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  1. Thanks for the replies. The song is available for use definitely as long as I'm credited. I'd be interested in working with fan mission designers to create ambience for their missions.
  2. Also forgot to mention that map bugs are also a motivation killer, especially when you come across them when playing your own map. To overcome this, I just have a paper on my desk where I write any map bugs I come across. Needless to say, it is very long (I write even minor details like offset textures etc etc), but it helps because you know exactly what you need to fix. Today I basically spent the afternoon fixing bugs in the map. Some are major and require more time, (such as overhauling movables which use the old D3 weights etc) but overall it is a good habit to keep a bug list imo.
  3. One thing that helped me get out of my two-week-long mapping-block was loading up Gears of War and looking at the buildings and caves; made me think "I should try that" and off I went...
  4. As a player, I find the idea of random loot of limited usefulness. As sparhawk has said, lack of repeatability can cause problems and frustration. Examples include: ghosting, where one player may find success and another not, for mechanical reasons only, not skill; obtaining advice from other players; playing in a collaborative mode, where two or more people are comparing notes; speed runs, where you need to develop an optimum route. I also agree that mission design is what causes good replayability. That said, I agree that a random number generator, rand(), is a good thing to have. But I would make it something that has to be implemented in a script rather than having "random loot" a standard feature of the tools. I would not make it so easy. Designers should know that if they use this feature certain game play elements as described above will be destroyed. This thread has gotten way off topic. The original post, about graded awareness and alert status, was very good. I'd definitely like to see some adoption of that.
  5. Yes, waiting at a blank canvas may be a long wait. But action may bring inspiration, like priming a pump. Then inspiration brings motivation. Start with any simple idea like a very small house, or part of a mine or cave system, or just a street or a sewer. Try different things and ideas should flow. Not necessarily the first day. You may need to break off and try again another day.
  6. @PinkDot: I seem to have missed your post earlier. The problem was with determining which scale is the most used one. Shader names are always easy to compare, but the texture matrix might differ slightly along faces. I ended up taking up the scale of the face with the most used shader, 1:1 copy, no averaging. @Komag: I changed the "reporter" permissions a bit, can you see more options (to close issues) now? I think I'll change the Light Inspector shortcut - DoomEd users (who will presumably be in the minority in the future) can always swap the J and L shortcuts with a few clicks. edit: Done. This will only affect new installations anyway, btw.
  7. Something Fidcal said about bowls made me realize that we actually didn't have any regular, kitchen bowl models. I went ahead and made some. Three different sizes, two skins, and a version with stew in it. I also made a new wooden spoon model, with a long serving version and a small eating version. That should spice up our kitchens a bit and looks more appropriate for the release map than fancy silverware and china plates.
  8. I've had this happen a few different times. I'll add a new statue or make some brushes func_static, later I'll try to dmap and it will quit with an error something about more than one item with the same name. I check my entity list, and I see the new item I added is called "func_static_1" whereas I've long ago already had a func_static_1. It will count up the count (func_static_2) as I add more even though I already have all those. It gives me headaches! I just want to know if this is known already, and if not I'll add to bugtracker and try to see how to replicate it reliably
  9. Yeah, I think path_animation is just the right thing. You would place it in front of the fire or a painting, and make the patrol do the animation with a certain probability (like 0.1 for "look at painting" and 0.7 for "warm hands"). Except. Wait for it. There is no "path_animation". The closest ones are: entityDef path_lookat { "inherit" "path_default" "editor_usage" "Causes character to look at an entity for a certain length of time or until triggered." "editor_var anim" "Name of animation to play." "editor_var blend_in" "# frame to blend in to anim." "editor_var blend_out" "# frame to blend out of anim." "editor_var focus" "Name of entity to look at." "editor_var wait" "how long to look at the entity. if 0, or not set, then only waits until character is triggered." "blend_in" "4" "blend_out" "4" } and entityDef path_anim { "inherit" "path_default" "editor_showangle" "1" "editor_rotatable" "1" "editor_usage" "Character will play the specified animation. Set angles to direction to face." "editor_var anim" "anim to play." "editor_var blend_in" "# frame to blend in to anim." "editor_var blend_out" "# frame to blend out of anim." "editor_var head_anim" "if set, waits for animation in head to finish, instead of the body." "blend_in" "4" "blend_out" "4" } But both do not take a probability parameter yet.
