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RPGista

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Everything posted by RPGista

  1. Awesome, let me know, would like to go for sure if I'm free.
  2. Impressive, I really like the portraits of women you have, I like how you draw their faces, with strong features, not your generic doll-faced beauty... Great work.
  3. That sounds pretty cool man, and doesn't seem that far from where I live (Ealing), when are you planning this? Or am I inviting myself haha?
  4. C'mon, I heard a lot about the stealth on this game here in the forums, tell us how it work already! Is it really consistent? Or just the same-old "get close exploiting this simple mechanics and score a 2x damage hit" thing? Do people have suspicious levels like in TDM? Notice stolen goods and call the guard?
  5. Great, that one really made me loose some good work... My fault for not saving compulsively.
  6. Actually it would be more like a portfolio kind of place, and I would also like analyse and collect open projects like competition winners and that kind of stuff, so I do need a more complex page than microblogs. I was pretty much going for wordpress, but then the ad thing got me a bit worried, it's true that I also forgot I have adblock, I'll browse it a bit more without it and see if it's not too intrusive like you say Orbweaver. Thanks for the tips, guys.
  7. I want to finally create my own blog to collect information about free knowledge and projects in architecture. I know a bunch of well-known blogs in the field that go for Google/Blogger, and I've also heard about Wordpress, but both of them include advertisement and I have this thing against ads, would rather choose a plataform free of them entirely. Is there really a ad-free blog provider around? EDIT: I've been browsing wordpress blogs and I can't spot any ads, they do mention they only appear sometimes, does anyone here has an account there and can tell me more?
  8. I very much agree with the life-like activities of the map population, observing repetitive routes, even if quite complex, is not a good thing for me playing wise, it becomes more like a kind of chess game, not really that need of exploring very cautiously because you are bound to deal with unpreddicatable situations, when invading a place full of people going about their business. I also don't see many assassination missions. It's pretty cool in a mission like Thieves for example to go in there do everything you need to do to be able to find the target, kill him and get out unseen. I do feel more "companionship" is lacking right now to make those missions really tense though, the whole linking of teammates together so they will notice another one is gone, that we were discussing before. If mappers could achive this effect somehow, would be pretty cool and a lot harder to just rain down on them one by one.
  9. Haha, I saw a very similar one where you can blind the guy with a bucket, brutally kill the woman, take it off of him, he wont even blink, wont care about the dead woman that is probably his wife, and dont seem to be able to hear the blows or the screaming while it happens... You wouldnt be able to do that in TDM, there would be the automatic reaction of suspicious and fear, even if you are not targetted as the culprit. I wonder what was the mistake here? They probably also have the teams mechanics, dont they? And what about the deaf ears? Sounds of pain alone should be quite the alarm. The main exploitation of ai though, placing the objects on them, is something that i really want to see solved in TDM too, they should feel insulted and go agressive depending on degree whenever touched by something the player is holding or throws at them, they are pretty much insensible to any objects hitting them right now, even rocks and such, though they will hear the noise of it falling on the ground after hitting them in the face.
  10. Yes, welcome volt, it's good to see more modelers wanting to create objects for this awesome mod. You could also take a look at the Dark Mod wiki for tutorials on how to go about formatting models to be used by the game (like here http://wiki.thedarkmod.com/index.php?title=Modeling_-_Basic_Tutorial or here http://wiki.thedarkmod.com/index.php?title=Starting_to_Model_for_TDM); like Baddcog said, don't be afraid of adding more detail, and specially, remember this was between "middle ages" and a industrial era, so most of the everyday objects are still very much hand made, wood is cut with manual tools (no perfectly regular beams), etc. Would probably be cool to go looking for photo references of ancient or victorian woodcraft. @ Flanders and Atti= yeah guys, don't worry, I'm not good at modelling for games anyway, I'm trying to learn 3D studio as we speak, will be more helpful in the future hopefully.
  11. Ok guys but I thought you said the pre10 version was 64bits only? My system is 32bits...
  12. I'm having a recurrent crash to desktop whenever I undo a "convert to func_static" and then try to redo it. It happened like 3 times now, so I dont think it's a coincidence. I'm also getting a random error on DR startup, something about "incorrect initialization (0xc0000005)", whenever that happens I can't open the program (always get the same error) untill I restart the system. I have comodo firewall and I had a bunch of freezes when first executing the 1.7.09 version (comodo would ask my permission to run some operation and DR would freeze the system completely, had to manually restart two times), it seems DR and comodo are not friends and I wonder if the error has something to do with that.
  13. They look very interesting, I specially like the wood structure, but I have two suggestions: you could probably use nurbs to create a more organic, membrane surface for the textile part (assuming they are covered by some kind of fabric material, though I think straw would actually look good); and since theu would mostly cut the wood with axes and such toos, the beams should probably be more irregular, not so orthogonal. I know you can easily add some "noise" to models in 3D studio, though the nurbs might be a bit harder, I only use them on Rhino...
