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SneaksieDave

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Everything posted by SneaksieDave

  1. Attempting to play too many things at once, without the free time to even play one (TDM).
  2. Go ahead and post; I can resist. Plus with how long it takes me to actually finish a game, you might be old and grey waiting.
  3. Well, a person's first impression is a person's first impression; no need to mute it. I just hate to think that it fuels the fire of the non-stop-complaining-type, the willful detractors (of which there seem to be enough), based on the words of someone admittedly new to the software. Meanwhile, the praise of veterans goes unnoticed, buried in a multipage thread or written off as fanboi'ism.
  4. And yet the terrible impression from first post and topic remains. I guess that's the way it goes, though: Person accused of [horrible crime] makes front page, but when found not guilty, it's on page 32. If you have found a bug, please do provide detailed steps.
  5. Nice libraries resource posts by Azaran over at TTLG: http://curiousexpeditions.org/?p=78
  6. Interesting. I don't know them at all, but a quick search of the first three revealed all three on google books in full view. So you don't even have to go to a library.
  7. There was internal(?) talk some time ago about developing three(?) different thief/rogue types, to give options and deeper interest to the world than just one Garrett clone. I quite liked this idea, and it leaves open possibilities for a pauper turned thief, the high society thief, the guild rebel, etc. As well as support for both male and female player characters. This would also leave open competition possibilities within missions, something like meeting one of the other characters and having to defeat him/her.
  8. Hey maybe it's an opportunity to sue for damages! Keep the system going round and round.
  9. No health insurance? Damn. That's even more of what's fucked about this country. I've heard of a broken leg "costing" (gotta love that term, talking about medical need) $30,000, so you might be in for a whopper. Look how the lowest screw sticks out of the bone. I wonder if they're going to have to fix that? I do not have a lot good to say about the medical "profession." Fucking bunch of bumbling crooks. I'd have more sympathy for (try to)learn-as-you-go "practice" if it wasn't at thousands of dollars per hour (or minute, depending on where you are). Sayeth Mr. Steele via Type O Neg, "Doctors and thieves, they both wear masks. Overpaid meat magicians."
  10. When you're in ICU or CCU for serious conditions (e.g. surgery), requiring long stays and tons of testing, you can see $10,000 per day. Yeah, nothin' wrong with this country.
  11. On the hope I wasn't too wordy (trying to back up my statement!) and everything prior is flushed, boiled down: 1. The texturing problems I mentioned in my two posts (I would guess they're related) really frustrate, and 2. Perhaps some kind of logic to help avoid/remove doubled entities as they're a common enough problem.
  12. My preference at this stage is that you look 'down the axis' of the bevel, from current view. That is, and the reasoning behind it is: 1. if you are looking horizontally, in a room, trying to create an arched doorway, you'd want to see the shape of the curve in front of you as you position it in the hole, and worry about the thickness (side view) later. 2. if you are looking down, creating a round pool, you'd want to see the shape of the curve first so you can size it properly, then worry about the height (side view) later. In other words, the exact opposite of current method. And, consistent (I hope) with cylinders now (if I read your description correctly, that the current ortho view looks down the cylinder axis).
  13. Oh man, that's brutal. Do they take those back out or leave it there? I gather from comments above, they leave it.
  14. On the texture front, can't believe I forgot to mention something that frequently makes me growl: when scaling a texture, it moves. It appears to try to anchor at the center of the face and go from there, but even that jitters some; just texture a face with a texture you can identify movement in, and click H and V scale up and down. It jumps around. If possible, it should anchor to one edge and expand outward. Hopefully that's related to the Texture Tool issues in that fixing one gets em both. @BC: good one about selection being included in undo/redo. I thought that was tracked but I'm not seeing it right now.
  15. Yeah it's mostly about cloning multiple brushes, moving them, then deciding I don't like them there, or they must be adjusted first, or something else making me want a do-over. Then, (user error), I forget to undo the clone itself, and then I wind up with duped overlapping brushes. Anyway, I do agree it should stay as is. I don't like offset very much because I use Translate mode constantly, and if I'm trying to move the object along one axis only, well now it's off by one grid unit; small annoyance, easily fixed, but there you have it. It's fine with how it is though. But for the case of ALL overlapping duplicates, regardless of the cause, I think a checker logic of some kind would be great. I think I read your request completely backwards. To jump to a spot in the camera view, there is ctrl-MMB, but yeah it'll take at least two ortho clicks to get it situated in 3D space; not a true "jump to entity."
