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Posts posted by AluminumHaste
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Something to look at from the mod itself or Dark Radiant?
Whatever you guys think is the best first step.
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Cool, thanks for posting that. I always like reading experience narratives, am fascinated with China, and have a recent special interest in this.
I second that, thanks that was a very interesting read, but we are very off-topic here.
Sorry, I'm just used to threads being locked when they get too OT.
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It looks alright, but not really my cup of tea.
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If you want to get an idea of what programming for TDM would be like, you can download the D3 SDK and look at some small parts of it at a time (like try to understand how the player takes damage from melee attacks, maybe read some "mod coding" posts on doom3world and try to follow what they did etc). It takes some time to learn the SDK, and it can look pretty overwhelming at first.
I'd like a small programming task, something small that I could peck away at. It's the best way for me to learn. I can't just look at code and learn it, I have to use it and I have no idea where to start on my own sooooo, gimme something to do please.
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Actually, if an arrow would penetrate in the area of the neck, it could indeed mean an instant kill without any possible reaction, because there resides the brain stem, which is one of the eldest parts of the brain. Injury to this part of the brain is a sure way to kill.
As to animations. We are lacking people and most notibaly animators, so we have to see that we can finish the most important features first. Such gimmicks will have to be done by the community.
Okay since no one is really replying to my application thread, I'll just do it in here.
I'd like a small programming task, something small that I could peck away at. It's the best way for me to learn. I can't just look at code and learn it, I have to use it and I have no idea where to start on my own sooooo, gimme something to do please.
And this was a nice trailer (albeit a dark one), I really like the style.
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Can you please remember to put up your images to some other site, like imageschack for ecample and then put ONLY the thumbnail here?
Crap that's like the 5th time I've done that now , sorry AD/HD and all that.
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End cap with inverted cap (or whichever one it is that gives the result I mean )? Then you get a flush square cap on the end.
Uhhh, I know that thanks. I want to do what's in the screenshot, which is why I provided a screenshot.
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If a street is so deserted that someone would risk mugging you, then it is equally deserted for you to be done with them and continue walking to your destination, be that the opera house or the lecture hall.
Apparently you've never been to downtown Windsor on a friday night. People get beat up all the time, shot, stabbed etc. etc., and there's a cop on every corner and in every bar. Just because there's a crowd or there isn't a crowd doesn't mean you are safe. But I do agree with you; if there is no one around to stop them, then there's no one around to stop you. You have a right to personal safety and the safety shall not be violated unless you give up said right. (You know, like shooting at police/public stuff like that lol)
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Wikipedia agrees with me, so it must be true!
Again Moore is a sensationalizer looking for the largest political stick of the moment.
Around here if some punches you and is going to beat you sensless, you are only allowed to respond in kind. I.E. beat the living shit out of him too. If you pull a gun and shoot him it was not "reasonable force", and you'd get manslaughter and 15 years in jail.
The only way to beat that is if you can convince the jury that you were in fear of your life, which is difficult to do.
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That'll be your problem then. Portals must completely divide areas, it is no good putting a portal across a doorway if there is another way into the room that doesn't go through th portal.
K got it, I couldn't find the texture to use for portals so I wasn't using them. I finally found that the texture to use is in the "editor" dir, not the "common" dir.
So yeah, it's working much better now. I've even started using some vis blocking techniques
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--- LoadDMapFile --- loading maps/building glprogs/heatHaze.vfp glprogs/heatHaze.vfp 1385 total world brushes 487 total world triSurfs 487 patches 49 entities 3290 planes 0 areaportals size: -4104,-3096, -960 to 2056, 3080, 2560 . . . area 0 has 3281 leafs 1 areas ----- PutPrimitivesInAreas ----- ----- BuildLightShadows ----- ----- CreateLightShadow 0AD15B18 ----- ----- OptimizeAreaGroups Results ----- . . .
Yeah, I only have 1 area.
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You can use mine if you want, but I warn you; they are really not that small. Assume 1024x1024 min, some are a little smaller, but most are bigger.
You can find the link here: http://forums.thedarkmod.com/index.php?showtopic=4622
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You need to use r_showPortals to diagnose this. Red portals are closed, green are open. Most likely there is a "leak" connecting two portal areas, in which case the portal won't show up at all.
Umm no portals are showing up, I guess that's the problem
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They all caulked as well?
Yes, you can download the map file, I edited the first post to include it.
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At certain points in the map, you're looking at a blank wall, but it only runs at around 20fps. When I turn on r_showtris 1, you can see the outlines of some of the brushes behind the wall. Why it's doing this, I have no idea.
Can someone (who has also downloaded my texture pack) please download this: http://www.filefactory.com/file/aff6b2/
And tell me why it's doing it?? It happens most notably in the back of the building, where the sewer shaft is.
In the pick it shows you the location to stand and where to look.
Thanks for the help guys. I'm thinking I'm not buillding the brushes so that they are properly areaportaled.
EDIT: If you need the .map file, download it here: http://www.filefactory.com/file/8f5110/
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Maybe "most" was overstating it.
I've also added 6+ textures since I uploaded that. A stone fence texture which works okay I guess, several marble texutres (Red Green and blue), and another larger white one, and I can't remember the others.
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I recognize the majority of these textures--we probably mined the same site, because most of these are already in use in the mod.
Only 8 of those textures are ones I got from websites. The others are ones I took pictures/created myself.
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I've played SoA and Bhaal and they are both great games.
It's funny, I played the demo for SoA, hated it and played it for only like 10 minutes. I then went to future shop a week later and saw the box for the game and loved the box art. (I still don't know why)
I installed the game, and played the whole way through. It was an amazing experience that I'll never forget, and bhaal was just as good, only more action oriented. I just hated alot of the fed-ex missions, the filler.
Other than that, a good story, and the expansion is fun especially when they make you choose when to transform.
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This looks cool, but not really applicable here, unless someone can code a scouting orb
Nice effects though, well done.
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Here it is: http://www.filefactory.com/file/9dd719/
It's 70MB. It is already in pak4 format so all you have to do is put the file in your doom3/base directory and when you go into the editor it will be there, under "mydoom3textures".
Here's a screenshot of the textures so far:
The only problem is that the railing texture doesn't work, I haven't figured out how to make it work yet.
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I have his book, "M.C.Escher, His Life and Complete Graphic Work" in front of me, so there's plenty of work to do.
Here is a perfect thief map:
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The funny thing is you can implement this map in a true Escher fashion by changing the gravity vectors, like Prey does.
LOL how about the world of staircase level?? That would be....interesting.
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That won't solve the problem with ordering though. All of the glass may get drawn, but not necessarily in the right order.
That's why I will only use them where you can't see other glass
Bowling For Columbine (Guncontrol)
in Off-Topic
Posted
Apparently you've never been to Rage3D or NVNews lol
Glad to hear it though.