  14. Yes, from what I understood, like nbohr1more explained, the way to test your map is making sure you have all that's needed in there (no leaks, lights to be able to see, a player start entity, all well placed inside the room(s)), save it into the maps folder (inside the Dark Mod folder), go in game, bring down the console, first you have to dmap it (writte: dmap thenameofyourmap), and then bring the console down again and writte this to play it: map thenameofyourmap. You should be inside it a few moments later.
  15. I'm also getting an error when loading a background image, no matter the size or type, I always get a square "no shader found" texture instead (actually, I can't load one on the 1.6.1 version either, just shows a square outline, even though I read it was fixed back in March?).
  16. Brilliant shot, again, I really like what you are going for. I was actually about to say "have you tried subdividing all the patches?" but then I was like, SURELY he has that covered by now, dont embarass yourself by stating the obvious! Glad you got that solved, I'm actually doing the exact same thing your doing, but going in a totally different direction, into hardcore architectural detail. I will still research more, later, on bringing new assets to TDM, like what you are doing (I suppose) with your work on skyboxes and textures. My only suggestion at all: the beach looks great, but I would scale up considerably all stone textures untill you simply cant see any seams anymore - it's my opinion than even blurry textures look better (specially form a distance) than repeated patterns like that. But I'm sure all of this can be left for later. I would definetly talk to Dram though, maybe he could donate a working mechanism you could use with your own boat model, or maybe give you hints on how to create your own simplified version. Wouldnt hurt to try, once you get all your mapping work done. That is, of course, if there would be actual steering of a ship.
  17. Played this the other day, and I really enjoyed the mission and the new assets used, and also (specially) the challenge.
  18. Dont give up Thor I'm really digging that beach landscape and I'm amazed at what you are going for. By the way, have you ever seen this - http://www.moddb.com/mods/the-dark-mod/videos/drams-airship-side-project-demo Pretty amazing, I imagine a thing like this would be perfect for your idea...
  19. I don't know if this issue has been reported already, but I'm getting a sort of flickering of model entities inside the 3d camera view, objects suddenly disappear when aproaching the edges of the view window, appear again when closer to the center. Oddly, some models disappear before others, seems to be random. They are doom3 entities and this is a 1.6 map opened on the latest 32 bits version, 1.7.09. No viewing problems on previous version (same map and models). Viewing the models Moving the camera slightly downwards and they disappear PS: My entities are also rendered white in the viewports, which make them very hard to see against the grid. Models are still rendered in blue. PS2: But I love the fact the models seem to be on idle position instead of generic "arms open" stance, made it easy to place that sword on his hand!
  20. Thanks for the help Springheel, I'll get back to you as soon as I make more progress then!
  21. I have a couple of novice questions about attaching binded objects to AI: 1- For the object to be actually placed exactly on one of the AI's hands, is there a better way than putting it more or less floating around the area you think the model will have his hand on idle animation? Since the models are always with arms wide open in DR, I can't seem to be able to place it well enough, I always get clipping problems. 2- I basicly want the AI to carry a body piece on his hand - I can't seem to find a DM entity like that (is there a comprehensive list that I have overlooked by the way?), so I used this gib entity from Doom, which works fine in game and even has its own joints, but I can't seem to be able to make it bind to the AI, it just falls flat on the ground at the map start. I have no problems attaching DM entities on the AI, but not this one, so I'm guessing the bind spawnarg doesn't work on Doom entities? 3- I built a test room just to see if I can do this: AI goes from A to B (with some path corners in between just to make the path non linear); He is carrying an attached object from A to B; On B, he drops the object; Goes back to A, where a new object should "spawn" on his hand again, and repeat; (I would actually prefer to use the animation "crouching to check on body" to simulate him picking up another object, instead of just having the object appear on his hand, but I have no clue as to how to achieve either one, so...); The path is easy, the attachment part has the issue I mentioned, and I would really appreciate if anyone could tell me how to get the AI to drop an attached object and how to make a new one appear on him. I realise this might demand a lot of work, maybe not really something a tip or two would explain, but if anyone could point me in the right direction. Thie functionality would be pretty much crucial for my map idea.
  22. Well, if you guys like the Fighting Fantasy book series (was huge for me in my teens), you'll definetly love the "Midnight Rogue" one, I remember it as being a perfect Thief adventure - it was a classic story for the fantasy rogue character, complete with special abilities like lockpicking and hiding in shadows, being a part of a thieves guild, having to look for info on your target, and the whole heist, all in a pretty cool city that got quite well expolored in several of the books, Port Blacksand. I'm not comparing it with the possible scope of the book you mentioned, they were all basic storytelling, but since you mentioned Thief-related books, this might be fun to check out (I'll actually re-read it, it's been a millions years since I bought it, I was what, 13?).
  23. Thanks for bringing it up, I want to change my vote, I read the forum help and it states that I should be able to edit my votes if "allowed", I was hoping the poll creator could do it, but appearenly not?
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