  16. @grayman: I think this was mentioned in another thread, but I'm not sure. Anyway, my shortcut to achieve your first request: Select the item in ortho, then ctrl-tab (or whatever you have set to "NextView" in Shortcut List) thrice. This effectively centers on the selected object.
  17. Good tough question. If I try to answer it in the spirit of the question, that is what is forcing me to [waste time] or what's most desired: * random or semi-predictable crashes (like the one fixed above!) * an accurate lighting mode; ambient doesn't behave correctly, no shadows, and light levels don't match those in Doom -- this leads to a lot of back-forth-back-forth-back-forth trying to get lighting right. But both of those are probably no-goes; the first might be fixed, and the second is a major re-engineering. So, those things aside, 1. Definitely my most time wasting aggravation is in precise texturing. DR's texturing is very powerful, probably among the most powerful out there, but there are some annoyances that remain. Sometimes the texture on dupe/mirrored patches is somehow inverted and I just cannot 'reset' it to how it should be. So for instance aligned bevels in an arch will not line up no matter what I do. I must destroy and manually recreate one of the shapes. Worse, is this one from the texture tool: http://bugs.angua.at/view.php?id=2272 The texture tool is awesome, but this problem keeps it from being super-awesome. You're trying to align two faces, perfectly, you've almost got, but one of them needs to flip... BOOM, now it's way across grid space, 10,000 units away. ARGH. Rinse/repeat. 2. Recently, cloned items sharing the same space. I got a nasty bite from the fact that duplication is not undone by undo. As a result, practically half of a map I was working on was doubled. But not all of it, as I didn't select all of it for copy. So I had to go around manually and determine which entities/brushes were doubled, and manually remove them. ARGH. I just kept finding more and more as I went along. I agree undo shouldn't undo more than one step at a time (and closed the issue without contest). If there could be some kind of checker logic (a menu selection, maybe something like Edit | Validate Map or whatever) that says, "Two brushes of exact dimensions exist at the indicated selection. Delete one?" it would rock the world. Edit: *cough* if I could add a third, it would be that all dialogs retain user settings (dimensions and xy coords). I think most do, but some do not (especially new additions).
  18. I don't want to butt in with the forks and knives and plates flying around but a quick skim of the thread, and a suggestion. If my suggestion is not valid, or already stated and dismissed, or whatever else, please just ignore it (and don't throw that cleaver!) and chalk it up to the "quick skim" part. Sounds like one side wants: models/type1 (e.g. furniture)/ models/type2/ etc. Period, that's it. Like now. Everything, originals and LODs in same folder. --- While the other side wants: models/type1/lod models/type2/lod etc. Each subcat having an extra lod folder. That doesn't sound like a big deal to me, but ok; I assume modeling program -> output file -> TDM can be a pain with that. --- How about, models/lod models/type1 models/type2 ? That is, have ALL lods in one folder of their own, period. They can be browsed that way in DR, or ignored just as easily. And they're all in one special folder, instead of dozens of special folders. And the modeler's overhead is reduced. Again if this is already suggested and dismissed, then nevermind.
  19. A tip after watching your vids: Settings -> Controls -> Tools -> Toggle Lantern There are also ways to set up cycling groups in inventory (e.g. keys, readables, etc).
  20. Yeah I've wondered that too. Don't really know how their system works. Why did people "need[ed] to download [their] games" after the site vanished? No authentication either? For that matter, if their games are DRM free, why doesn't one person buying it = 100,000 stealing the inevitably uploaded copy? I guess their stunt isn't completely a wash, as I still don't know about their system. Since this whole thing started, I looked at their catalog and it looks like they have nothing I'd want which I don't already have/haven't finished already anyway.
  21. The effect it had on this un-aware, non-customer: 1. I became aware of their service. 2. I learned not to trust their service. So is it a wash?
  22. (For my part) Sorry, haven't been following this closely enough to even be sure what's the hubbub.
  23. And just so it's mentioned at some point (if a contest starts, maybe a mention in the statement would be good): a reminder that beauty is not always visual. It could be a concept, something brilliant (e.g. a scripted machine), music and ambience, even story.
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