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I was used to the Unreal Tournament Editor. Hence why my first 3 maps were made almost entirely of brushes.
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We are preparing for our first milestone which should be due on 1st of May. Curently it looks good concerning the features we planned to get in, so we will post our progress then with a more comprehensive list of what is done.
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Since we haven't implemented anything related to lockpicking the handle is not THAT urgent for map completness. Even then this is rather independent, because the handle is not strictly needed for implementing the lockpicking. Of course it is an aesthetic issue and certainly should be ready for the first milestone, but you don't need to worry about animation. Opening doors works already and for now we have doors that open without turning handles.
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ad 1) that's my plan. as soon as i would get my greedy little fingers on a beta of the Dark Mod, i'd start making thief maps (simple ones at first, more sophisticated ones later). ad 2) i'm well aware of that and happy with it as long as i get to enjoy the fruits of your hard labor. kind regards gleeful
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greetings! i'd love to beta-map for the Dark Mod. i'm still fairly new to the whole mapping thing (started this march), but i spend a lot of time on it and progress is good. here are some quite unfinished wip-shots of the map i'm currently working on: http://img258.echo.cx/img258/648/dc10iz.jpg http://img258.echo.cx/img258/9315/dc29lj.jpg http://img258.echo.cx/img258/2584/dc33ml.jpg http://img258.echo.cx/img258/7733/dc41vb.jpg note: i only use a handful of textures and hardly any detail/furniture in these shots. this is not due to my weird sense of esthetics, but rather my working m.o. > basic architecture and lighting first, details and texturing later (when you know things are working as planned and no big changes are necessary). apart from that i can only say that i've played Thief since The Dark Project came out back in the day and that stealth-games are my favourite genre. i'm sneaky. i would definitely invest a lot of time on the beta-mapping and give you detailed feedback (should you want it). kind regards gleeful
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IMO there are no special conditions for beta mappers. The only thing that I would expect is that they don't grab it and go away. There are some things you should be aware of though. *) TDM is not finished yet. This means that you may have features missing which you may need. If this is a planned feature you may have to wait until we can implement it. *) We try to plan the features and implement them, without changing them to much. This CAN happen though and this means that already working maps might brake if such a change occurs. We try to limit this and only release stuff that we consider as finished. So far this hasn't happend, but the possibillity exists. *) If you learn new things it would be nice if you could post them for documentation or write tutorials, but this is not a strict requirement. Obviously it will help others and all can benefit from this. *) Since TDM is not finished we don't want it to get distributed right now for various reasons. As a beta mapper you get early release versions, and in fact we already released a version to our first mapper. But because of the above limitations we don't want it to get out in public right now and get bad reputation for releasing "non working" stuff.
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Several things: YOu haven't made a specular or heghtmap for the model. This means you're not taking full advantage of the renderer. I made two rudamentary ones from the colour image and put them on the FTP. You'll need to use this shader models/mymodels/nobleman { noselfshadow diffusemap models/mymodels/nobleman_d.tga bumpmap addnormals(models/mymodels/nobleman_local.tga, heightmap( models/mymodels/nobleman_h.tga, 3 ) ) specularmap models/mymodels/nobleman_s.tga } make a folder called mymodels in your models directory and put the lightwave model and textures in it. Also, you don't need to make a qer_editor image or put it in the shader, doom will just use the first image in the shader. You've been painting shadows and highlights on your texture, but you don't need to do that for doom, just paint it flat, and the specualr is produced by doom according to the spec, normal and heightmaps. Also notice the 'noselfshadow' line I put at the start of the shader, you need this to stop the model casting a shaow on itself, which is what your problem was. I had to change the size of the model as well, since it was the height of a child in doom, I'm not sure if that's becasue of the max units you modeled it in. The best way to see it in the game is to add a func_rotating to the map and attach this model to it, setting the speed to about 20.
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Can't you just right click without drawing the brush first too? As for setting the model, if you type in key: model value: model name, that usually works to assign the model too. But I heard there's some weird bug where you have to clone the object and delete the old one before it actually displays the model, I dunno.
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It felt rather strange the first time I started with it, but I got used to it. Not the god thing, but the brush handling.
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hi guys ... I have put the nobleman on the ftp in a rar file next to odditys noblewoman, its in asc format. I have included the material files as well but i suppose they need to be altered to get it in game as i am sure i am probably not using the correct file structure. Over the past few days i have been looking at nobleman and i dont think he is quite right ...the shadows dont look very good on him but i think its to do with the mesh rather than the normal map. i made a cube in doom with the nobleman texture and norm map applied and it looked ok but when its on the model it looks rough ..especially when you cast long shadows over him. i was wondering if the continuity angle was set correctly in max. or if in fact doom ' reads ' this information ... this is the first model i have ever put in a game engine so havn't really got a clue if its ok or not . when you get a chance load him up and see what you think cna we put images on this forum again now .. or have they been removed for good?
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Yeah, the first few hours were quite painful, I almost gave up on the game. Then it started to get better and better..
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The first two are quite easy to do. The second one is also possible, but requires a little more thought from what I've heard in our discussions. The moss one is a tricky bit. We've had discussions on this too. It's very easy to make AI notice, and realistically they should, but it really cuts down on the usefulness of moss arrows. You're gaining a limited noise advantage but losing a visual one. We'll probably wind up doing something where AI notice it if it's really out of place, like in the middle of a lit marble floor, but most of the time they won't see it. It's a tricky issue.