  10. @Baddcog: My suggestion is to go ahead and try it, and then post a side-by-side screenshot so people can speak up if they feel strongly one way or another. I've never been a huge fan of the current versions, but it's very difficult to make gems look like gems and not plastic D&D dice. That's strange, I never noticed anything like that when I was testing them. I'll have to see if anything has changed.
  11. Anbody knows a good reminder tool? I tried several but all of them are either not free, or have some drawbacks. What I need is this: It should be free. Simple interface, so that you can easily add new notes. Shouldn't clutter up the screen (Trayicon is a must) It should support one-time and repeateable events. Events must be triggered on a date or time basis. Multiline editing to keep notes for each event. Table view so that you can easily see with one glance what events are still coming up. I'm sure there are some good ones out there, but there are thousands of them distributed on all kind of sites, so it's quiet hard to find them. Also if you know some good sites with collections of free tools, just post them, so I can check them for myself. Currently I tried Lucky reminder, but it has two drawbacks. It costs a fee, and also doesn't allow me multiline notes, which is annoying because it means for multiple events on the same day, I have to add multiple events (which trigger multiple windows) instead of just having one window where I see all the events that I want.
  12. By a complete fluke of circumstance, my friend's brother-in-law (sister's husband) runs a significant website on boardgames: http://www.boardgamegeek.com/newuser.php . They sponsor a Board-gaming Convention called BoardGameGeek Con, which is going on this weekend, and my friend's whole family basically helps run the show. So I got invited to join the fun, and have spent the last few days going to this boardgame convention, which is huge by the way, 100s-1000s(?) of people from all over the US and Europe. The convention sized rooms were just packed with people. Anyway, point is, I got to play a lot of boardgames, some better than others. Putting aside a "game show" and poker tournament, the games we played so far were: - El Capitan - 2007 game, it's modeled after Tycoon, set in the Medici-era Mediterranean seaboard, where you're visiting major port cities by ship and building warehouses in each city, making money in each city where you have the most warehouses, but you have to pay money to sail to new cities and build new warehouses. It's a great "economic" game in that every turn you're balancing inevitable costs against potential pay-offs and trying to maximize your chances, depending on what other people do. I had a great time playing it. The art was terrific, too. - Maharaja. This was the dud. The board is a map of cities in India. Starts off like El Capitan ... you're an architect walking from city to city, building houses and palaces in each. But you don't get payoffs in every city every turn like El Capitan, only when the maharaja visits the city, which he only does basically once or twice! And for building palaces, what would seem like the point of the whole game, it actually pays off less than it costs to win the pay-off with them, so ... ?! It's not much fun even bothering, and you're just bouncing around too fast without much investment any place, unlike El Capitan where you cared about your cities throughout the game. And then it was over so fast, that you don't even have time to really get into it. So I didn't have much fun. - Memoir '44 - Eastern Front - This is pretty much straight up action level (so each unit is like a company) battle with infantry, tanks, and artillery on a ~10-sq-mile map. You select an action from a hand of 5 cards you have (telling you which pieces you can move and fire) then roll the dice to fight. It takes time to set up the board, but not too much. But there's a lot of scenarios and it's great for just 2 players, well balanced. We played the siege of Moscow, and it was pretty nail biting action right up to the end. As in history, Stalin dodged the bullet. Good fun. - Wings of War - This was dog fighting with WWII planes. The mechanic was so straightforward it was actually very easy to learn and easy to do, but still complex enough to be a good simulation. Basically, everybody gets 2 planes on the table. They're cards. Every turn you pick one action card which literally has an arrow on it (curving or straight), you put it in front of the plane-card, then move the plane card along the arrow and that's the move. Then you have a red stick you measure from your plane, and if it touches a plane in front of you, you shot it and there's damage that adds up over the game until their hp=0. It's very spatial. You have to plan your turns 2 moves in advance. So you're trying to visualize how the other planes will turn and hope you can position yourself so they'll get in your sights. It's easy, quick, and great fun. It's probably best with a lot of planes, so there's lots of shooting. If there's just 2 people, it's more flying in circles a lot and less shooting. But I had so much fun with it I didn't mind that, really. Once you get going fast, the game can really move. One thing I really liked about it is that each plane is different had its own pack of move-cards, so the quirks and limitations in maneuverability for each plane (it's speed, how tight turns are, when it can go vertical, etc) are built right into the cards, no extra thinking involved. So it feels like authentic dogfighting without slowing the game down. I didn't know I was going to write mini-reviews when I started this post, but anyway, I had fun and thought I'd share the experience. What board games do you guys like / recommend?
  13. Baddcog

