Jump to content
The Dark Mod Forums

ERH+

Member
  • Posts

    871
  • Joined

  • Last visited

  • Days Won

    45

Posts posted by ERH+

  1.  

     

    //Author: Dram

    textures/water_source/sea_wave_01

    {

    qer_editorimage textures/water_source/sea_wave_001

    discrete

    nonsolid

    water

    translucent

    {

    blend diffusemap

    map textures/water_source/sea_wave_001

    scroll time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -1.1) , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]

    scale 1.2, 1

    rgb 0.6 - 0.4 * ( sintable [ time * parm5 * -2] )

    }

    {

    blend diffusemap

    map textures/water_source/sea_wave_001

    scroll time * 0.06 , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]

    rgb 0.6 - 0.4 * ( sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -2)] )

    }

    // TDM Ambient Method Related

    {

    if (global5 == 1)

    blend add

    map textures/water_source/sea_wave_001

    scale 1.2 , 1

    red global2

    green global3

    blue global4

    }

    {

    if (global5 == 2)

    blend add

    program ambientEnvironment.vfp

    vertexParm 0 1.2 , 1, 1, 1 // UV Scales for Diffuse and Bump

    vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular, Z: ambient reflection scale

    vertexParm 2 global2, global3, global4, 1

    vertexParm 3 0

    fragmentMap 0 cubeMap env/gen1

    fragmentMap 1 _flat // Bump

    fragmentMap 2 textures/water_source/sea_wave_001 // Diffuse

    fragmentMap 3 _black // Specular

    }

    }

     

     

    And this is sea_wave01 material, it moves in both directions. How can I apply this bobbing movement to light texture?

  2. Just spotted interesting thing about malloc error, with lots of "door xxxx is not within valid AAS area" notifications. Error didn't occur when I deleted all AI. After a while I spotted that crucial change was huge monster clip brushes covering "horizon" of map. Changed them to standard walls, only surrounding playable area, and problem was solved. So inside/volume of monster clip is not neutral for AAS calculation?

  3. " AI walking over a lone monster_clip brush that has no entity core will sink into it by about 28 units. This means that if you make an invisible AI-only bridge of monster_clip then it needs to be 28 units higher than where you want the AI's feet to touch. So a channel with side walls with top surfaces at 100 will need a bridge whose top surface is at 128 in order for the AI to walk smoothly across flush with the side walls. Because 14 to 16 is the maximum step height for an AI you will need a short step of monster_clip at the entrance and exit for the AI to get on. So this step might be 14 units high but can and should be very shallow - even one unit deep is enough for the AI to pass smoothly on to the main bridge. "

    http://wiki.thedarkm...zontal_Surfaces

     

    I had similar problem with func_static stairs, monster_clip somehow override func_static collision model (for AI legs). I don't remember it well but changing monster_clip to NoDraw_Solid may change it?

  4. It is hard for me to separate actual music quality apart from game experience and sentiment. I guess I wouldn't care about some of those, if it wouldn't be attached to a good mood of particular game.

    Deus Ex1 -Majestic12: youtube.com/watch?v=OrJQw9u4U_w

    Hired Guns (Amiga): youtube.com/watch?v=0WYUb8f_UqY

    Hero Quest2 -Ingame: youtube.com/watch?v=8PR5wc-ULwE

    Chaos Gate: youtube.com/watch?v=zjrfAfbt72Y

    Silent Hill2 -Overdose Delusion: youtube.com/watch?v=FxrDCLrd89w

    UFO Aftermath -Geoscape1: youtube.com/watch?v=E62h92ZP_Jw

    Severance Blade Of Darkness -atmosphere16: youtube.com/watch?v=7XJhaGkI_Zs

    • Like 1
  5. Is there any way to evaluate CPU stress for AI path finding? I have a big city section and planned to make all city guards a random choose for path nodes. Recently deleted most of AI (for dmaping speed) and wonder if difference is due model tris count, or multiple AI thinking how to get from random point A to random point B.

     

    edit: is there any key for moving 3d view to selected object?

  6. I have device similar to periscope: button-ocular triggering func_cameraview ("trigger : 1" "cameraTarget : target_null_1").

    I'm able to turn it on, but after that mouse buttons do nothing, and after hitting Esc game freezes.

    Also I would like to add guis/playertools/spyglass.gui, but don't know how to apply it.

  7. Yes, it does.

     

    I've found that the following lets the player float downward gracefully:

     

    "apply_force" "1"

     

    "uniform" "0 0 -100"

     

    This appears to push the player down, but it pushes up and slows down the effect of gravity.

    I guess it override current falling speed and force a 100 unit limit.
  8. *The shop is probably confusing for players because they know how trip ends, then they choose what they take for it.

    *On other side, some people don't like readables.

    *Actually, location of the wrench is on one of readables, but I got your point.

    *In real life, boats sometimes just start to sink when you put some weight on it -old boats have structure of sponges, you don't need big holes.

    *Water is contaminated, you need... oh wait it would be more historically appropriate to use wine or beer instead of boiled water.

    *It is good if encounters rise questions if it build curiosity, bad if it build disbelieve. Sadly I can't foresee all of questions player will have.

    *And why keys can't have copies?

  9. I still think cRPG is about customizing your character, if not developing new abilities and their levels. If role playing is visible only in behaviour, such character looks bland to me. Sure I love to stun bad guys in DeusEx instead of killing in sake of "being human", but assuming goal of one role will be perfectly clear and separated from another role/approach... is wishful thinking. But maybe I'm missing the point, Thief is a true rpg experience, and TES-like games are Monopoly clones.

×
×
  • Create New...