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STiFU

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Everything posted by STiFU

  1. There are way too many Star Trek parodies. There is a german one called "Star Dreck" (Dreck is german vor dirt) which just presents new voicerecordings over the older motion picture. In one episode the spend about half an hour talking about black coffee. Hilarious!! I have spent more time watching this than the real Star Trek aparently. We just didn't receive the right TV-channels at that time. (Maybe we should move this thread to off-topic )
  2. Maybe he is just not too familiar with the hetero sexual manners. Who knows?
  3. Just scale the whole uv layout down a little and then drag the verts so that the scaling is right for you. In case you don't know: unwrapping a uv is a provess for manual uv-twealing! Just look at your 3d model, select a vertex (or a group of vertices) where the scaling doesn't seem to be right and drag it on the uvlayout so that it fits. In this context the use of a checkboard texture is always usefull, but I guess you know this technique already. If you want to seperate some faces from the rest of the uvlayout, you should select them in the 3d view and the perform a function similar to "detach edge verts". (I am a 3ds max user, so I don't know how the functions are called in blender, but the basic mechanics should be quite the same).
  4. The surfaceinspector works nicely, but there is a bug with the texture dimensions. Posted a note at the bugtracker.
  5. Denny Crane! (Boston Legal. Never been much of a Sci-Fi fan)
  6. I recently tried Episode one and I am quite enthusiastic over it. Didn't finish it yet though, because I don't have time for playing at the moment, so don't spoil it for me!!
  7. You should also check the proportions. The ceiling looks very low on the first screen and the texture on the beams should be rotated by 90 degrees. Also try introducing some patches to the walledges. Looks always smoother...
  8. The atmosphere in Manhunt was shocking in a good way. Damn, that pig with the chainsaw in the end really gave me the creeps. Anyway, the problem about hotkeys on consoles is that consoles don't have any. In this context the inventory is a nice eyecandy innovation, compared to the old diablostyle inventories, I still hope though that the pc version will come with hotkeysupport or maybe some mousegesture style inventory. Alone in the Dark is a very old game series and it has always been thirdperson, so switchting to firstperson all the sudden would be a clear design-/marketing-/consistancyfailure. An option to allow the player to do so manually would still be apreciated though, but I am sure they will implement it since most modern games have it.
  9. Phew, that's sweet. Gametrailers.com says it's xbox and ps3 only. Will there be a pc version? But basically Alone in the dark never caught my interest that much. The only horrorgame of this type that was interesting to me was Silent Hill (part 2 especially!!).
  10. Even if the actual textures are missing the map should still compile and run, but of course you woun't see the textures ingame that aren't present. I don't know if this is also the case with static meshes, but since a reboot fixed your error anyway, it has to be something different. If something unexplainable like this happens to me, I always reinstall Windows!
  11. Ah yeah, I was searching for something like that, but couldn't find a link to it on the DR page. You should probably introduce one in the download section or have I just overseen it?
  12. You played Stalker 4 times? I had to force my self to finish it even once. To me, Stalker was nothing but unbalanced and boring gameplay. The only interesting parts were imo the labs and the hiding place. If it could be played a little bit more sneaky like shown in the first previews it would've been nice, but this was just stupid to me. I don't want to offend anyone here though. If you liked it, I am ok with that... That's the one thing I have learned of the endless discussions about this game with my friends: I have to accept that other people like it! ^^
  13. Yeah nice, I got the email with that info already though. I'll have time to look at it after my tests, which are scheduled the next two mondays. I am assuming a "snapshot" in this context is a more recent release of the editor, but not the actual next version? I checked the SVN on sourceforge, but I am not too familiar with compiling rather complex stuff like this by myself, since my coding experience has been limited to simpler algorithms so far(, which I hope will change in the future).
  14. Working example script for a nightvision: set gammatgl1 "r_gamma 1; set gammatgl vstr gammatgl2" set gammatgl2 "r_gamma 2; set gammatgl vstr gammatgl1" set gammatgl "vstr gammatgl1" bind g "vstr gammatgl" The last engine that used the alias-command for creating aliases was Half-life 1, but since Q3 the set-command is used. Now we only need to know how to "press" (and hold) certain keys via a script and you can have your creep-run-toggle, but I think it's impossible. I had a look at all available cmds in Doom 3 yesterday, but none seems to be of any use in this context.
  15. I was going to write you a script for it, but aparently Doom 3 changed the way it deals with bindings and scripts compared to Quake 3. In quake you could create a toggle button or a momentary button out of everything, which was really nice. For instance you hold down a button and q3 switches to the rocketlauncher and shoots and when you release the button it switches back to the last weapon and shoots again. Everything was possible and I guess that's why they disabled it (because of the multiplayer experience). You could create your own aliases and if you prefixed it with +, the specified alias was executed as long as you pressed the according button. If you also created an alias with the same name, but with the prefix -, you could even specify the cmds, that were executed when the button was released. Creating a toggle button of an actually momentary feature works in a similar fashion. You create two aliases, one linking to +creep and one to -creep and a third one to introduce the toggling process. As an example: set creepon "+creep; set creeptgl vstr creepoff" set creepoff "-creep; set creeptgl vstr creepon" set creeptgl "vstr creepon" bind [key] vstr creeptgl That "vstr" thing is neccessary for executing aliases. It's a shame they removed all this. All "Keycommands" are now prefixed with an underscore and can't even be executed from the console. At least I didn't find a way to do so... By the way, I just found the leantoggle cvar. Works nicely. But you got a typo in there. It says "pm_lean_togggle".
