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  1. Yes, if we did this we'd just have our own voice actors contribute their voice. The old way was concatenation. You have the voice actors say literally every possible phoneme and transition in English, and if possible in multiple ways apiece, and then the program knits them together. I think I read that can take more than 6 hours of recording. But I believe newer systems can take a good stretch of recorded speech from a person and generate the phonemes itself. That would be a great project for us if someone wants to take it on. There may also be some open source voice models out there at this point, but you'd have to make very sure they're consistent with our CC license.
  2. It's possible that the Demo game definition is out of date and needs some looking into (it might lack the "type" attribute in its <game> tag). Have you tried to select the Doom 3 type instead of the demo?
  3. Wonderful, thanks! Then I can give it a try next and enjoy going to the end
  4. Yes by default nearly all of the ragdoll entities you can find in Create Entity > Ragdolls > Bodies all have shoulderable set to 1 in their definitions - including rats and spiders. This probably was not intentional - but this means in a lot of missions if an author has placed a dead rat or spider these have always been shoulderable - its just rare anyone bothered to try.
  5. This bug is fixed in TDM 2.12. I just verified that the elementals work as they are supposed to, using TDM version dev16842-10488. So have fun!
  6. And the same problem applies to every button in the mission start sequence which is more specific than "back": "Objectives" button on default briefing "Start mission" / "Buy Equipment" button on difficulty selection screen "Difficulty" button on shop screen Instead of trying to reproduce the state-switching logic of C++ code, better rename these buttons to something generic like "Next".
  7. Don't know if it was your intention but this reply makes it sound like I'm lying or something! Or I'm just reading it wrong? If I am, sorry for my reaction, but is hard to detect intention in text. If I'm not, then I'm not asking for you or anyone to believe me and I even said that. Why they copy pasted the entire C++ code instead of reusing? Only the original programmer knows that, but perhaps they were to be different in some special case that never came to happen? Just assuming here. And yes they totally could just have parsed the same keywords in the same c++ code, and in the Quake4 editor (made by Raven software) that comes with Doom 3, they do that. else if ( !token.Icmp ( "definefloat" ) || !token.Icmp ( "float" ) ) { idToken token2; idStr result; if ( !src.ReadToken ( &token2 ) ) { src.Error ( "expected define name" ); return false; } idWinFloat var; idUserInterfaceLocal ui; idWindow tempwin ( &ui ); idStr out; src.SetMarker ( ); tempwin.ParseExpression ( &src, &var ); src.GetStringFromMarker ( out, true ); wrapper->GetVariableDict().Set ( token + "\t\"" + token2 + "\"", out ); continue; } I Just know for certain is that Quake4 removed definefloat (at lest is not discussed in their wiki) and QuakeWars removed definefloat and definevec4 entirely, for float and vec4 respectively. And what about what I asked about supporting vec4 keyword in TDM guis?
  8. I don't have a link and don't take my word for it but I remember this being discussed in the old Doom3World forum and I clearly remember a idSoftware dev saying that definefloat keyword came early, while the script and gui language was being developed, later they decided to support the keyword float alone but because many in world GUI's, were already made with the older keyword, to not waste time converting things that already worked they decided to let it stay, despite doing the exact same thing. Why they made "float" to replace "definefloat" but not "vec4" to replace "definevec4", is something that I always wondered why. What would be your opinion and doing that yourself? Meaning instead of "definevec4" users can write just "vec4" in new GUI's, just like in QuakeWars, thou this last one also supports, vec2 and vec3 but not sure if those are something useful in TDM case.
  9. Has any progress been made on tracking down that collision issue? I have this on my list of FM's to go back to, but I'd rather not replay half of it just to find myself stuck again and need to try again later. As there's been no news I take it the problem would still be there in latest TDM dev which is what I use.
  10. I don't think naming is a good idea, but this idea of location hints are good. I think they can reduce the confusion from several people speaking simultaneously. Perhaps keep brainstorming in this direction The problem with different positioning of text is that if you move, the text would suddenly jump to a different place, and it does not help reading. On the other hand, having smoothly changing position of subtitle in realtime might be hard due to GUI system interaction... although we can probably write just positions into gui::XXX variables and make "rect" of windows depend on it. Another possibility is to show some marker on top of person who is speaking. But I think this is OK only as last resort accessibility feature.