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So, I put an ad in the paper this week and got my first customer. Said he had virus issues. This was an understatement my friends. This computer had 4000 viruses. The most I had ever seen prior to this was 300. Not only that, his computer only had 256 megs of ram but opened enough programs at startup to occupy over 400 megs of ram. I see a problem here. LOL His computer would start using the hard drive immediately and he would run out of virtual memory. Said his kids made..."adjustments"...to correct this issue. I really didn't see any but....whatever. :lol: I have now begun to question what I have done. I have left the tech support at the call centre behind and have taken work into my home. I do believe that the most common job I will get is virus cleaning. Oh well, it's good money. Man, 4000 viruses!!!
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Not so bad. I created the very same room with my first try as well with that zombie facing the back wall. If you have plans for a serious map and want to get started on the darkmod, we already have a beta mapper who got a pre release and started to create his own project. So if you are interested we are open, because we are looking for some serious mappers using the tools independent of our development, as they are intended to be used.
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For something like this I'd say that a predetermined cutline and a canned animation would be best. It might not be as thrilling as watching a realistically rendered piece of cloth flop down in a true-to-life manner, but it's alot quicker and achieves about the same effect. Going the realistic route would be one of those things that's cool the first 2 times you see it, then you never think about it again. Like Odd said, it's not worth expending the time and energy on an ultra fluff feature like that...at least not right now.
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Windows has already freaked because I took a couple things out of their slots. I'm going to try the IDE controller first. If that doesn't work I'll try swapping HDs and see what happens. What a way to spend a day.
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You could try the first(bootable) hardrive in that. winxp will freak though and this may mess your registry. Can you make a backup of critacal suff, set your second hd as primary install windows, and see if that wiorks?
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I guess this might be the time to warn everyone I've got exams starting in a couple of weeks time. First is May 16th, but we go on 'study leave' a week before that on the 6th, ie. just after milestone one. I'll try to get everything I've committed to done by then, and piece together other bits when I'm not revising. After that, though, there's pretty much a whole summer (barring foreign trips) free. Going to Vienna then btw; will take texture shots!
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We'll be handing out new assingments after the first milestone next week. Until then you can check with Dram in the mapping forum...he might need some room shots. Welcome back.
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haha! at first i thought you were making a cheap joke - then i checked his profile. lo and behold your headwriter is a teenager now! kind regards gleeful ps: should this really be your birthday, macsen - have a good one!
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Tell me about it. You never got to respond to my female guards idea because the thread was locked instantly without even allowing a discussion of wether it could be for the first milestone or not. No need to lock threads, just enforce a little whip cracking in the way of edited threads when people dont' follow procedure. I'm gonna make a new thread about a proposed procedure.
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Someone might be mixing up Serious Sam 2 with Serious Sam: The Second Encounter. It confused me at first too. I thought it should've been Serious Sam 3.
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Now that's an excellent idea. I have some very intransigent and biggoted opinions on that. First class famewar ending with locked thread and some permenant member bans absolutely guaranteed.
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Look, there's not really any debate here as far as I'm concerned: - it's not a first or even second milestone feature - it would be optional for FM authors - probably easier to implement than bows anyhow - can be left until later, would not really require many code features to be inbuilt that don't already exist in D3 - we'll let FM authors and players debate the fittingness into the universe... - not necessary or specified for the campaign, but we could use it, that's another debate IMO, for the campaign forum. Since it's not a huge or urgent thing, I don't see why people are so hung up on the pros and cons. Some people think it would be good; they can later on (after release, or when they've run out of more important things to do), add it in as an optional weapon for guards, even the player, and go from there. Some people think it would be bad; but since we're not going to suddenly change the character of the mod by this or indeed implement it in milestone 1 or 2 or even 3 in all probability, and since it is ultimately the decision of the FM author (we're just giving them more CHOICE in the creation of their own environment), there's no need to worry about US looking inconsistent or untrue to the paradigm set by Thief.
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I see Thief as far more intellectual than many shooters as you have to READ STUFF! OMG WTF?! But then, so much of the story and background is told through notes, letters and signs that the world simply takes on another dimension not provided in other games. Thief does require more thought because you have to have good timing, be willing to determine a best method of attack and problem solve when the problem is not thrusted under your nose. In addition, someone said you "slid into" Thief. This is simply not true. If you thought a street was clear, and went down it then a guard rounds the corner, you get scared! A guard starts searching for you, getting closer - you get an adrenaline rush. However, simply because thief doesn't require you to shoot (and as we know, discourages you from) every single enemy doesn't make it a better calibre of game. You can have fun in a first person shooter from killing everything in sight (indeed, many shooters do actually require more of a strategy than this - take tribes for instance) just as you can have fun in thief from sneaking stealthily. The satisfaction gained from killing baddies without taking damage is similar to that of not being spotted whilst ghosting. Of course, the fun factor in an FPS is usually satisfaction of straightforward death, or perhaps the story or simple release of stress taking people down. None of these actually make the game worse, they're just fun in a different way. Of course, Doom doesn't require much active thinking, but it does require quick thinking, the ability to react to the environment and such. The adrenaline rush of doom is what's fun, and that same adrenaline rush is surely part of the Thiefy experience.