running in a day or so. What should we charge? $50? $100?

     

    If that sounds a bit too expensive, I'm thinking maybe a recurring subscription fee would take the edge off. Or perhaps free-to-play with microtransactions to buy in-game items might do better? The before-mission shop could accept RL money and thus allow you to buy anything, even if the FM author hasn't put it in the shop. We could also have some cash-only items: Custom blackjacks, a cape for the main player (doesn't do anything, just looks cool in third-person), extra health, rocket launchers, that kind of thing. Definitely some potential there. Yeah, I'm liking this better. Bit more effort to set up but the ROI would definitely be worth it.

  9. Beautiful work as always! :wub: Gotta love that green fog.

     

    If I have any crits, it's that the ground texture is a bit blurry up close; but that's a hard problem to solve without creating ugly patterning at a distance.

     

    If you do run into performance problems, I believe GoldChocobo was working on ways to efficiently visportal open forests using distance checks. I'm not sure of the details, but he may be able to help.

  10. Yeah, that's a sensible approach.

     

    Are these sounds ready to be used, or are you only asking for feedback?

     

    If the sounds are ready to be used, put them in a logical place in darkmod/sounds/... - categorising by author isn't useful, so try to follow the existing scheme. Also, when you do this, please put non-lossy variants in corresponding locations in sound_src if you can. :) (Even project files and/or raw recordings, if relevant - whatever might be useful to someone trying to export your sounds in higher quality versions in future.)

     

    If you only want feedback and don't want to implement them into the game yet, I guess upload them wherever you like. darkmod repo is probably not the best place in this case.

     

    For non-controversial sounds like cutlery impacts, I'd say go ahead and implement them straight in. If you're tweaking player footsteps, probably best to get feedback first.

  11. edit: I was going to make some sounds for various items that don't have their own sounds yet. I've already made a few, like 4 for the large kitchen knife and 4 for the large wooden spoon. Is there any concern about performance thus far that relate to how many sounds to be used for each thing or am I safe to make 4 for each of the most common items i've thus far seen in maps?

    I would imagine that only one copy of each sound effect is loaded into memory regardless of the number of items that use it, so it's not a problem to have dozens of knives in a map all using the same set of sound effects.

  12. I wouldn't use one bone/body/dummy/thingie per vertex.

    You seem to be confusing bones (more precisely called joints) with AF bodies. They are two different things. I'm advocating having one AF body per joint, not per vertex.

     

    You could have more than one joint per AF body, but then the joints associated with each body (and hence the vertices which those joints influence) would be rigidly locked at a constant distance from each other. Which is not desirable for cloth.

     

    Anyway, one vertex per joint would look fine. Cloth simulation is often done like this, since it gives optimum quality; the deformation stays smooth thanks to the spring forces pulling in all directions, and it means you can have very tight folds if the situation demands it.

     

    If you have too many joints, however, it will be computationally expensive, so weighting multiple vertices to one joint is a sensible way to make it cheaper without sacrificing the degree of tesselation on your cloth mesh.

  13. I think it's possible to implement moving all of them at the same time, but you may get low fps because of this.

    Having multiple entities moving shouldn't have a noticeable impact on performance. But I'm not sure of the best way to set up a train.

     

    If your entire mission takes place inside / on top of a moving train and there's no way to get off without dying, then a skybox (actually sky portal) trick could work, yes.

  14. You can make the skeleton like that and still put AF constraints between all the adjacent points. AF files are not hierarchical; they're just a collection of bodies and constraints. Each body is associated with one or more joints. There's a really good overview here: http://www.iddevnet.com/doom3/afs.php

     

    So I guess what you'd do is have a bunch of AF bodies (one for each joint in your banner skeleton) and connect adjacent ones with spring joints. Then do a lot of parameter tweaking. :)

     

    I'm not sure whether the player imparts a collision force onto AF bodies or not. I guess yes, but I don't remember seeing it happen on ropes. Maybe ropes are just heavy.

  15. The instant-death thing does sound a bit annoying, especially since there'd be no way to fight the creature except via mines (since all other weapons require you to look at what you're targeting). However, I could get behind the idea of a creature that hides in shadows, and normally walks slowly, even when in combat mode, but charges towards you when it notices that you've seen it. So it's not instant death, just very quick death, which can be avoided if you've already prepared to fight the creature.

     

    So you'd be walking along past a shadowed area, the creature spots you, makes a distinctive noise (for that "oh shit" moment, and so you know not to look), and you want to look around to see where it's coming from and how close it is but you know that if you do that, it'll strike and you'll die...

     

    Best strategy for dealing with them would probably be: leg it, get out your fire arrows, draw one, then quickly turn around, locate the creature, and loose the arrow at it. If you take too long or miss, then you're dead. :P

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