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Gtkutil::registryconnector
greebo replied to OrbWeaver's topic in DarkRadiant Feedback and Development
As the thread already exists, I can explain what the RegistryConnector class is about anyways: I extended the preferencesystem with some methods that allow the adding of widgets to the preference pages and connecting their values to the XMLRegistry values (by passing the according key). This way I moved the camera and the brush preferences into the registry. For example, one calls page.addEntry(, ); and the preference system does the rest. To actually connect the widgets I introduced the registryconnector which accepts the GtkObject* and the registryKey as argument. It internally maintains a list of all connected objects/widgets and loads/saves the values on demand. On calling "importValues()" the registry values are loaded into the widgets and converted where appropriate, on "exportValues()" they are saved back into the XMLRegistry. The import and export methods are called by Radiant's Dialog class, where I added such an RegistryConnector object as member variable. So, each dialog has such a RegistryConnector built-in and also provides the according methods to add connected widgets to the dialog. Before the modal dialog is shown, the importValues() method is called, and in the PostModal() function the values are exported into the registry (if the user pressed OK, that is, but this is a virtual method if I recall correctly, so this behaviour is customisable). I thought I post this here, as this could come in handy for general dialogs as well (one could add widgets that reflect preference settings in other dialogs than just the preference dialog window). Currently, text fields, checkboxes, sliders and dropdown lists are recognized, but this can easily be extended if anything else is needed. -
I'm actually not certain, hi poly compared to what? In other words, whats the dividing line between hi and low poly? I think these are hi poly, each leaf on the spider plant (the long narrow one with the light green stripe) has approximately 30 to 40 polys per leaf. Is this a problem, Im guessing more polys means more work for the computer which means slide shows? Maybe one guage is the unsmoothed pot in the very last plant picture, you can see how many polys it has at least on one side.
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Hmmm. I'm not sure how that would work out for us really. If you're simply looking to do your own thing with the GTK Radiant source code, it's freely available from the qeradiant website, or you can also get the Dark Radiant source code from source forge, as we have eclipsed gtk radiant in many ways already. Dark Radiant can easily be used for Doom 3 editing, since that is the basis for our mod. When applying to work on either the main mod or Dark Radiant, we do expect that our members will work primarily on assigned tasks....but that does not stop you from working on side projects, so long as it doesn't hold up the tasks you have been assigned. If your personal project did prove beneficial to Dark Mod editing...we could certainly look into including it later on, but for now...we're aiming to get all of the essential functionality working. An ingame light inspector sounds like an 'extra' that we would look into after a 1.0 release. I do understand that a lot of free projects come with loose standards in regards to their development, but we do our best to treat production as professionally as possible on Dark Mod, so that we may release as tight a product as possible...without a lot of feature creep. Orbweaver has a list of tasks that need to be finished prior to DR 1.0, you could take a look and see if any of them interest you.
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Well, my interest is more in d3 editing than necessarily those specific to the dark-mod. I've long had complaints about the windows-only nature of the in-game editors, and also the fact that they're not part of the dll, for usability improvements. Fingernail sent out a call a while back in D3W for people interested in implementing additional editor functionality, in a sort of cross-mod spirit. My idea of an in-game light editor is an example of the sort of project i've been doing lately, and the sort of skills it implies (gui/scripting, sdk dabbling). Other ideas would include an unreal3-like material editor, or even something similar to kismet (which might be more appropriate for inclusion into gtkradiant). I wouldn't necessarily want to volunteer my usefulness for DarkRadiant development, as I don't have experience with gtk. That said, I'm willing to learn, and do have general c/c++ and a good bit of experience with objective-c/cocoa.
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Menu Issues: --check out updated fog swirl on mission_success and mission_failure. Possibly add an extra layer to the material -- replace 'back' text with Main Menu button -- add parchment for load/save screen -- sort out credit screen (low priority) -- create overlay for up/down arrows -- modify colour of text highlight -- explore Carelton scale--possibly need bold version -- confer with Ish about control functionality --look at mouseover effect for input 'box' http://forums.thedarkmod.com/index.php?showt...amp;#entry94984 As well: -- work on design of New Game screen
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The original post wasn't really Dark Mod specific, just a general D3ED inspector window fix. Not really a pressing matter anymore since Darkradiant is coming along so nicely. I tried out the light inspector this morning Orb, it's looking great!
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Cool Tool To Generate Normal Maps/height Maps From Photos...
