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  1. Well, at least I can't think of any reason to define "true" to something different than an integer 1 (internally), but I won't object using TRUE for GTK calls either. I already changed it. I also swapped the labels to the GTK standards generated by gtk_label_new_with_label(), it's even simpler. I must have either though too complicated or had a slightly different widget setup in mind than what is used now. Anyway, that's ok now. Concerning the panel sensitivity: I can see it now, I had to create an ordinary light to see it (I only had light_torchflames, func_statics and AI around in my testmap). Will squash that one.
  2. That part confused me too -- what is the difference between a Response and a Response Script? Shouldn't the Response determine what the entity does when it gets stimmed (which may involve a script)? What happens if you have a Response but no Response Script -- what does the Response actually mean in this case? @greebo: looking very good. I guess if the prototype is ready then now is the time for any GUI comments: 1. As discussed, since this has no effect on rendering and for ease of implementation I think this should be a modal dialog rather than a non-modal inspector. This means you wouldn't need a "Reload from entity" button, the "Save to entity" button would be replaced by the normal "OK", and an additional "Cancel" button would close the dialog and abort changes. 2. The checkboxes seem to be non-standard, as if you have created them manually with a separate checkbox and label widget. This means that on Linux I cannot click on the text to activate the checkbox, which usually I can. Is there a reason why it needs to be done this way? If there is a problem with alignment I can look at it. 3. Rather than having a separate "Add stim/response" section with two types of add buttons, I would move the "Add stim/response" button along with its popup list into the main Stim/Response section, and move the "Add response script" button down into the Response Scripts section. 4. There is some strange behaviour regarding panel sensitivity -- if I bring up the dialog for an entity with no SR keys, everything is available, but as soon as I click on the "Stim" or "Response" buttons the whole panel becomes disabled. Coding: 1. I like the SREntity idea, where an object wraps an Entity* and provides the additional functionality to deal with high-level Stim/Response objects, I should see if I can make use of this idea for managing Objectives as well. However, I don't think the SREntity should create and own the GtkListStores -- these should be owned by the dialog (as they are a GUI widget), and passed to the SREntity so it can populate them. 2. You should use TRUE and FALSE with GTK not true and false. Although it may work, it is not defined behaviour since true and false are C++ built-in boolean types, whereas TRUE and FALSE are #defines from the C-based GTK API.
  3. If we want our S/R system to be in any way similar with functionality to the Dromed's one (what is the actual idea, AFAIK) intensity should have to be implemented and also Min and Max conditions for the response to start as well. It's still generic and that's what people are used to, so don't be afraid that it's get too messy. That's also the reason for having multiple responses for one stim. I'd see the responses as very simple - just one action. And then if you want to change the model, change the skin and health points of some entity you would have 3 responses to one stim. So - we're not talking about randomly choosing one of several responses for the stim - we're talking about processing several responses at once or based on the Min and Max intensity condition. Sparhawk - trust us - the old dromeders, who were using that system in practice. Even if something seems to make no sense for you, cause you never know what mappers can come up with and what they might need. And to be honest with you - people will get disappointed if our S/R system is much weaker then the Dromed's one. When I was outside this team, that's how I understood your intentions (and probably not only me) - to make system similar to that in Dromed. In Dromed you could specify amount of firings or set the flag No Max Firings. Would it be hard to do add amount of firings to our system?
  4. The add Response script would be only an edit field, where the user can provide a functionname. I think for completness sake it should be there if you configure a response. The reason why I only allow one response per type is, because it doesn't make sense to have more reposense. Who would you know which one to choose? For example, a light can have only one response to water, which is to go out. If there are more then one usefull responses, then the mapper should differentiate it in his script, as we can not know in a generic way, which particular water script would be the correct one.
  5. Sorry, this is a total aside and I guess we've left the original topic behind. But when I was doing the ranking in my last post, I wasn't going to just put Thief just because of this site. I justified my top five as the ones I spent the most time and affection on playing them. Looking back, I realize they are the games I mapped (except for civilization for obvious reasons, and not really Deus Ex ... it gets in on story alone). Then it suddenly occured to me just now that after the C64 days, the only game I've ever really had to map was Thief, because it was the only game that ever had even the potential for me to get lost. It was suddenly a very telling moment, so I thought I'd share. Ok, I'll leave you guys back to your M.O./existential debate now. I don't need a reason to be here.
  6. Agreed. That's why I came here--I could have always looked elsewhere, after all. I hope that TDM will encourage modders to explore other templates, such as a more combat-oriented or RPG-like template. While strictly new templates are never created by mixing and matching older ones, it still produces a massive variety; one that has yet to be sufficiently exploited in the mainstream. For me, the main reason we should restrict ourselves to variations on Thief's template is simply due to a lack of resources, nothing more. I for one have always wanted to experiment with Thief as a strictly skill-based MMO, using a combination of instancing/globals and procedurals/hand-placement to produce the metropolis that is the City. Obviously, this would be unachievable without massive resources, and even then it would be unduly restrictive. Another idea I've wanted to explore is integrating the wiimote with TDM to completely change how users perceive its gameplay. For now, it's little more than a pipe-dream, as there is much work to be done beforehand. In the end, I'll be fine with others taking up the mantle and going far beyond my own limited imagination.
