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Some entity properties not listed; which and why
Tels replied to SneaksieDave's topic in DarkRadiant Feedback and Development
Some more work on the JS GUI for the doc, this time also updated the online version at http://bloodgate.com/mirrors/tdm/pub/doc/ * the entity list now has links to each entity * such a link leads to a new tab, which displays this entity with the spawnargs * this view also contains an inheritance chain showing the inheritance So now the new interactive version can do all what the old can, and more The new view has still some WIP issues: * the chain can overflow and this is not yet handled properly, also the list "entities that use the current entity" is still missing. * no inherited spawnargs are shown yet Anyway, comparisation between old and new: http://forums.thedarkmod.com/index.php?act=a...ost&id=2900 -
The "rippling" happens because the patch is internally subdivided into a series of triangles for rendering, each of which only has three texture coordinates which means the texture cannot "bend" within the space of a single triangle. You could improve the smoothness of the distortion by adding more triangles, but this would obviously have a performance impact.
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I'm sorry? What exactly do you mean? The patch itself is distorted, so the texture will be distorted as well. Or did you mean something different?
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Yes, there must be several ways. Just a quick look and I see there is s & r to spawn an entity and that has randomness - though I've not tried that particular effect. Just been wandering through your map. As you say, very basic but it's a good start of the learning process and even though small, you have made a complete map with the limited Den resources. This is the ideal size to start with - not too ambitious. Hope you persist, and with some guidance here, will improve. Not sure if you want a critique but it's boxy, too open-spaced without interesting architectural features but the layout is OK. Texturing scale can be improved here and there and so on but all that will come with practice and guidance. If you are interested in proceeding with mission-making in earnest then now is the time to start building FMs for the future. The Saint Lucia mission provides a lot more resources. The emphasis on beta mapping is coming to an end and we are now looking for real missions to be built! What is your inclination? Do you want to complete this mission with help? We can make suggestions. I would recommend it so you have some simple objectives, small story and one or two readables to carry it. Or begin anew? Have you followed the A-Z complete guide to mission building at http://wiki.thedarkmod.com/index.php/...uide_Start_Here! And of course the editing forum at http://forums.thedarkmod.com/index.php?showforum=54
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Thanks for your kind words Gambit. Interesting that you mentioned randomness, there was a thread recently where the subject of random spawns etc. happening in TDM, came up. I'm going to try to see what I can do when I get some work done. Welcome to the forums btw.
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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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Just got a reply from one of the guys in regards to a female version of Adam Jensen. (The Protagonist). No comment yet so :crosses fingers: that they will be able to pull it off. DX: Bible here: http://archive.gamespy.com/articles/april0...dx1/index2.shtm Story about how JC and Paul Denton came to be here: http://forums.eidosgames.com/showthread.php?t=83883 Very interesting stuff.
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There is more to come: at the moment, I'm trying to handle such a sitation (note the distorted texturing of some patch parts): If things go well, I will be able to solve this during this day, but this will be a lot tougher than the other task!
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Thats a semantic... situational horror vs. startle horror. But Springheel, picture this: You're in an old dilapidated cathedral, and there's a long hallway with a door at each end. You're entering the hallway from one side for the first time... and halfway down the hallway walking toward you is a burning dead (scripted to start a patrol toward whichever door you open first). All you have are a blackjack and a sword. A bit scarier now? Personally, I'd probably pee my pants. But that's startle horror. I've said it before on these forums and I'll say it again. My personal scariest gaming experience ever is summed up in two words. "Shalebridge Cradle" Anyone else agree? If you really want to implement something really SCARY in a TDM campaign, I'm shouting LOUD once again for the cage-heads.
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Argh... does it work properly??? Don't let me get my hopes up for nothing... Boy am I glad I logged in today... *edit* actually this is the real thread link http://www.ttlg.com/forums/showthread.php?p=1793911 yeah sounds slightly quirky so far but for the most part you can actulaly play through the first lot of original missions. Towards the end more bugs become prominent. Finaly my dream of playing Calendra's Legacy with my 2 brothers will come true. One of them hasn't played it yet, it will be pretty awesome.
