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  1. And lots of really annoying post-production effects.
  2. Yesterday I was at McDonalds after many months avoiding it. I had to go, because my daughter got a good grade, and we promised her, so we had to go. I must say I don't like the food there at all. Either it got worse, or my taste changed, because I remember that I enjoyed at least some of it a few years ago. Anyway, maybe I'm too old nowadays, because I ordered a "regular" Royal. The waiter looked at me as if I were dumb and asked several times if I wanted a Royal TS (which is the same but with additional salad) and I said, no, I want a regular one. After several tries she finally manmaged to remember that there are indeed two types, one with cheese and one with salad, so I finally got what I wanted. To make it even worse, my smaller daughter decided in the meantime that she wanted a burger instead of chicken, but my wife stopped me from trying to explaining this to the waiter as well as it already took so long to get what we wanted. It shouldn't have been a problem to change that, because she hadn't had prepared it yet, but I guess it was safer to not even trying it. I already hate it, when I go to such a "restaurant" and see the blank look when I start to order. They have some expectations, and if you order differently (no pommes no menu, just a burger and some coke), then they get out of focus and their brain no longer works. You can really start seeing the smoke billowing out of their heads, when their CPU starts to get overloading when they try to process such a request.
  3. Yeah, I was surprised about this. I knew that hockey is tough, but talking to some of the guys, it seems as if they kind of think that in hockey you are supposed to hurt your opponent, as long as you can get away with it. Since I don't know much about the rules of hockey, I have to get used to it. In my first training session, I always thought that, if somebody has the puck, and another one is already attacking him, you are not allowed to interfere. I think in soccer this would be a foul, right? In hockey it's ok, so next time I can join in the bulk.
  4. OK, I can provide some evidence of Thief 3 and Thief 2 missions though neither are entirely completed. I'm also close to completing a small Doom 3 mission. Where should I post files and images? Edit: Oh, I probably should mention the fact that from the 15th July to the 15th August i'll be away (in Peru!) which gives me about 2 1/2 weeks when I can work pretty much 24/7. After Peru, with the exception of about 5 days at the end of August, i'll have about 3 years to work on maps (which i'm sure will suffice), possibly longer if I stay on at Uni for longer. Anyway I hope none of the above will be an issue. The previous question still stands..
  5. Because the source engine was ill suited to this type of mod and would require a lot more modifications make it suitable. The Doom 3 engine was better equipped to provide a Thief life setting than Source. The doom 3 engine will also be open source long before Source.
  6. kfmccall

    Gas Bot

    Thanks for the comments, i started drawing some concepts that had animal heads attached to the bots, but they all look kind of awkward. Sticking an organic shape like that on a bulky metal box just doesn't fit too well...i'll keep working with it though and post the progress. Here's another concept for one of the gas bots, i thought it would be cool to be sneaking through a dark hall and seeing this green glow coming from around the corner, alerting our player that one of these guys was coming close. Could the top of this bot be made to shatter from an arrow/weapon impact? After that maybe the bot would go into a rage and charge towards the player, no longer able to hurl these gas cannisters from a distance.
  7. I don't think Oddity's talking about cracking the encryption of a stored password which the hacker has access to - but just brute guessing at a password input by trying every combination? If so, the combinations of "24 characters long and just random letters, digits and symbols." is so colossal you would not even be close if you had started at the big bang. Let's say all 26 letters in upper or lower plus digits plus common symbols - say a 100 characters. That's 24 x 100 x 99 x 98 x 97 x 96 etc.etc.. Doesn't sound much? Just start in with a calculator and see how far you get before it breaks down. Mine stopped after I reached only 95 and a total over 20 billion. Push it a bit further in your head. The 90's are almost a hundred as a rough... 2000 billion, 200,000 billion, etc.. Furthermore, this presupposes that the input will even allow you to try a million times a second. Ophcrack sounds like it might shorten the time using average human choices to limit its guesses - I mean the way in which we humans tend to create passwords probably has common patterns even when inventing words - but a totally random password is a totally random password and I don't see how any software can shorten the combinations. If it succeeds 99.9% of the time it suggests most of us are not using quality passwords.
  8. They're using rainbow tables, a sophisticated method that uses knowledge of the password hash and the hash method to break a password. In order to use this method, you need to have access to the password hash, which a run-of-the-mill attacker won't. So it's only really useful in limited situations. For example, cracking Windows login passwords when you have physical access to the machine. It won't help you at all if you're trying to brute-force password guesses over a network, for example; that will take a long time, for decent passwords. Times for doing so are typically cited on the order of "it would take longer than the age of the universe", though I've never seen the calculations that form the basis for such claims. Also, many network-accessible systems enforce a delay between password attempts, or lock you out after a small number of incorrect guesses, which makes even dictionary attacks quite infeasible. Linux systems make you wait a few seconds between incorrect attempts, and Windows domain logins will be temporarily locked after ~5 incorrect guesses. (The latter approach makes a petty and limited form of denial-of-service attack possible, so it's not ideal, but it works for its intended purpose.)
