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STiFU

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Everything posted by STiFU

  1. To prevent that from happening, I always delete any other Keyboard-layout during the installationprocess of Windows. But of course you can also do it afterwards...
  2. T3ED is substractive, so you start out with a pretty clean map and CSG also works quite good. However editing a brush in vertex-mode crashed my mashine pretty often. I also had many other random crashes and I eventually gave up on my map. Another nice feature is that you can't rescale the static meshes of T3 properly, because their collision-hull is scaled in a weird way, so that you have to disable collision on that object and add a collision-hull manually via brushes. It'd probably be good to open a thread like this in the thief 3 editor's guild as well, so that you hear the oppinions of both fractions...
  3. STiFU

    Great Job

    And yet another "Great Job"-Thread... Sure the fighting takes a little practice, but as long as you have only one guard opposing you and a little room to move, it's totally possible, even two guards if they're not too well geared. Fighting is supposed to be hard in a game like this. In classic thief it was way too easy to kill a whole level!! =)
  4. I really like the scoring system of Garrettloader. There are soooo many thief FMs out there and it's really handy to just filter by score and play some great FMs. It is also neat if you want to replay an older mission and can't decide which one. You just lookup your own ratings and choose one of the high-rated. It helps you maintain a well sorted FM-database. But I guess something like this getting integrated into the TDM-Missionloader is an utopia. Personally, I don't like being spoiled, so I never read a review unless I've already played the mission myself. But even then, what do I care what someone else thinks about a FM? It's not like it'd redefine the fun I had with it... =)
  5. Haha yeah. I laughed my ass off on that one!!! Reminds me a little about a quote from a german idiot who was filmed while building a pool do-it-yourself-style. He was getting pissed because the cement was already getting hard, while it was still a little tilted. So he complained that the watersurface would be tilted as well because of that... Not that I would compare Fidcal to an idiot. I am sure it was just meant to be funny!!
  6. Yeah, I was talking about that site. It was quite some time ago, that I checked it out.
  7. Oddity really knows his stuff. I checked out his portfolio and it's amazing. He doesn't work with the team anymore though, right? Maybe he could create little kid NPCs now, so that you actually have to crouch in order to blackjack them!! ;D Just kidding...
  8. Wait! A female game-model without a Lara-Croft-figure??? This must be a premiere... Nice modeling- and texture-work. Is it also one of Oddity's?
  9. A female that snores also suggests that you can wake her up and that again is not possible so far. But you could have a readable somewhere explaining she's blindly drunk and that nobody is capable of waking her intoxicated sleep...
  10. Do you really need new textures? I thought the only thing to do was to switch rendering of the material from fullbright to normal rendering. (I don't know the correct terms right now)
  11. "normal" is just a question of the viewing direction. I agree that the full digit year should be used, but to avoid any confusion with different standards, the best thing to do would be to use the abbreviation of the month instead of a digit. This way everyone will directly get which date is meant, no matter where he comes from. But basically I don't care at all when a FM has been released, as long as I have played it...
  12. Radeon 5850 eh? Happy waiting!! A friend of mine ordered his two and a half months ago and it still didn't arrive... ;D PsymH, your system is already pretty low and Vista/7 costs an extra bit of performance. With a system like that, I'd just stick to Win XP until you upgrade your hardware. If you want to stick to your current setup, you can only try to lower your driversettings and ingame-details. And the most important thing is not to enable Catalyst AI...
  13. I just had another look at the index of contents and there are chapters about multiplayer and about singleplayer. The rest of the book seems to be based rather on general leveldesign issues, like lighting, texturing, placement of static meshes, geometry and architecture, immersion and atmosphere etc. I think I'll have a go at it...
  14. Screenshots are exported without any gamma information from doom 3. Try it yourself. Your screenshots have more contrast than ingame because the dark places become a lot darker without the gamma correction. If you use a gamma value greater than 1, dark places will be brightened a lot but bright places only a little. With a gamma value lower than 1, the opposite is the case. So in order to get the original ingame image back, you just have to perform the gammacorrection, probably with the same value as in doom 3. (In PS: Image -> Adjustments -> Exposure -> Gamma Correction). Raising the brightness will actually reduce the quality of your image sometimes, because of clipping and it can also look "washed out". But Combining both methods can also result in good images, but I'd really be careful with brightness.
  15. The guy I am talking about is not really active in these forums, so that's why I told Melan to PM at ttlg. I thought this was obvious... =)
  16. I think that soundloop is only caused when that elevator isn't actually moving. I once couldn't use it, because the AI blocked it and I also had that soundloop then. As soon as I got the AI away from there, the loop was gone. So maybe some sort of termination condition should be added to the sound of elevators. Like, when it's not moving, although it actually should, stop moving and stop playing the sound. Additionally another sound could be played then to signalize that the elevator has stopped.
  17. You could ask Judith over at ttlg via pm about it and give my regards to him while you're at it. He, as a FM-author himself, said "I wish I'd bought this one earlier". I don't intend to turn all this into a commercial-thread, but maybe this helps you with your decision...
  18. Hehe, well I love it. Makes it all look so fable-like, especially after you tune it a little. Also, if you don't believe luminances are additive or if you're interested in this, check out Phong-lighting, especially the diffuse-part... =) Of course it is only a simplified approximate model of the complex behaviors of real light, but it serves the purpose. The wikipedia entry about it is not very good though.
  19. The perception of luminance-differences is indeed logarithmic. (The luminance-difference between two lightsources with luminances of 1 and 2 compared to 2 and 4 is perceived the same) But this knowledge about the human visual system does not mean, that the luminances of multiple candles may not be added, since it's done like that in nature as well. It just describes how we see it. I agree though, that it looks a little overbrightened, but this could also be related to bloom. I did not try disabling it on such a scene so far. Maybe it'd help...
  20. Hey taffers, a thiefy friend (Judith) recently told me about a book called "The hows and whys of level design" written by Hourences and I thought I'd share that information here as well, because some of you might be interested in it. It supposedly contains valuable information on design workflow and common rookie mistakes. I just had a brief look at it so far, but it looks nice...
  21. When betatesting bikerdude's FM I noticed that r_showportals does not work, when the compass is selected. Took me quite some time to figure that out, including a couple of gamerestarts... Anyway, I am wondering what it is about that compass that causes this misbehavior.
  22. Firoso, if you're the .NET kind of guy, just try the C# and mono combo. If you didn't know, Mono is a crossplatform implementation of C# and is compatible with .NET. I've already worked with it and it was sheer pleasure. I love C#!!! =) And I even got one more task for your loader: Clean up the folderstructure mess inside the doom 3 folder. One folder per mission is unnecessary. Better use a single backup folder to store compressed saves and screenshots in after installing a new mission. This is actually my main concern and if it could be integrated into the ingame menu, I'd be happy as well. I don't mind restarting after installing a mission too much. I am only a little worried that things will get messy, once a hundred FMs have been released. Things like "sort by release date" or a filter "only show unplayed" will be mandatory, as well as a smaller font for the missionlist.
  23. Have you also added a scenario where one has to shoulder a body in order to proceed? I am just asking because you suggested this but didn't list it now...
  24. I've got an oral exam on 7th, but I could participate in your betatesting anyway. It might just happen though, that I decide that I need to learn some more. My studies have upmost priority as you can imagine. But after the 7th you can expect full devotement. So am I expected to register at those WearyTaffer forums? So far I only betatested maps in private, which is why I haven't heard about that forum until now.
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