  16. So I assume that it's basically possible to render authentic distorted reflections with Doom 3 even without an envmap? Sounded a bit like it...
  17. So Gildoran, how did you implement the distorted reflections on the water surface?
  18. Flightsimulator X costs you 15 GB of harddisk space. I think it's packaged on five dvds...
  19. I'd assume that many of the people here would meet the minimum reqs. Those are really not that utopic and besides, most people are developers for the Doom 3 engine or people interested in developing (or maybe also just thief fans ) and I say most of them need a little extra performance... Looking forward to both games mentioned. Although, testplaying Assassins creed on the xbox360 was not so fullfilling so far to be honest. I only played it an hour, maybe it'll be better in the end than my first impressions. Who knows?
  20. Here is my bridge that caused that bug exported as a prefab. Just plant in on the ground and step into the irongate ingame. Aparently the form woun't let me upload the prefab so I am just going to post it in code tags. Remove it later on if you want. Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { brushDef3 { ( 0 0 1 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/flat/tiles_stone_large_dirty_001_wet" 0 0 0 ( 0 1 0 -1152 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -320 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 0 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 896 ) ( ( 0.004882812427240425 0 0.123046875 ) ( 0 0.004882812427240425 0.015625 ) ) "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" 0 0 0 ( -1 0 0 256 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 1 0 -1152 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -704 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 896 ) ( ( 0.004882812427240425 0 0.123046875 ) ( 0 0.004882812427240425 0.015625 ) ) "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" 0 0 0 ( -1 0 0 320 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/flat/tiles_stone_large_dirty_001_wet" 0 0 0 ( 0 0 -1 144 ) ( ( 0.0195312497089617 0 0 ) ( 0 0.0195312497089617 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 2 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 680 892.2424242424241 -3.172065784643305e-015 0 -2.8125 ) ( 680 1022.121212065113 -3.172065784643305e-015 0 -1.40625 ) ( 680 1151.999999887803 -3.172065784643305e-015 0 0 ) ) ( ( 680 892.2424242424241 120 5 -2.8125 ) ( 680 1022.121212065113 120 5 -1.40625 ) ( 680 1151.999999887803 120 5 0 ) ) ( ( 512 892.2424242424241 120 8.75 -2.8125 ) ( 512 1022.121212065113 120 8.75 -1.40625 ) ( 512 1151.999999887803 120 8.75 0 ) ) ( ( 344 892.2424242424241 120 12.5 -2.8125 ) ( 344 1022.121212065113 120 12.5 -1.40625 ) ( 344 1151.999999887803 120 12.5 0 ) ) ( ( 344 892.2424242424241 -3.172065784643305e-015 17.5 -2.8125 ) ( 344 1022.121212065113 -3.172065784643305e-015 17.5 -1.40625 ) ( 344 1151.999999887803 -3.172065784643305e-015 17.5 0 ) ) ) } } // primitive 3 { patchDef3 { "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" ( 5 3 3 1 0 0 0 ) ( ( ( 320 896 5.329070518200751e-015 1.685546851716936 0.01562499999999997 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ) ( ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ) ( ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ) ( ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ) ( ( 704 896 5.329070518200751e-015 3.560546823777259 0.01562499999999997 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ) ) } } // primitive 4 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 704 1152 -3.172065784643305e-015 0 0 ) ( 704 1022.12121217731 -3.172065784643305e-015 0 -1.40625 ) ( 704 892.2424243546211 -3.172065784643305e-015 0 -2.8125 ) ) ( ( 704.0000004107425 1152 144.0000004107425 5 0 ) ( 704.0000004107425 1022.12121217731 144.0000004107425 5 -1.40625 ) ( 704.0000004107425 892.2424243546211 144.0000004107425 5 -2.8125 ) ) ( ( 512 1152 144 8.75 0 ) ( 512 1022.12121217731 144 8.75 -1.40625 ) ( 512 892.2424243546211 144 8.75 -2.8125 ) ) ( ( 319.9999995892575 1152 144.0000004107425 12.5 0 ) ( 319.9999995892575 1022.12121217731 144.0000004107425 12.5 -1.40625 ) ( 319.9999995892575 892.2424243546211 144.0000004107425 12.5 -2.8125 ) ) ( ( 320.0000000000001 1152 -3.172065784643305e-015 17.5 0 ) ( 320.0000000000001 1022.12121217731 -3.172065784643305e-015 17.5 -1.40625 ) ( 320.0000000000001 892.2424243546211 -3.172065784643305e-015 17.5 -2.8125 ) ) ) } } // primitive 5 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 704 892.2424242424241 -3.172065784643305e-015 0 0 ) ( 692 892.2424242424241 -3.172065784643305e-015 0 -0.05859375 ) ( 680 892.2424242424241 -3.172065784643305e-015 0 -0.1171875 ) ) ( ( 704.0000004107425 892.2424242424241 144.0000004107425 0.703125 0 ) ( 692.0000002053712 892.2424242424241 132.0000002053712 0.703125 -0.05859375 ) ( 680 892.2424242424241 120 0.703125 -0.1171875 ) ) ( ( 512 892.2424242424241 144 1.640625 0 ) ( 512 892.2424242424241 132 1.640625 -0.05859375 ) ( 512 892.2424242424241 120 1.640625 -0.1171875 ) ) ( ( 319.9999995892576 892.2424242424241 144.0000004107425 2.578125 0 ) ( 331.9999997946288 892.2424242424241 132.0000002053712 2.578125 -0.05859375 ) ( 344.0000000000001 892.2424242424241 120 2.578125 -0.1171875 ) ) ( ( 320.