  9. It's pretty trivial to drag the brush back so long as the grid is active, though. Making it optional is fine (I'm all for configuration) but I think it should be (1) enabled by default and (2) configured through an XML file only -- there is a usability issue with adding every little tweak to the preferences dialog.
  10. Nothing official yet, just the videos. I'll post anything that comes along in this thread though.
  11. I wasn't suggesting we stop and change it. From what I've seen so far,it looks excellent! If your right about the D3 engine, I would say definately keep the D3 engine. Yeah, releasing the source code could do wonders. Hey NH, what about the audio trickery stuff I made pasts post about. Don't give me any speciffics, but is that going to happen? Are you guys invovled with audio environmental work? And, if there is no Garrett, is there a new charactor with a conscious we can hear? My point was it was a haunting presence to hear Garretts thoughts. Will there be another charactor based in that way? Thanks for your answers in advance.
  12. You could do something like T3 with the neutral guard in Garrents home (2nd mission I think), who at first sight says "Oh its you", but if you hang around too long, tells you to move along etc. Or the thug who offers knuckle sandwich. Neutral, but appear hostile... so you have either a positive or negative reaction to them. The important thing though is their reaction when you do something wrong... like pull a weapon, or are somewhere you shouldn't be.... or caught picking a lock, hurting some1 etc. Still, this thread is more about a ghost ...
  13. Interesting. Be aware that both the func_static and the child brush will be queried to render, so in fact there are 512 objects being rendered in the second test. Also, the scenegraph structure is different (1 child per entity, 256 entities) to the first one (1024 child objects of 1 entity), where less scenegraph overhead is happening. What happens if you try to render two func_statics with 128 or 256 child brushes each? edit (just saw your post): This is the actual traversal function, which calls the render walker, it doesn't surprise me that this takes the same CPU time as the rendering itself (this is the front-end rendering after all). However, if the std::vector::size() call can be cached and saves time, we should give that a try.
  14. Looks like this is the culprit so far: void CompiledGraph::traverse_subgraph(const Walker& walker, InstanceMap::iterator i) { ScopedDebugTimer t(" traverse_subgraph()", true); std::stack<InstanceMap::iterator> stack; if (i != m_instances.end()) { // Initialise the start size using the path depth of the given iterator const std::size_t startSize = i->first.get().size(); do { if (i != m_instances.end() && stack.size() < (i->first.get().size() - startSize + 1)) { stack.push(i); ++i; if (!pre(walker, stack.top())) { // Walker's pre() return false, skip subgraph while (i != m_instances.end() && stack.size() < (i->first.get().size() - startSize + 1)) { ++i; } } } else { post(walker, stack.top()); stack.pop(); } } while (!stack.empty()); } } I don't really understand all that is going on in this function, but it is possible that the repeated calls to stack::size() are slowing things down, since std::vector::size() is actually O(n) in the length of the vector (it counts the elements each time).
  15. As long as the script cann query the status if the AI, that should suffice. If the AI is alerted at the time the objective is triggered, he can delay the objective until the AI has calmed down again and the player still alive. This should be rather simple to implement, with a simple loop. obejctive_complete() { while(AI_Status() != calm) objective = false; objective = true; }
  16. It should be eventually possible to make an "exit with no AI chasing after you", using the ways we talked about. There are certain things we could do to make it easier for them, like an AI alert callback to a custom script or something. Already though, they can do that in a roundabout way by creating an optional, hidden objective to alert an AI, then having a custom completion script for that objective that logs the alert time and distance from that AI to the player for their purposes and toggles the objective back to incomplete. Then they could use the information from that script to enable/disable the "exit the map" objective based on how long ago the player alerted an AI. Because objectives can call an arbitrary script when they're completed or failed, the objectives system can be used "creatively" to set up conditional scripting without actually having to script the conditional test yourself.
  17. Have any better luck with this yet? I'll try to check this out tonight; I'm running out in a few mins and am on my work machine at the moment. Edit: nm, I see your post
  18. I thought the subtext in the previous post was obvious enough: I'm bored. <== Besides, just look at my avatar. Doesn't he look just so angry?
  19. Has anyone tried the demo yet? It came out recently and it's very short but it really showcases the strong points of the game I think. The way it's set up really gets you into the game, I love how the player gets to see what he/she is doing in the fps mode through the game and the fights you can get into are truly some of the freakiest things I've seen in a video game in a really long time. The game looks like it has great potential and I cannot wait to buy it! Thoughts? edit: oops I thought I was posting this in off-topic, can someone please move this thread
  20. Ok, actually the wrong lowercase name appears to be hardcoded in the entity plugin as well, so I will have to create a new build and upload it. I'll edit this post as soon as I've uploaded the new snapshot. edit: snapshot is uploaded.
