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STiFU

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Everything posted by STiFU

  1. You truly have a gift of encouraging people... Inverted-Normal-Maps-Thread EDIT: Argh, while I was writing and searching, Serpentine opened one as well. So someone please delete mine!!
  2. Well the thread would be a little empty if I started it, since I don't know any name of the failed normals. Besides, a thread like that (created by a non-teammember) comes along pretty arrogating, like: "Hey Dark Mod, you're a sucky company, that doesn't care about it's customers, 'cause you've released a couple of inverted Normalmaps and I want YOU to fix them!". I guess you see what I am going at... Also, I am very shy!
  3. I already wondered why the "The" is used to sort the maps in the ingame menu. It should be visible there though, so that the full title of the FM is shown. Can that be achieved using your method Fidcal or would the programmers have to do some work here? If it can be done using your method, the according files of already released FMs would have to be altered as well though for the sake of consistency. But mind you, that your method is also prone for errors in the mission-release-process. If someone doesn't do it properly, the mission will get sorted to the wrong place. For clarification, the ingame FM-list should look like this (Titles are random... ): The Arsemen Beowulf's return The Spiderweb of Everlasting Shadows Zak McKracken thiefyfied Or the article could be appended to the end, separated by a comma, but I prefer the first suggestion: Arsemen, The Beowulf's return Spiderweb of Everlasting Shadows, The Zak McKracken thiefyfied
  4. The normal of the bricktexture he uses in his fireplaces (Post #76 screenshot 3 and the tavern-short) is inverted too. As I suggested earlier, a thread should be opened to list inverted normalmaps so that those can be fixed in future releases. There are actually quite a few inverted normalmaps in TDM, which is why I suggested this. I saw some on multiple screens already and also ingame... But since I can't tell the names of the textures, I can only point it out to the authors.
  5. You should definitely try to evaluate the quality of the map without any considerations in my oppionion. It's up to the team to interpret the final scores. To make it more fair, they could have two awards: The quality award and the quick-mapping award, which somehow implicates the buildtime of the map. But then again it's really just a just-for-fun-contest. Anyway, a quickmapping score could for example be done like this: Meanscore / log( buildtime ) . I guess the log should be used because in the later productionprocess only little improvements to quality are applied and so the Score would be weighted accordingly.
  6. Hehe the choice of the ambient soundtracks was really wise, since it fortifies the gameplay-climax. Possibly by intention? Also kudos to the artists of these tracks.
  7. Thanks for the southquarter link. I played it too now. Ghosted it on expert with 1187 in loot and 4 pickpockets. I had to restart once because I got busted and I had some trouble at first to accomplish the loot-objective, but in the end only loot worth of six gold was missing. This mission had some nice visual touches, but was missing in detail work sometimes I think. But what I really missed was some ambient soundtrack, which would've improved the atmosphere a lot.
  8. I wonder why there is no vote for overall atmosphere? It was really nice in this FM. Has the default TDM soundtrack been used or was it custom? I didn't hear those so far in any FM I think... Great choice either way. I ghosted it on difficult and got 1310 in loot including 5 pickpockets. I found it a little irritating that Maybe it's just personal taste, but I prefer not to have two options for opening some lock. It helps to avoid confusion. But other than that it was a great and enjoyable FM. I think though that the engine room was kind of wasted space or maybe I did just miss loot there... =)
  9. Hey that mediafire site seems to have problems with german hosts. I can't download the file. It stops at "processing download request". I also asked a couple of friends all over germany to download that file for me, but no luck there. If someone could hook me up with the file I could also upload it to my rapidshare account...
  10. STiFU

    Thiefy jump

    Hehe I have always been wondering whether I just feel like I am jumping faster/further diagonally in T2 or if it is really the case. Now I finally have the answer... =) Thanks for those detailed posts. The lower hangtime perfectly explains the awkwardness of TDM-jumping. That's basically what I was going at... Raising the hangtime and lowering the forward-velocity in order to keep the current maximum jump distance, would make it feel a lot smoother. The jump distance could be raised a little as well though, from what I see of the previous posts... But raising the hangtime is only possible via one of the two methods I posted above I guess, one of them being not an option for the team. And the other maybe can't be realized in Doom 3... *hoping for the best* The variables you posted aren't going to be of much use to me, since my main concern is really the hangtime. Stamina, huh? So that's how you prevent people from strafe-jumping!! But you can still somehow gain a major speedboost by jumping on uneven surfaces. I am not quite sure how it works and it's hard to reproduce, but I assume it happens when you land on a non-horizontal surface facing the direction of the jump and directly jumping again. My second theory on this would be, that the stamina-timer is not reset to 4 after every jump, but only started once instead, so that eventually a much faster jump will occur after a few slow jumps.
  11. STiFU

