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SneaksieDave

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Everything posted by SneaksieDave

  1. "inventory_cycle_group Keys" = keychain Also, _impulse49 : Previous group _impulse50 : Next group (iow, skip over things in inventory navigation)
  2. To restate (I think this is the third mention in this thread) just to make sure everyone gets it, a sort of keyring functionality already exists in game. Bind a key (mine is 'a' -- left pinky!) like this: bind a "inventory_cycle_group Keys" When you press this key, it will advance through the keys one by one, skipping all other inventory items. Several such groups exist (property: inv_category), and the same example is shown on the wiki. You get the benefit of having keys (or other inv_category items) offset from every other inventory item, and without having them auto-used -- you must pick the right one.
  3. I haven't watched true television in probably a year or more now. I do still like a few shows, but I just see them on the internet instead if at all. Here's the problem though: while "TV" (as a means) is fading out rapidly, they're simply making the switch to internet television. Watch stuff on youtube now, and you're more likely than not to be subjected to ads. Hop over to hulu, and the only difference between it and television is that instead of 2 minute commercial breaks, you get 30 second commercial breaks. That won't last for long. They will begin the slow creep forward, and people will tolerate it. Slipping further and further, and they'll tolerate it. TV finds its new delivery method. More and more, DVDs (legit purchased and rented) refuse to allow you to skip to the main menu, forcing you to watch warnings and worse, previews. WTF? I rented Sherlock Holmes last week and was forced to watch their movie ads (buyer beware). Yes, that is enough to piss me off and (at least partially) ruin a movie. Warner Bros got a scathing letter and warning in reply. As theaters and TVs become obsolete, they'll just force their way onto your PC.
  4. I'm torn about restrictions. On the one hand, they give focus, challenge, and demands. But on the other hand, why limit creativity, when time limit is enough restriction? A deadline for participation, that's it. But on the other-other hand... maybe the focus and challenge and demands inspire and keep creativity alive? I definitely think a focus/theme is important. But non-time restrictions? Hmm... Useless post!(?)
  5. There have been several mentions of this here and TTLG. @Everyone who has issue with this, please post here the specifics. If you can, name the missions and pieces of music. If there is a bug it will be addressed, but in most or all cases, it might be as simple as soundshaders needing adjustment, as mentioned by OrbWeaver.
  6. Agreed about changes being too version-upsetting. It's pretty frustrating that, for one example, format imports and exports are busted pretty much every time a new version comes out. This puts it on the community to keep revising existing scripts forever, while the rest of the community waits and waits, using some mix of two versions in the meantime. Right now there is a wait for proper ASE support, and with rich_is_bored working on a DarkRadiant ASE export script, it's even more vital.
  7. Intimidating! Maybe he's looking at thiefmissions.com and thinking those are for TDM? 900+ for Thief is intimidating, but only 20 for TDM so far... play em all.
  8. Oh, yum. Love the clear windows and view outside. Though I don't see rays in-game? Sorry, swept away into OT admiring.
  9. These are definitely useful, thanks. I'm guessing there is no other type of "absolute" movement beyond flight mode. Very strange that, to my mind.
  10. Wow, these are fantastic, she sounds lovely and has nailed believable passion. Bravo to her, she has stepped up and improved the result 1000%. Actually she reminds me quite a bit of
  11. My favorites are large imposing structures like manors (Bafford's) or castles (Blade of Darkness), and exploring the ancient or unknown (Lost City, Tomb Raider).
  12. Hrm, fly mode is too cumbersome for what I'm trying to do, but thanks. Really just want a DR-style global movement mode, instead of the default relative zooming mode. And wow!
  13. To be fair, Blender can definitely be odd. I watched (and read) a number of online tutorials to get the gist of what I needed to make a couple of things for the mod. I'm not at all familiar with the new interface yet but I'm really hoping it's a step forward (looks like it) because yes, conventions exist for a reason, and yes, Blender is (was?) odd, as mentioned. Remember it's ultimately made by the community, so if something sucks, it's our own fault and job to fix it (like TDM). Actually it can be changed in a lot of ways -- predefined layouts, changing hotkeys, rearranging panels. Look for some tutorials on this; flexibility is one of the things I'm sure it has. Also on that note, I've never known Blender to simply "stop working" at doing something basic. There was a statement above where a model "couldn't be selected" anymore or such, but I would wager he was in the wrong mode, and editing a different separated off portion of the model. You must go back (tab) to object mode and select the object you want to work with before going to edit mode. Like a hierarchy of pieces. While I feel your pain about non-conventionality, sure it does. That said, since this is a beginner question thread, I have one! Something that's always bugged me is the navigation. I want a basic mode where I can scroll/move about (not zoom) in a forward/backward manner WITHOUT that scaling stuff that happens when you zoom. IOW, in DR, to navigate around the map, I drag or scroll and simply "drive" through the map. In Blender, with mousewheel nav, I am always ultimately zooming in. Mousewheel looking in a direction, and I'm always zooming to a point in space. I don't want to zoom into a point. I want to drive through my scene like in DR, no ultimate destination zoom in. How?
  14. Likely not the AI alert crash. I just tried quick save/loads at a bunch of different awares and actions (unaware, suspicious, searching, chasing, throwing stones, stones impacting, player mantling, jumping, falling...) for a small handful of simultaneous AI with not a single crash (current SVN).
  15. Really gorgeous stuff, biker. It's truly hard to believe you're relatively "new" at mapping. :thumb: A shame these don't get posted at TTLG. ('course, someone could post in your stead... ) Crap. I'm going to be trying to figure that one out all day. Edit: nope!
  16. I believe this idea is team-favored, it's just a matter of how to do it and when (not in immediate priority queue). I personally think it would add a lot to have partial (never total) coverage from environmental noise, even if it wasn't automatic, and required mappers to manually place some kind of "AI aural deadening entity" or such near loud objects.
  17. Are you asking for warez, or a working patch? The patch is on the wiki. There's no reason it shouldn't work for a fresh install. Warez, of course, won't be exchanged here.
  18. Will certainly jump in and help as soon as I get a moment. I would like these sound issues nailed down once and for all myself as well. Either D3 has a bug where sound can sometimes go the wrong path (e.g. right through a wall), or we have to figure out what is the requirement in maps to prevent it.
  19. Ghosting is fine, but I must say: I disagree strongly with any notion that a ghosting a mission can include engine exploits (e.g. nudging). That's not achieving a successful ghost; that's using bugs to get around the rules in a piece of software. Also, I like to attempt ghosts, but it's tough to have the discipline when it hasn't been stated upfront, "This mission is ghostable!" Otherwise, you don't know if the FM author has made special allowances to permit such gameplay.
  20. You probably pressed W, yes? Translate mode. Look in Edit | Keyboard shortcuts. My snap-to-grid is ctrl-G. Have you checked out the tutorial?
  21. Take a look at View | Camera Position and Window Layout. They should get you what you're looking for, and then you can customize from there. ed. ninja'd!
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