  7. I don't need to watch the video to know the impact of head-over-heels emission restrictions on the industry/economy. I'm not saying that we should OMG CUT OFF ALL EMISSIONS NOW. As I said, I have seen the arguments of both sides but - surprise - I have no option to verify them. Look, I think we can agree on that we've got a lot more CO2 in the atmosphere than any time since earth matured. Other times with massive volcanic eruptions produced also peaks, but nowhere as high as now. I wasn't at a pole and looked it up in core drills myself, so you could thwart me on that. Seeing how much of the stuff we pump into the air every day, I'm inclined to believe it. I can also see on satelite images that the forests are shrinking away, and unless some hippie photoshopped them all, I would regard this as a fact. My chemistry course and own experience have also teached me the properties of CO2, and I believe in a thing called dark reaction. I'm not a plant and can't do it myself, though. The verdict is, CO2 is toxic, and too much of the stuff in the air can't be good - so I think it might be a good idea to cut it down, for whatever reason.
  8. I watched and agreed with The Inconvenient Truth, and after watching this video, I must say I found it very persuasive. In particular, I had considered Al Gore's ice-core temperature/CO2 graph to be a strong argument for global warming until this video pointed out that the CO2 line lags behind the temperature by about 800 years. Also, several of the things the video mentioned were consistent with prior stuff I've seen. A few examples: When they talk about the global warming report erroneously stating that mosquitoes can only survive in the tropics, I was reminded of nature videos where caribou on permafrost were constantly attacked by huge swarms of mosquitoes. I've also taken a (single) college class on weather/climate, which had pointed out that water vapor has a much larger greenhouse effect than CO2, and this video echoed that. And their explanation of why temperatures would affect CO2 was consistent with my knowledge of aquariums and water chemistry. Actually, if you take the time to watch the video, they cover that issue near the end, saying that at least for developing nations it could be very bad... Perhaps it may be a good idea for developed nations to work on renewable energy sources, but carbon-based energy can be vital for boot-strapping an economy. According to the video, human influence is dwarfed by things like volcanoes (though I don't consider their mention of decaying vegetation to be a valid source of CO2, since it ends up getting reabsorbed). And they lay out arguments/evidence that at least provide reason to think that yes, it may be a coincidence. In particular, they provide evidence suggesting that our climate is linked to sun-spots, and that global warming may cause high concentrations of CO2 rather than the other way around. (although CO2 does have a greenhouse effect, this video suggests that it's negligible compared to the other influences, such as the sun) If you consider CO2 to be "poison" then perhaps you need to carefully reconsider breathing. If you watch the video, they shoot all that down. I'd like to request that everybody at least watch the video before disagreeing with it...
  9. In one thread you argue against a drug-addled hippy and in the next you call on the king of all hippies to support your argument? LOL, why would government officials want to promote the idea of global warming? They have everything to gain from continuing to pump crap into the atmosphere. The only reason they're reacting now is that they've realised global warming could cost them money. Clear as the shit you're talking. It's about as far from a 'fact' as anything can be, and it's very telling that you're putting all your faith in some crappy Channel 4 documentary. I did enjoy their documentary about the Loch Ness Monster and the Fake Moon Landing, but I don't think we were supposed to take those seriously either. Anyway, this is a pointless argument, because our opinions aren't exactly going to stop the earth from getting hotter if it wants to. I suppose we'll find out in the year 2050 or so. Since you're such a fan of ethnic minorities, I hope you're particularly displeased when they all move to Ireland because the rest of Europe is an arid desert.
  10. This documentary has been widely discredited since its release, and one scientist who took part, Carl Wunsch, has complained that they just cut up his interview to make it look like he disagreed with the global warming theory. Channel 4 loves creating controversy, and that's just what this is. 2,500 scientists from 30 countries agreed in the Intergovernmental Panel on Climate Change report, published just last month, that there was a 90% change that humans caused climate change. That's enough reason to be taking it seriously.
  11. I haven't commented because I'm not sure I fully understand what's being said here (the most common reason for lack of comment, I'm sure, as we are definitely not without opinions). It sounds like it's about wanting to be able to mouse over fading in menu options to make them appear, skipping a fade. If so, then yes that should be the case. It's exactly that type of "minor issue" (annoyance) that grates on users again and again over the years, and sticks in their minds, even becoming exaggerated in their perceptions to seem to be something much larger than it is. A good example of that phenomena? WINDOWS. It is full of tiny little friggin annoyances everywhere, that make users worldwide say, "Yeah, real good Microshaft," or "fucking piece of shit" millions of times a day. Yet it's such minor stuff in the grand scheme. This person's opinion (again, if I'm following right without going back and reading all the posts all over again) is that mousing over should cancel fade. Waiting a few seconds is trivial, but it feels like an age when you are agitated and just want to friggin' reload for the tenth time!
  12. Part of the reason why I stopped working on it. I lost interest due to the intransigence of the majority of the team to do anything even remotely innovative, or move the 10 year old stealth genre onwards in any way.