    Thiefy jump

    But altering the player's weight woun't change anything about the falling-speed, since an iron amboss falls just as fast as an egg... =) It would just allow him to jump higher, that is if the jumpheight is actually calculated by an upwards-directed force. If the jumpheight was predefined per config, altering the weight wouldn't change anything here. It would just influence the interaction with other physical objects. Speaking about forces, is it possible in Doom 3 to create forces that influence the player's movementphysics without tricks like invisible "elevators"? If so, as long as the player is in the air, a very small constant upwards-directed force could be used to reduce the fallingspeed. The best way would really be to just change the gravity-acceleration, but I understand that it's too much trouble to go through with this... I don't know anything about the movementphysics of Doom 3 though, so I don't know what can be done either. Just throwing out ideas...
  12. The normalmap of the bricktexture in the fireplace is inverted. I've noticed inverted normalmaps a couple of times already actually. Maybe it'd be worth starting a thread that lists inverted normalmaps, so they can be fixed in future releases...
  13. STiFU

    Thiefy jump

    Hehe, sound a bit like Mirror's Edge here!! I think there is a small time of acceleration where the player is not on maximum speed, because the movement is smoothed-out. But this time shouldn't take up three steps. But your observations are still another identifier that something is not right yet. Baddcog said that altering the gravity acceleration would end up in a pain of reconfiguring things. Well I guess all those values will approximately change in the ratio of NewGravitiy/OldGravity, so the tweaking-pain could be reduced.
  14. STiFU

    Thiefy jump

    I also think jumping/falling feels a little weird. It's like the gravity acceleration is too fast, because the player drops like a wet bag once he enters the free fall. And I also tapped into the Carpet-Transfer-Jump-Trap... Ended ugly!! Just wanted to raise my hand as well here. It doesn't feel very agile/thievy yet... I don't know which Quake 3 you've been playing, but the one I played has a whole mod called "Defrag" built around strafejumping and other tricking with the default quake 3 physics and I played it a lot...
  15. Those last targets can be hit, but you really have to aim ridiculously high, like almost 45 degrees... So it's not applicable in the actual gameplay.
  16. Hehe... Haven't even heard of that one. But well, my Ubuntu is running fine and you know: "Never touch a running system". I must admit though that the newest release disappointed me a little. I am not able to choose my logon screen anymore. I have to click on my user-icon now and enter the password afterwards or have linux login a default-user automatically. Both versions suck. I prefer to type in both username and password. But that's really the only thing i got to criticize... =) I assume there is away to get the old logon-behaviour back, but I didn't care enough to look into it...
  17. Nice calculations, but I still pay nothing at all!! Nada!!! Zer0!!! But I do use Linux too, on my laptop. It's just Ubuntu, but I feel it's a good start into the unixverse. On my Desktop-PC, I want to play though, so Linux is not an option...
  18. Didn't pay anything. I get that stuff for free from my university... ;D MSDNAA rules!! =)
  19. Uhhhh ok let's break loose another discussion about Windows vs. Unix... But honestly, I didn't experience ANY problems with Win 7 so far, besides the usual few x64 compatibility issues, which are rather software problems, and I am using it since release. Anyway, I REALLY don't want to start another thread of this sort, so please don't react to my post!
  20. Same here. I've been using my good old standard cherry-keyboard for approximately 11 years now and I don't intend to get a new one any time soon! I just meant to point out your choices... I spend more money on mouses though. Higher aiming-precision, more comfort and such. My current mouse, the Roccat Kone, also supports macros, which came in handy a couple of times already. I am very happy with that mouse!
  21. I think binding another key to the console is not possible, but as a workaround, you could just leave com_allowconsole at zero and open it with the keyboard-"shortcut" ctrl+alt+Tilde. It's not as comfortable to open it, but at least the problem you've described is taken care of. Or you could just hit Backspace twice after it opens, like I guess most people do. I am so used to that by now (from quake 3 and so on), that I do it in every other ingame-console as well by habit. And if you have the proper hardware (G15-like Keyboard or programmable mouse) you could also quick and dirty define a macro, which performs one of the two combinations for you...
  22. You should try also passing the following arguments to steam.exe: "+set r_customwidth 1280 +set r_customheight 720 +set r_mode -1" Maybe also add that aspectratio cvar to it. You could also place these lines in a .txt and try the method Fidcal suggested. (passing the corresponding txt to tdmlauncher.exe) Edit: Fixed a little typo in the commandline arguments.
  23. Hmn. Do the command-line arguments of Doom3.exe also work with the tdmlauncher.exe ? If so, you could pass the desired resolution as such an argument and bypass the read-only-config-limitations this way...
  24. Or you nasty people could've waited for someone (like me) to upload the FM on his rapidshare premium account, but now the file cannot be accessed anymore. We need a re-up... Maybe PM a new URL to me and I'll upload it!
  25. So is that lighting on the first screenshot final or is it just a quick setup to show the scene? I could very well imagine some greenish lighting here along with those glowing mushrooms and mosspatches all over the place. Maybe also a glowing crystal under water, if that isn't too much then...
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