  21. Could you post a pic or movie of what you tried? Might be useful, I don't know. Artistic capabilities aside, the main problems I ran into are: 1. I wanted to distort it with heathaze; can't. 2. as an alternative, I wanted to simply scroll it like a regular texture would, completely tiled; can't - it scrolls in individual instances of the texture, finishes, and then repeats instead of being continously tiled.
  22. Feel free to open a new topic, if you feel it's worth it. I think there is no common answer to your question, it depends on your code. Generally, it doesn't hurt to typedef the shared_ptrs right next to the class definition: class Image { // blah }; typedef boost::shared_ptr<Image> ImagePtr; class RGBAImage { // blah }; typedef boost::shared_ptr<RGBAImage> RGBAImagePtr; So the shared_ptr is declared as soon as you include the respective class header. During the allocation in the routines: If you need to access methods from the RGBAImage interface it makes sense to allocate an RGBAImagePtr. This will be "compatible" to ImagePtr on return. Allocate it like this and return the up-casted shared_ptr on return: typedef boost::shared_ptr<RGBAImage> RGBAImagePtr; RGBAImagePtr newImg = RGBAImagePtr(new RGBAImage(width, height)); newImg->blah(); // do some RGBAImage-specific stuff here return newImg; // upcasts implicitly to ImagePtr on return If you just need to access methods from the Image interface, it's enough to allocate an RGBAImage, but don't store the RGBAImagePtr, like this: typedef boost::shared_ptr<Image> ImagePtr; // Allocate an RGBImage object, its pointer is downcast-able to Image*: ImagePtr newImg = ImagePtr(new RGBAImage(width, height)); ... newImg->blah(); only Image-related methods are available here. ... return newImg; edit: I edited this post a bit, so please don't get confused. edit2: argh, confused upast with downcast.
  23. Status crimes are a bad idea! You're a dirty drug user ... you didn't do drugs, we just picked you up for loitering, but off to jail with you anyway. You're gay; we'd never prosecute straight sodomy, but for you ... off to jail with you. Atheist, Nazi, Communist, gang member ... you say? Off with his head. You're rich and can't sympathize with the hard knocks of poor people, and get way too many privileges in life ... of to jail with you to compensate, nevermind that your offense isn't a jail-able one. All of these things can be terrific symbols of justice (if you like the outcome), but are themselves injustice. If a normal person would not get jail, any person should not get jail under the same circumstances, esp not because of their status. The more I look at this, the more I see a sheriff's office that would not imprison someone for this offense being under tremendous public pressure to "do something", so tries the next best alternative ... just let her sit at home; everybody wins. She shouldn't be in jail anyway. But at least this will appease the public looking for rich blood to spill. You're all a bunch of sick-o Robespierre's just happy to see her suffer for no better reason than its own sake -- always pushing aside the fact that her offense wasn't actually drunk driving, just speeding on a suspended license, the kind of thing the cops always just fine people for ... unless they're rich. Just think of the alternative? Everybody sits around and agrees with each other? How dull!! Anyway, I'm just stirring the pot with this post to help make your point. It's not actually that big of a deal to me; she can sit on her hands for just 3 more weeks to pay for the sins of the rich. And she did do something personally stupid. So there you go.
  24. The most amazing thing would be to map out a small-/medium-sized city which contains several missions. The player would work as a freelancer and get the missions by overhearing conversations, reading notes or just entering a certain building. Just like in a RPG or in the game "The Coup". For example, you're currently visiting a museum and see a crown which would be worth a big bag of money. So you get the objective "Find a way to enter the museum at night", which would lead to more objectives while you proceed. A dreamworld for every thief... "Find a way to blow-up the bankvault" ; "Meet XY to acquire information on how to enter the secret tunnels of YZ" I know, what I am describing here is basically a mixture of Oblivion and Thief, but it would be simply awsome in my oppinion. When I played Oblivion (as a thief of course), I always planed a coup at daytime, how to rob this and that at night. It was actually kinda fun, but the stealth elements of Oblivion were way too wonky and the movement was not ninja-like enough... (It was also really cool sometimes that you planned your coup and then at night, while performing it, you notice that you were just hunting a mockup (e.g. valuable items at the Warrior's guilds). Hehe, I laughed my ass off, when I experienced this the first time...) << Sorry for offtopic post!
  25. Hello, I have browsed the wiki, searched the forum, but I couldn't find an answer: Is it possible to use the editor under Linux? Checking out DarkRadiant from SVN worked - I just made the mistake following the instructions on the sourceforge page, and wondering why it took so long - I ended up getting about 2.3 Gigabyte Now I have Doom3, DarkRadiant, and what now? Are there any tutorials for getting stuff to work under Linux? There doesn't seem to be a README or INSTALL file in the source as far as I can see. I guess darkradiant/trunk/darkradiant is the current branch and I can get rid of everything else. It also seems that "scons" is needed, so I installed that. What now? *puzzled look* Thanx in advance, Tels
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