AluminumHaste replied to AluminumHaste's topic in Off-Topic
It may be a closed beta, but he had posted the link on the polycount.com forums which are public, and did not restrict who could download it. I'm trying to find the links to the forum's topic, but I can't find his thread. It had some cool screenshots. EDIT: Found it http://boards.polycount.net/showflat.php?C...an=0&page=0 Some screens: Here's a quote from one of his posts: -
I didn't want to make an entirely new thread for this, and I am by no means associated with NewEgg or any other business for that matter, but (while we're on the topic of computer hardware) I just felt it would almost be greedy of me not to show my fellow forum members this amazing deal on NewEgg I stumbled upon (well, it was more or less on the front page). I know most here are cheap when it comes to buying new computer parts (as I am, especially with graphics cards), so when I saw the following offer I was siked. They have a Geforce 7600GT 256MB 128 bit GDDR3 PCI-E card for $80 with a rebate (down from $143). I've had the same card (actually, it's the same model, but it's a different brand--specifically mine is XFX) since early summer, and it runs today's latest games quite well (Any Source based games, RoboBlitz (Unreal Engine 3), Quake 4, Battlefield 2, ... ; I've run them all many times on this machine, even though I don't own many of them). I'm not sure how well this card will stand against games like Unreal Tournament 2007 (it will probably need to be run in low quality mode) in the Fall of 2007, but there aren't too many PC games I can think of coming out with such rediculous graphical detail. I know the card won't be capable of running Crysis (but whose computer will be able to run that anyways?), though. Just figured I'd let you guys know. The rebate only lasts until the end of this month, so if you're at all interested, you have a limited time frame. Also, note that given the fact that this card is a different brand than mine, performance may be different than what I experience. You may want to do further research (or perhaps there are even better deals available at this time...I'm not really sure. I just figured it couldn't hurt showing you all this). Oh, and here is the link to the card (almost forgot to post it...): http://www.newegg.com/Product/Product.asp?...N82E16814143049 (Did I just waste 5 minutes of my time to write all of this?)
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Heya Orbweaver, Might have another hand for you. Dark Mod <darkmod_apply@hotmail.com> wrote: Hi parsonsbear, I received your email about wanting to help. What type of programming background do you have? Just need some details so I can create an application thread for you. If you're interested, there might be some programming for you to do on the main mod...but if Dark Radiant is your true interest, we can certainly use the help there as well. I can't find your username on our forums. Which forum are you registered on as parsonsbear? Thanks. N.H.
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The texture (i.e. shader image) itself on the target stays untouched, it's only the texture coordinates that are being transferred (like in the shots in the first row in my above post). Maybe this comes in handy.
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Actually it's pretty easy to get things to spin, it's just one line in the projectile def to give it a launch angular velocity. As for special mapper-placed tags for everthing to take cover behind, we usually try to avoid solutions that make the mapper place tags everywhere for things, when possible. If we did that for everything, the mapper would spend all their mapping time placing special-case objects. Also, the AI should be able to know that they can take cover by going around a corner if the player is on the other side, but it would get pretty tedious to tag every corner in the map.
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I was wondering about the "rudimentary 'take cover' behaviour" will it be anything like the behaviour in fear? cause what they did in fear is giving the items in the 3dworld id-tags so that the AI knew what to do if there was any object in the neighbourhood to take cover with. This also reduced the need for raw CPU processing power. If you could implement something like that then you could focus on the animations of the characters instead of writing something like this behaviour completely anew. greetz p.s. i dont know anything from coding but webbased coding, so it is rude to asume it will be easy to implement into the dark mod and you probably have your priorities somewhere else p.s.s. the update is looking good
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Sorry, I haven't had time to play with this...RL is interfering a lot at home right now so I'm mainly able to log on at work. I'll have a lot more time after Christmas though. It was my understanding, however, that pk4 files were supposed to override mod files? Isn't that the whole point of them? Otherwise how would mappers make modifications to existing files without forcing everyone to modify them as well? BTW, I'm working on some New Game concepts which I'll post in a few days. After that I think we can start working on the purchase screen, which might be the trickiest of them all.
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Man, I wish I could do drawings like this I really love the big statue in that concept, I think this will be one of the next models I will have a go at (if none of our modelers jumps at this one first). I already made a similar statue for the first "release" (with open hands holding a cup), but it's not very well textured, and it's not that expressive as this one. The actual entrance could be a little smaller, like in the first concept you posted, and (as already mentioned in an earlier post) a short sort of "canyon" really would add to the tension. Could you combine these ideas in another concept drawing? As for items and objects: angua already asked me to ask you for a concept of a statue, but I think you're nearly there with this concept. Perhaps you could draw a larger view of just this large statue (this would also facilitate the modeling task even more). A gargoyle would also be really cool, but even harder to model, I'm afraid. Anyway, we really appreciate your concepts, so thanks for that and keep up the good work!