    Model issues

    While I'm thinking about it: The dining room chair has a collision model and def, can be moved. It's the only one. So I'd say we either need to add that collision model to all chairs (since it works fine might as well use it) so they all move, or we should make that one chair NOT move. I think they should all move. Unfortunately they are all lwo so someone else will need to do it. (if they were ase we could just copy/paste the tex files) @greebo could you remove this line from your post models\darkmod\nature\trees\bc_*pot_tree => Shaders tree_bark02 and dirt1 referenced but missing. Those models are now gone. The pots are in decorative. authors can add trees/plants as desired. Also , they can use a patch for the dirt, this was done to have a proper collision mesh.
  14. Copied from another post so if oit looks familiar it is: Beta mappers beware! bc_chest and lid 1-3 (deleted, replaced with chest and lid 1-3) bc_stairs renamed stairs... bc_pots renamed pot... bc_sign is now sign_square bc_coatrack now coatrack bc_ceramicpot_b now pot_creamic_broken bc_flask 1 &2 now flask 1&2 bc_non-extinguish lights deleted (previously renamed, waited to delete) renamed lights named to convention bc_gauges renamed gauges bc_doublebass renamed double bass bc_pines renamed to pines... bc_flower patch renamed bc_lily renamed lily That should do it, beta mappers get to work sorry. btw, shaders and textures will NOT be renamed.
  15. I started a new "user-relevant" changelog on the DarkRadiant website to keep track of the changes since the release 0.9.7. http://darkradiant.sourceforge.net/changes.0.9.8.php The old content has been copied into the post below.
  16. STiFU

    To Orbweaver

    Exactly!! I know it sounds really weird, but it's all psychological. In a computer game I even get this slightly creepy feeling all over my body, but I know that it's just virtual spiders (just like I know that I don't backstab real humans on the pc). And yes, I can touch those thin-legged spiders, I am sure though that I'd start screaming if one of them crawled under my pullover! It's just a headthing and I know my fear is irrational and I could possibly do something about it. But at the moment I prefer simply blocking pictures like that... And by the way, of course my post was not a serious request, but rather an indirect cry for help, which was heard fastly. Thanks!
  17. STiFU

    To Orbweaver

    Yeah, I got those both. But thanks anyway... I was actually referring to oDDity's post. It's always easy to "laugh" about stuff that doesn't touch you. I can deal with any other animal, no problems at all. And it's even just the spiders with the big bodies and thick legs. The ones with real thin legs are no problem for me either. I can even touch them...
  18. demagogue