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Here's a very interesting article with Project Lead of Deus Ex 3 Jean-Facois Dugas. (From CD-Action) http://forums.eidosgames.com/showthread.php?t=83786 Definitely makes me more excited considering how complex and detailed the game world is going to be. Haven't finished reading it so I will edit my comment with further thoughts. A definite must read for any Deus Ex fan... Interesting snipit Invisible War? Forget it! The nod to newcomers shouldn't however trouble fans of the originals - before starting production, the Eidos Montreal team thouroughly analysed both Deus Ex and Invisible War. This was highgly important, as the godfather of the franchise, Warren Spector, is not involved with the making of the new addition to the cycle. The developers wanted to preserve the spirit of the previous games - We spent a lot of time discussing what makes Deus Ex what it is. - recalls Dugas. - The consensus was that it's an action game with RPG elements, with gameplay mechanics based on four elements: combat, stealth, hacking and and advanced social interaction. Additionally, freedom of choice must be offered, with various choices having their consequences, sometimes really meaningful. For their own needs, the Eidos Montreal team have devised a set of seven key elements of the Deus Ex brand (more in the corresponding box) which decided the character of the first two games in the series. Both, though in some aspects similar, were substantially different from each other. Dugas has no doubt which one should be the more important inspiration for the team producing Deus Ex 3. - We quickly decided that we should look that our model should be the first game - he explains. - Invisible War did have a few interesting ideas, but the proposed changes did not go in a good direction. You can notice we're inspired by the first Deus Ex on several different levels, beginning with trying to capture the atmosphere, and ending with some of the very simple, basic gameplay mechanics. Obvious example? No unified ammo like the one in Invisible War. Each weapon has it's own ammo. Even our inventory screen is much like the one from DX1.
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I tackled an oldtimer issue today, and have uploaded a new snapshot (0.9.8pre13) to our FTP. It's not the same snapshot I posted in the public forums, for a reason: I had to change the map saveAs algorithm (massively), and this is potentially dangerous, of course. I'd like to have this snapshot tested by one or two people, whether saving / exporting / importing / saving as / saving copy as / whatever still works fine. On top of that, the bug report #660 should be resolved as well, of course. Here is the snapshot build: http://72.8.59.188/TheDarkMod/DarkRadiant/...-0.9.8pre13.exe (Again, you'll need the VC++ 2008 redist package if you haven't it installed already) Thanks for testing in advance.
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hey, so, in case anyone's interested, thief 2 multiplayer had their first public beta release this past week. you can download it here: http://s149432842.onlinehome.us/thief/t2mp_184.zip and view the thread about it here: http://www.ttlg.com/FORUMS/showthread.php?...594&page=14 I still haven't played it yet. (I didn't find out until right after thanksgiving break ended...) But that's what winter break is for! I hope some of you guys take a look at this. I know it's not polished yet, but I certainly would bet it'll be pretty fun.
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Yeah, that's the sort of thing. You will no doubt have a much better idea than me regarding what functionality such an interface has to expose. The downside is that in order to do this you will probably have to rewrite most of the primitive-handling code, since I suspect it sucks badly. Seriously, WTF is the point of ArrayReference in patch.h? How many stupid reimplementations of std::vector do we need?
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It might be worth considering whether you want to define proper interfaces for brushes/patches, for example IBrush and IPatch which go in their respective include files, which could (amongst other things) return this sort of information. At some stage I am planning to rewrite the import/export code such that the mapdoom3 plugin walks the scenegraph itself and reads/writes brush and patch data using such interfaces, rather than having brushes/patches export themselves into tokens (which breaks separation between the primitive data and the map text format).
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See here: http://forums.thedarkmod.com/index.php?showt...st&p=172469
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I found two conversion functions TexMatToFakeTexCoords and FakeTexCoordsToTexMat which convert a texture matrix into what's called "fake" texture coordinates (shift, scale and rotation). I assume that the fake texture coordinates are the ones that are presented in the surface inspectors. At least I know now where to look for the actual transformations. Overall, the code organisation is a terrible mess, the classes are distributed somewhere in the brush.h / brush_primit.h / .cpp and brushmanip.cpp files. It seems to me like they were thrown into the next best place as they were created. Without Eclipse's Ctrl-H search function I would be completely lost... Maybe I will extract some of these classes into new files, if I get too sick of always having to search for the class names. edit (just saw your post): yes, the problem is indeed related to patches. I lack some basic understanding of how textures are handled in the code, so I started at the map files. As soon as I will have understood the brush code (which I will need if I want to extract texture information from the faces) I will move on to the patch texture code.