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Fair enough. If only there was a more intuitive inteface than triple-modifier-clicks -- perhaps I can stick in a dialog or something at some stage (the best solution is probably Blender's little pop-up menus, but those don't exist in GTK as far as I can tell and would probably be more confusing as they are a non-standard idiom). I think we should soon be ready for a 0.8.0, we have some fairly important new features (fixed patch texturing, light inspector, projected light support, draggable light centres, entity chooser hierarchy based on key in DEF file). I have recently started on the generic skin selection dialog, but this could conceivably wait until 0.9.0 (along with at least one of the new Dark-Mod specific editors) depending on how long it takes.
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I know, sorry about that delaying but at this moment I have to focus on some other things. To finish them I have to make at least few more textures with inscriptions, some collision meshes and all skin and material declarations and test them ingame, which would take a while... So please be patient - I have one week free between Christmas and New Year's Day and that's the time I'm planning to do it. And don't worry about me vanishing. Unless I'm killed or something I'm going to stick to this mod for a long while (at least to its release date). Oh, and I cycle with helmet, cycling vest and red flashing lights on, so hopefully buses are not the problem neither. I have to take a look at them to see how they're done. I wonder if the path system is so flexible to allow AI walking on uneven surfaces.
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greebo - if you need some grave models for your map, you might want to use one of the models I have made recently. They should be on CVS by the end of this year. Take a look at this thread to see what's in the set so far: http://forums.thedarkmod.com/index.php?s=&am...ost&p=91243
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This thought occurred to me as well, and it's definitely feasible, but I don't know if it will make it into any of the next few releases. But be sure to post it into the Wishlist thread so that the idea doesn't get lost!
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Just got back from skiing, not much snow but oh well. The mansion currently (as far as I remember) uses 1054 entities. The limit is 4096. We can raise that limit but we have'nt because we don't know the side effects etc. As for map size, as long as you have it broken up into portal areas, you can have a damn huge map. I'd say about 3km by 3km or more. Actually probably bigger. There was a map for D3 where the walk from bottom of the mountain to top was about 5km or so. It was BIG. I can assure you that you can make at least 20x the size maps of T1/2 and 10000000000000000x that of T3
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Steam Soon To Implement Ingame Advertising...
Order of the Hammer Bureaucrat replied to woah's topic in Off-Topic
freud would be proud edit: as long as it has aliens and that mysterious guy in a suit it's going to earn money. -
Nice! I especially love the thick arches. No one knows for fact yet, but I think what D3 can handle is going to prove to be pretty big. Greebo mentioned the entity limit. Hard to get a feel for exactly how much that is, but if I remember correctly, doesn't Dram's mansion approach that number? Anyway, as long as areas are portalized off well, they shouldn't affect performance in any other area too much at all (aside from global demands from scripts, AI stuff, etc).
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Interesting! Thanks for the link. I'll put it on my list of things to play... (which is growing distressingly long ).
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Cool, that was quick! I must say that I like both (angua likes them too, she's looking over my shoulder), very inspiring, especially the entrance in the first concept is fitting really well with our imagination. For the actual map we would combine these two, such that the entrance is a bit less exposed to the "empty" surroundings, if you know what I mean. It should perhaps be at the end of some mini-canyon, where the rocks block the way to the left and the right, it would feel more embedded in the mountain (this would be a bit like the entrance to the Paths of the Dead in Tolkien's Lord of the Rings, I guess, although the canyon wouldn't have to be very long, around 50 meters would be quite enough). The valley can be reached from the leftovers of the temple. The second shot is pretty cool as a starting point of the mission. There could be some ruins of buildings that once had walls too, as counter-weight to the pillars. Looking great, this is very appreciated!
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Well I got about 1000 hours of entertainment out of the Baldur's Gate games, for the same price as Half life or Doom3. It's all about the quailty of the game. It's easy to make a game that simply lasts long, but its not easy to make it high quality.
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so far the typical model has been 19.99US for around 4-6 hours of content. so 8-12 hours is 40 and 12 - 16 hours is $60.00. My numbers may be off here. I remember reading something about the hl2 episodes and I remember thinking that for 60$ you were getting around half of what half life 1 was. While some games are around 12 hours of playtime, many far exceed that. I think almost all episodic content will end up costing you much more in the long run. Plus, so far at least, it seems episodic content is synonymous with steam or some sort of online product activation.