  13. Not in my case, BG2 and Thief 2 are genuinely two really great games. If I played them for the first time today I would still think them great. The reason is that all modern games suffer from 'seen it all before' syndrome. They're the same repetitive, stale genres you used to play 7 years ago, only with better graphics. It just gets old after a while.
  14. Yep, that sounds good. The Sound Selector is not DarkMod specific so there is no reason why it needs to be a separate plugin. Fine by me
  15. Yep, I know of that translation unit viewpoint, I already had to struggle with it back in October, when I had problems with the #include statements. I usually move all the definitions of all the classes I write into the .cpp files, with a few exceptions (walkers or library methods and such), that's probably the reason why I never ran into that kind of problem before. I already moved the MediaBrowser::getInstance() stuff to the .cpp file, so that's ok now. I don't know if there are more static members in the headers, I haven't looked through all of them.
  16. Heh, I daresay the reason that the other 80% of Christians don't believe in the rapture is so they can stay behind and 'make sure' that everyone else does. Trust me, I've got a completely reliable source regarding this matter, it's all here in these books. Wow, they even made a video game about this crap.
  17. Okay, the ivy collection (as texture) in question has been committed. Still to come: -the tileable ivy versions -the castle wall textures @mikebart: for some reason, the ASEs in the packages present as black models (except for the ivy on the doorway - that shows fine) in DoomEd. I'm sure it's probably just a path issue, but I haven't figured it out yet. This was from just unzipping the large package on FTP into the doom folder, so I haven't changed anything yet.
  18. Good question. I don't remember. Let me think about that for a minute, but I'm pretty sure there was a workflow reason. Edit: You know what, I don't think MMB was the workflow problem. I think it was that a left click in DoomEd instantly applies any clicked Media tab texture to a selected brush, which very quickly becomes extremely annoying (especially when Undo fails so often). DarkRadiant already fixes that by allowing you to LMB browse without applying, instead requiring you to RMB->Apply to selected. So I *think* there's actually not a problem with MMB instantly seeking in the Media tab. I think...
  19. It is definitely a great shot. That said, I'm probably going to regret this, but here goes anyway: unfortunately the shot really indicates existing problems with the hands. The sharp angled finger has always seemed too extreme, almost like a hook for no reason (an unnatural position), but I was never sure if to say something, because either a.) it's to be tweaked yet, or b.) it's too late, because it's attached already, or c.) any critique will be misinterpretted as a value judgement. On his left hand, one can see it almost looks like a bumpy glove on up to the fingers, and the outside of the hand and fingertips don't reach the ends of the model.
  20. Yours. In more detail, it would be the pro-industrialist argument, and then extending it to the anti-work ethic by noting that happiness through a lack of work (relaxation) can only occur through the hard work of others. This produces a society of the bourgeois ruling the working class. This is clearly wrong, and must be fixed. To put it in your words: ^All this actually a pretty excellent summation of the Communist Manifesto. So, when you say this: It's probably for a reason...
  21. My sister bought a laptop last week and it already has Vista installed on it. It's really just the same as XP anyway, the only possible reason to upgrade will be the new direct x versions. The only problem is, you can't keep XP forever. It's already 6 years old as it is.
  22. Hmm, so the problem is the access time. If oggs lag, that's a valid reason to use wav files for time critical, short sounds. Question: If I convert any given wav to an ogg, and don't rename it save the file expansion, would I have to change anything in the editor? If not, the problem wouldn't be that big, since we could easily swap filetypes for any sound.
  23. For footsteps, and minor impact sounds, it's definitely better to use wavs. When I converted the T2X footsteps to ogg, they were more glitchy for some reason and didn't always play as quickly as they should. I think the general rule of thumb should be, oggs for ambient music and vocal sets...since they're usually longer. Wavs for SFX....as they are usually short snippets.
  24. I have assigned the "Rotation modes" issue to me and I can see that it's annoying. However, I fear that may be hard to resolve given the weirdness of the selection manipulator system. I'll at least have a look at it. I think I know what the cause of the prefab rotation weirdness is. Due to the func_static origin transformation stuff I've been changing recently, I seem to have broken the joined model rotation. Main reason of this problem is that both models and func_statics use the same Doom3Group class, which is a crappy design in this case (involving a lot of IF statements). I'll have to disentangle these two and create a separate class for model-based entities. It's basically a separate issue, so I'll open a new entry for this.
  25. KhAoZ. Id software does not ask mod teams to request permission to make mods, that's why they release the development kit in the first place. I am pretty sure we're going to be three years old next August...that's a pretty long time to be around, don't you think? Aside from all that...what exactly should we be asking permission about? Our Mod is only 'inspired' by the Thief series. We're not using any copy protected content, or outright copying anything explicitly belonging to the Thief universe. Id software doesn't even own the Thief series, so why the heck would we be asking them for permission? The only company we would be emailing, IF we were using copy protected content, is Eidos...and since we're not doing any of that...there is no reason to be emailing anyone. We've covered our bases and done our research. So that's enough on that topic.
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