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I had some exposure to this when I was updating the map writing code (really all of this stuff should be in the mapdoom3 plugin rather than having hardcoded knowledge of the mapformat in the brushes and patches themselves). I too would like to know more about the map format, in particular what sort of precision the floating points should be and whether they can accept exponential notation -- currently I am just using the default options for writing floats as text which sometimes uses an exponent, and although Doom 3 hasn't crashed yet I am not 100% certain that this is acceptable. I worked out the plane equation but never figured out what the texture coordinates were doing, so that is useful. It is unsurprising that they are expressed in U/V values rather than pixels, since (1) the brushes have no knowledge of the texture sizes involved, and (2) OpenGL deals entirely with U/V (or S/T as they are called) coordinates. I am guessing that when each brush face is rendered, the UV-coordinates sent to OpenGL for the face must be looked up by sampling the "texture plane" (as specified by the offset/scaling factors) at specific points corresponding to the bounding vertices (called the "winding"). Copying textures across coplanar brush faces might be achieved simply by ensuring that both windings were sampling the same texture plane, which in turn MIGHT involve little more than copying the values from one face to another. I haven't looked deeply at the code for this. I think a large part of the problem was related to patches -- when you originally raised this issue I think you mentioned being unable to copy a planar texture onto an adjacent deformed patch so as to create a seamless transition -- which I suspect might be considerably more complex in terms of texture coordinates.
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Why don't the unconscious ever regain consciousness again?
Mr M replied to ocapacha's topic in The Dark Mod
I was also a big proponent of this, I brought this up quite a while ago in the ttlg forums. There they said it was not tech possible. If the blackjack is thought to kill them, then yes the diff is how quiet or noisy the death is ( arrow vs black jack) Unless it is not a life killing blow, people do wake up from being hit on the head. It is realistic. prob happens every day. As to the game not supposed to be realistic, well, .........why improve the game at all......... Instead of the waking guard calling other guards to his area, I thought it would be better if he yells about what happen to him, and all hearers in that location would come to be at a higher level of searching, instead of them just lollygagging. ( love that word) Sure the place will simmer down if they cant find you within a given time, (cause your not there or whatever) but if you stumble back into a room or area where you clubbed a few people earlier, you run the risk of coming into a group of guards that are in hi alert, running around.......looking in every nook and cranny - that would raise your apprehension up a notch or 2 - or 3. Ok, if it is not feasable with this engine, that is fine, but as for realism, and hieightened gameplay, it would be great. Thanks! and keep up all the great work! Thanks!!!!!!!!!!!!! -
Small stone or glass crystal paperweight sound needed
Crispy replied to Fidcal's topic in Music & SFX
No. Not really. The sound department has been more or less dead for as long as I can remember, apart from the odd once-off submission here and there and a few attempted revivals. There is this sticky: http://forums.thedarkmod.com/index.php?showtopic=5743 I don't know whether that's current or not. -
Yes, it sounds like he is using 3DS Max. Here's the topic: http://forums.thedarkmod.com/index.php?showtopic=8674 Will you be able to upload the updated skeleton? I want to make sure I point Dram to the right one.
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Just added three new colours for the light center, and the upgrade paths are growing already, so I will have to come up with something to make the upgrading a bit easier. I think this will be the next thing after the light center, but should hopefully be done this weekend. edit: Another possiblity would be to have the light center inherit the colours from the patch vertices, but somehow I would prefer that being customisable.
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Cool, thanks for that I should have net access every now and then, depending where I am at the time really. In any case I should be able to get onto the forums about once a week imo. In any case, sure just let me know what to do on those first two models and I'll get on it once I'm there - won't be able to do much before I leave unfortunately. Then, once you work out what needs to be done on the other three just post them here and I'll jot it down and get that done. I'm flying November 30th btw.
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So MODDB (Mod DataBase) has a new statistics tool which shows more information on how your mod has been affected by news and updates and such. Here is the code for an embedded version for The Dark Mod in case anyone wants to try it out in their own browser or add it to their Thief or Doom related fan site: <object width="600" height="400"><param name="movie" value="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles"></param><param name="wmode" value="transparent"></param><embed src="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles" type="application/x-shockwave-flash" wmode="transparent" width="600" height="400"></embed></object><br /><a href="http://www.moddb.com/mods/the-dark-mod">The Dark Mod mod for Doom III</a> (Can this work on the forums or only on a normal webpage?) It's interesting to see the HUGE spike (in all categories) after Saint Lucia's release!
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Yeah, this is immensely disappointing. Gothic 3 WAS on my "have to buy at full price" list, but now I'm not planning to buy it for at least 6 months, maybe longer, till I read that a massive full-game fixing patch has been released (which may never happen)