  11. That mission made for an enjoyable evening, though I'm annoyed I lost track of I did have a pretty serious issue where the was completely unfrobbable. No matter what angle or state of the box it was in, it was impossible to get. I eventually had to turn on noclip and jam my head into the box while it was closed, and even then it took many tries before it finally let me pick it up. Really amazing work, though! After playing many dozens of missions, I'm always amazed how people manage to keep coming up with new surprises.
  12. I would love to help you guys out with some original Music. Since I dont actually played the mod or have time to do so I could use some additional information for these 2 Missions. Maybe a small script of the Mission tasks with some Screenshots of the Town or the overall atmosphere would help alot. Sorry to do it that way. If you could provide me some Information, I would start write some Music.
  13. I'd say that's not the best analogy here, because dynamic lights or moveable objects and physics are mappers tools, so they can be added or removed at will. You can create a mission with static environment and lighting only, and if you can make it interesting, more power to you. And, it doesn't affect any other maps, retroactively. But, if you change aspects of the core mechanics e.g. player abilities, that is carried over to every map you play. In other games, you don't see major updates to player abilities; noone adds wall-running to a game that didn't use wall-running before – at least not without reworking geometry of all maps. I agree with the rest of your post though, just thought that there is a certain distinction here (things controlled by the mapper vs being at players' disposal on map start at all times).
  14. It is all my fault and I am sorry. I should have played safe and renamed everything before proposing the change to @kingsal.
  15. Do you have a single water entity behind those two pieces of glass? If so you need to divide them or the engine will consider everything in between as water and therefore douse your torches.
  16. Same problem with the new build BUT here's the catch: With MESA OpenGL->D3D12 ( https://github.com/pal1000/mesa-dist-win/releases/tag/22.3.0-rc1 ) TDM works like a charm! OpenGL (RX 570 RS 22.10.2 waiting for the november release) - can't go over 15 FPS MESA OGL->D3D12 - 70 FPS Please, fix! The OGL driver is good enough, it's something in the engine
  17. I've updated this mission to be compatible with user mods. @nbohr1moreSorry to bother you again, but would you mind updated the pk4 for this mission? It should work fine now. https://www.dropbox.com/s/taqqvw5li22tkrb/hazard.pk4?dl=0
  18. Okay. Im gonna actually make these updates in the hazard pay thread and make sure everything is working.
  19. I've got an ambient sound playing on a region in the game. I wanted to achieve that after a trigger this ambient sound gets exchanged to another ambient sound for that same region. Is that possible to achieve? Say you start the mission in a city and get to hear city_ambience1. Then you finish you visit a certain area and that triggers to play city_ambience99 instead of city_ambience1 if you get back out into the city. I tried adding speakers to the area, but they weren't even playing after getting triggered, plus the old ambient sound still plays along.
  20. The volumetrics code is vastly expanded in the latest dev build. They are blurred, and rendered on half resolution. As the result, the annoying pattern is not visible anymore, and the effect is cheaper in terms of GPU work. Enjoy
  21. It's trying to create the folder "F:/.../maps/", that's the point where DR was by the time you created the dump. Could there be anything that might block the application from creating that folder?
  22. I wonder why. Are you somehow frustrated with the way or the pace the mod is being developed? I consider critical considerations about future implementations a very good thing. With so many missions out there, it's extremely sensitive which changes can be made without breaking existing missions, or allowing for things which were not intended. And, I think that especially people who are relatively new to the mod should listen to core members who work on this mod for years and years.
  23. Mods said it'll stay open for 24 hrs. I'm on a later schedule in US central time, so I only just now am catching up on the AMA. I'll be sitting in and watching the thread for the rest of the day. I guess this is why we share a dev team that spans multiple continents.
  24. That is a good example of the mapper having to consider what players could do. If the rules of the game make it possible that the body could somehow get out of reach, you should take that into account.
  25. Nice to know. but please for the next time: dont announce this 1 day ahead of time. (Because you have to mind the schedules of people. And the time in countries of the world)
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