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RPGista

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Everything posted by RPGista

  1. ^^^ Agreed. I particularly like some of the city background sounds, coming muffled from inside the houses, they make you wonder if it's actually coming from the neighbours upstairs?! I'm still discovering sounds all the time, great depth, great quality. Amazing work.
  2. Hmmm... Sorry AluminumHaste, I guess I'm doing something wrong, but I tried this and it does seem like it goes through (no error message), but right before the map loads, DR freezes and crashes completely to the desktop, everytime. I'm not sure whether I'm doing something wrong when editting the file? These are the strings I'm deleting, I tried a few combinations (leaving one or the other) and this is the only one that goes through, but then crashes:
  3. Well, I did everything exactly as mentioned in the tutorial (downloaded the files with the links provided, created and converted the terrain), what I meant to say is that even though I did, I stll got an error while loading in DR and it quits. I tried converting without any of the items checked, like you suggested in the tutorial, with all of them checked, I tried a patch terrain and a bruch terrain, none seem to work. I read somewhere leaving entities in an older Q3 map and loading into doom3 radiant would certainly give problems (that "seems" to be the nature of the error here), and I notice
  4. Thanks for the explanation. It's a pity, I even have CoD2 lying around here somewhere, but without a way of converting that geometry to DR, it's not worth the trouble. I was looking for a easier way to create detailed terrains without having to go through all the complex process of learning how and then putting a big 3d object in a map, this also prompted me to postpone my original mission idea and now I'm working on something else, where simple vertex editting will be enough. I'll surely get back with more patch doubts though in the near future, thanks a lot guys for the answers.
  5. Awesome tutorial, it should DEFINETLY be in the mapping wiki, haven't tried it yet but it seems easier than all others I have found so far on the subject. I would still love to use that sculpting tool, it just seems fun and you can't trust height maps to be accurate at all... Thanks for the heads up. EDIT: Actually I give up, I keep getting a "doom3mapreader::createentity(); could not find classname" problem, tried both with brushes and patches. Maybe the current DR has some incompability? My only other guess is that I dont have Q3, even though you say it shouldnt be a problem. Will new ve
  6. Sorry guys, just a quick question, I was browsing some tutorials on youtube and found this : CoD2 Radiant Terrain and Skybox How exactly is the status of compatibility between Dark Radiant and other (newer) versions of Radiant? Would it be possible to create a terrain like that (in whichever version that is) and save it in a way Dark Radiant could use? I know a) you can create simple terrains with normal patches too, manually (I'm actually interested in that sculpting feature) and b ) you could also create a model on a 3d program, but the point is simply to know if these different versi
  7. RPGista

    Portal 1

    So I hear one of the main characters in this Portal 2 game (some kind of robot helper) was actually played by a famous british comedian called Stephen Merchant. Should take a look because of that alone, the guy is genious, his and Ricky Gervais' works are unbelieveable, and I even saw him doing stand up live a month ago! If you guys like british humour (kind of a depressing feel to it), you should definetly check out the original The Office and also Extras.
  8. Hehe, yeah, I've just realised my mistake... Still up for it though! Now where's my handy dictionary?
  9. I see that Portguese (I'm guessing brazillian) is about 85% complete. Is anyone currently working on it? Because if it's just for that remaining 15%, I can finish it, I'm sure. I know for a fact that it would be a welcome feature for brazillian players. Where can I take a look at the existing translation? (Sorry if I missed any obvious links)
  10. Hahaha, yes, that's actually exactly what I was thinking - like in the valuable item mechanics, you could link a certain guard to a spot on the map, and if he is absent from it for a determined amount of time (instant for a static guard, X time for a patrolling one, depending on the duration of the route) it would emit an invisible sign to his companions that he is "missing", which they would notice whenever they "saw" it (when back from their own patrol, or immediatly, if Joe was standing there and just got dragged into the darkness a second ago). Maybe I'm completely off, but isn't this very
  11. Fidcal, that is brilliant, the way you managed to make the guards act in such a believable way! I really wish the AI team would actually contemplate that behaviour as a built in mechanics, to be able to make the guards neutral (or any passer by, for that matter), but able to spot criminal acts from the player and target him accordingly - the only thing I would suggest is that things like creeping, stealing keys or purses in front of people (not the unsuspecting victim, but other people around, guards or not), climbing (tagged) objects like pipes or vines, or trying to pick a lock , should all
  12. It kills me that since I only have a laptop, even though it wasn't that bad a couple of years ago (GeForce 9400M G, Corel Duo 2ghz, 4GB RAM), some maps are almost unplayable, specially those city maps, which I love... Been having a hard time getting the most out of the missions with every effect turned off, washed out textures and in the minimun resolution. I wonder what I'm doing wrong? Maybe it's Vista eating up half my Ram in idle, or the antivirus + firewall (I did make Doom3 exe an exception on those, didn't see a difference), but most likely it is my lame CPU fault and the weak 3d card..
  13. Well, I'm very new to this mod, but I had to say that I've been looking for a quality, realistic sword fighting game for a while, and this is the best melee system I've found, by far, specially when taken into context of the stealth missions, and with the good sounds and taunts for immersion - it feels urgent and each combat is an event, that needs your full attention. Having played Mount and Blade before this one, I can also say that Dark Mod's system is superior in the sense that the player is more agile and can actually deal with more than one opponents quite capably (with auto-block on), s
  14. Got my hands on Dark Mods two days ago, was playing with the tutorial ever since, what a fantastic mod... This is the first mission I chose to play, and I will have to join everyone in saying this is surely one of the best gaming times I ever had. I was specially impressed by the architecture, the city looks amazing in all it's degradation, density, sounds and very believeable urban form (full with darkalleys, varied and logical buildings, and overall very nice sense of scale). The possibilites given by the city, different paths and levels, or for going off-mission and entering people's hou
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