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 0 ) ( 332.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 -0.05859375 ) ( 344.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 -0.1171875 ) ) ) } } // primitive 6 { brushDef3 { ( 0 0 1 -260 ) ( ( 0.01302083281593192 0 0 ) ( 0 0.01302083281593192 0 ) ) "textures/darkmod/stone/natural/rock_large_grey_001" 0 0 0 ( 0 1 0 -912 ) ( ( 0.009645061700005408 0 0.728515625 ) ( 0 0.01929012340001082 0.0078125 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( 1 0 0 -704 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 208 ) ( ( 0.005208333333333333 0 0 ) ( 0 0.01041666666666667 0 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( 0 -1 0 896 ) ( ( 0.009645061700005408 0 0 ) ( 0 0.01929012340001082 0.0078125 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( -1 0 0 320 ) ( ( 0.01041666666666667 0 0 ) ( 0 0.01041666666666667 0 ) ) "textures/common/caulk" 0 0 0 } } } // entity 1 { "classname" "func_static" "name" "func_static_4" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "384 900 40" } // entity 2 { "classname" "func_static" "name" "func_static_5" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "448 900 40" } // entity 3 { "classname" "func_static" "name" "func_static_6" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "512 900 40" } // entity 4 { "classname" "func_static" "name" "func_static_7" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "576 900 40" } // entity 5 { "classname" "func_static" "name" "func_static_10" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "640 900 40" }
  21. Yep, I observed that bug in my testbuild too, but I remember someone saying it was a general problem with Doom 3 and that you're going to fix this. I hope, I remembered this right! =)
  22. We don't "think" it's a bluish tone, but we actually see it as if it was more blue, because the lightwave receptors (don't know the proper english term for them) that are used for the scotopic vision (the vision at night) are more sensitive to shorter wavelengths, which are represented by the colors purple and blue. As you see, it got nothing to do with our brain, but you're right about the fact, that the light at night is not specifically blue. Do you also want to know, why the sky is orange at dawn?? ;) Anyway, I really like the second artwork. I wonder if it's just drawn or a combination of raytracing or at least 3d-sculpting and postwork/2d-art...
  23. Sure man. Of course this has no priority. As I said, I was just throwing up some random thoughts.... I have been thinking about it a little and you could also indicate the "grabbing of the edge" sound-wise. Like two hands hitting the wall, or a subtle "ugh", which would be a much easier solution. But Inimitable is right, the current mantling is very good already. Basically like classic thief only with a little more headbob and I really love that you can mantle without jumping now, which creates no sound at all. That's cool!!
  24. I just want to say that I really like that idea! Makes it a little bit like prince of persia in first person. I'd love to see more mantling options. Although another problem might arise with that. You'd have to show the player somehow that he is hanging on an edge. It would look really awkward if you just hung there and pulled yourself up later. I guess an animated mesh for the body or at least arms would be necessary here and I assume that makes it quite difficult to implement. Also as a substitute you could do it with some kind of grapnel. Well, just some random thoughts basically...
  25. Ah yeah, I'll have to look into that. The problem I see with that is, that you may have to use mulitple Lightsources to achieve the desired effect and that kinda stinks... I mean you'd have to place one light behind every building so to say, because anything which is "out of world" (by that I mean, in the void-area) isn't rendered by the engine, right? I just had a look at the thief's den again in order to check how that map dealt with lighting - especially ambient lighting - and I noticed that Fidcal used multiple normal lights to create the overall ambient light, but he forgot to disable the shadows on them, which is probably another reason, why some suffer of bad performance. After I noticed that, I started thief's den again and checked the map with r_showlightcount and I think you'd have to optimize the lightning. There were areas with pink and white surfaces which is not very good and it didn't even display the moving torch. Will there be a way to set an overall ambientlight level later on, like in Quake 3 or TDS? I googled a little for Doom 3 lighting tutorials, but none mentioned ambient lightning. I really hope it's possible at all, because placing many noshadow lights all over the map is very uneffective, also for later adjustments.
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