    To Orbweaver

    The "blunt" link was just to oDDity's post. Macsen's link is the one you were correct to avoid. I hate insects, esp "crawly" ones ... not sure it's a phobia or not, I don't freak out, but I hate some of them with a passion. Spiders aren't that bad, the bigger and fuzzier the better. And snakes are just fine ... I mean, I think about them in the same category as animals and fish. But my brother can't stand snakes, but has no problem with insects. So the whole thing seems so arbitrary. It makes me wonder what's really at the root of some people hating some things and not others, and other people are just the other way around.
  19. I hear Family Guy is quite popular. Sure, Yahtzee has a certain style, and if you don't enjoy it long-term then his reviews won't appeal to you. Which is fine, you don't have to like them. The rest of us will continue to enjoy ourselves.
  20. Heh, I removed that section from my post 20seconds after posting Anyway, I was speaking about TDM as I hit the wrong console window for compiling But don't worry, DR also go its share of warnings: ase/libs -Ilibs -Ibuild/release/include -Iinclude -Iplugins/dm.d3hook plugins/dm.d3hook/RCF/RCF.cpp plugins/dm.d3hook/RCF/TimedBsdSockets.cpp: In function ‘int RCF::pollSocket(unsigned int, int, int&, bool)’: plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:25: warning: missing initializer for member ‘timeval::tv_usec’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp: In function ‘int RCF::pollSocketWithProgress(const RCF::ClientProgressPtr&, RCF::ClientProgress::Activity, unsigned int, int, int&, bool)’: plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:61: warning: missing initializer for member ‘timeval::tv_usec’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp: In function ‘void RCF::appendWsabuf(std::vector<iovec, std::allocator<iovec> >&, const RCF::ByteBuffer&)’: plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:151: warning: missing initializer for member ‘iovec::iov_len’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp: In function ‘int RCF::timedSend(RCF::I_PollingFunctor&, int&, int, const std::vector<RCF::ByteBuffer, std::allocator<RCF::ByteBuffer> >&, size_t, int)’: plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_namelen’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_iov’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_iovlen’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_control’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_controllen’ plugins/dm.d3hook/RCF/TimedBsdSockets.cpp:247: warning: missing initializer for member ‘msghdr::msg_flags’ plugins/dm.d3hook/RCF/TcpAsioServerTransport.cpp: In member function ‘void RCF::TcpAsioServerTransport::open()’: plugins/dm.d3hook/RCF/TcpAsioServerTransport.cpp:855: warning: missing initializer for member ‘sockaddr_in::sin_port’ plugins/dm.d3hook/RCF/TcpAsioServerTransport.cpp:855: warning: missing initializer for member ‘sockaddr_in::sin_addr’ plugins/dm.d3hook/RCF/TcpAsioServerTransport.cpp:855: warning: missing initializer for member ‘sockaddr_in::sin_zero’
  21. It's fairly difficult. DarkRadiant is lacking the entire game logic: it has no physics, no collisions, no time. Also, DarkRadiant's renderer is potentially too slow if you attempt to simulate the movement (it could get choppy, but this might be acceptable). While it's possible to hack in the time-dependent behaviour for a certain type, it's not very elegant to do so. The behaviour of each func_* entity must be re-coded in DarkRadiant to get it look right. All in all, I think it's a nice feature, but it's a fair amount of work just to replicate something that already exists and works in Doom 3. edit: just saw sparhawk's new post. Making use of the RCF framework might be a possible approach, although the connection is quite slow. The main problem would be to get the entities Think() like they do during game runtime, which will most probably not work very easily if it worked at all. Everything that requires the map to be actually running is probably out of reach for DarkRadiant. Stand-alone systems like the map compiler or collision model manager are easier to hijack.
  22. Pfft. Star was is anything but cheap opera trash or mass market whatever. To put it simply when I was a little kid I picked up the VHS and saw a guy holding a sword. It said Star Wars. I didn't understand the movie that much but I understood the core beliefs. Friendship, honor, being a good person, and fighting for what you believe in. Sure beats the teenage movie crap available in theaters today. Star Wars a long with Lord of the Rings are the best trilogies ever made on film. They touch on the core believes of friendship, hard work, honor, doing the right thing, and other stuff I can't think of at 5 am in the morning. George Lucas I believe sold his house or took out two mortgages to make that movie. Plus it was a disaster before it even hit the first screening. He almost died of stress as well as the doctor told him he needs to stop stressing out. Lets just say the first Star Wars was the farthest from "Mass market trash" it could possibly be. It is to this date a huge risk. George Lucas pretty much put every last cent he had on the line. After the first screening the audience gave a standing applause. Then when it hit theaters it was a phenomenon. Any way Star Wars will always have a special place in my heart. It deserves a lot of respect at least from me because George Lucas made the movies the way he intended to make them. They are the type of movies you can show your family and children and they can see what the real world is like. Especially in Revenge of the Sith. If you haven't seen it then you should because it just goes to show what happens when you go down a bad path. So that's that. I love Star Wars. Oh yeah one more thing Oddity. You should at least play the Bioshock demo. It's free and 20 mins of your time toward a game that has won dozens of awards can't be that bad can it? I think it's worth your time.
  23. Oh very cool - sorry for doubting your abilities Nevermind the rest of my post, it was in the wrong thread....
  24. I vote for 20 mediocre ones jk Send a post card eh? Is that an e-postcard? That is old, I don't think I've ever seen anything that asked for snail mail, classic.
  25. Cool - I wonder if that would have helped me with the idle_scuff anim I just got into the game. The problem was it was from an older version of the elite citywatch, and although I could merge the fbx anim with the current fbx rig, the pauldrons sucked into his shoulders, and the weird thing is I can't move them around independantly like I used to on the old rig (I guess so that they move with the arms, which is a good thing in the long run.) As it was, it was such a short animation that I just re-animated it and copied it visually from the old one (kept two copies of motion builder open ) but if it was a much longer anim I'd have been screwed.
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