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Showing results for '/tags/forums/reason/'.
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IMO, the only reason we should add tdm_* is if there's a D3 def file with the same name that we want to avoid overriding. I think I remember talking about this in the past though and I was outvoted by those who wanted the tdm_* prefix. Don't remember what exactly the arguments were. If we're following the tdm_* prefix, no I don't have anything against renaming stuff to that. Renaming soundprop . def won't break anything.
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They're used, but for some reason they don't display quite the same as they do in D3. Probably something we can iron out though.
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Yes, the do bother me for a similiar reason: I don't know why they are there. The texture stems from a wall in a small trainstation in Germany, in Altenahr: http://maps.google.com/maps?f=q&hl=en&...p;z=18&om=1 Here is my original photo of the wall, scaled down by factor 3: What bothers me is that althoug it looks old, the building might be very well modern, and maybe the scratches on the stones are from modern equipment? Anyway, there are many inspiring buildings all over here, and as soon as the weather gets better, I intend to start taking more photos
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I happend to own Quake Wars: Enemy Territory and it's quite good. However I think UT 3 is better than ET:QW. Hmm it's funny before I didn't like UT 3 but now I really got into it for some reason? I still really ike ET:QW though. It does realism a lot better than UT 3 and it's more objective based as well.
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@Tels, maybe you should start a thread on shaders/params. You seem to understand them as well as anyone and better than most (I basically copy/paste and quick edit any materials I use). I do think it's helpful that you put comments in the .mtr files. This will be great for future modders. But perhaps a page on the Wiki that goes into more detail about all of our options. Currently this is one of the things that kindof kicks my @$$ modelling for the mod. Most of my mtr's are fairly basic. If I want something like a good crystal or glowing doohicky I gotta search for something that you, PinkDot or Dram has made. That's OK too, but the material shaders seem to double the time it takes for me to get a model in game. A big reason I've tried to keep things simple so far. Alot of my materials could be added to to improve them, for now I'm getting stuff working, later tweaks can be made when there is time or someone feels something needs it. Arghhh, then there are def files.... Got alot of models I need to turn into moveables/loot,ect... what a pain. Oh yeah, AF files... Anyway, this the flower rgb test, maybe you can point out the problem. They probably don't need the frob info as it is just a patch of flowers. But in the diffuse color I thought the last value was alpha (0.2). I just tried with 1 but still smae effect, entire tex is shown giving me green squares, not green flowers. They are under nature/flower/bc_yel_patch/green_flower_1 //flower rgb value test bc_flower_green { surftype15 description "foliage" qer_editorimage models\darkmod\props\textures\bc_yel_flower nonsolid twosided noshadows noSelfShadow { blend diffuseMap map models\darkmod\props\textures\bc_yel_flower color 0, 0.8, 0.1, 0.2 } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models\darkmod\props\textures\bc_yel_flower rgb 0.15 * parm11 } }
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I think you miss the entire point: It does not matter where the customer bought, from hom he bought, what he bought, how he bought it, but the company can still just revoke the right to his bought product at any time for any reason (or even none). The customer itself cannot get a refund for his product, (even when some law would actually dictate that he can), without risking all his other bought products to be deactivated. And this is unacceptable.
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crash assigning monster_clip texture
greebo replied to Tels's topic in DarkRadiant Feedback and Development
No reason to be sorry at all and no time wasted, I actually prefer having all the issues properly tracked (then the changelog creates a nice overview). -
Feature: EntityClass Tree Browser
OrbWeaver replied to greebo's topic in DarkRadiant Feedback and Development
No reason why that can't happen; the material shaders have a "Defined in" line IIRC. Yes, I would imagine that 1. The UI manager creates and owns the context menu itself, and provides access to it through some singleton object (e.g. GlobalUIManager().getContextMenu().doSom ething()). 2. Individual plugins can register their actions into the context menu using a suitable method. This will need to accept the menu icon and accompanying text, and probably a location code as well (for instance, the Entity Chooser needs its icon to appear with all of the other "Create X" items, not appended at the bottom), and will return a GtkWidget* representing the menu item which the plugin code can connect to for callbacks. 3. The ContextMenu singleton object will provide a method to return the last clicked point in 3D space, so that object creations can happen at the correct point. This 3D point will be updated every time the context menu is displayed, but plugins can request it at any time. -
If you like tight claustrophobic maps, you should try Rockbourg. I didn't like it, because of that. I rather like more open spaces. Not to big, but normal size, with a nice warm atmosphere. I really love that feeling in some of the mansions, where only the candlelight is the lightsource. It always reminds me of a nice dark winternight, with only a single lamp lighting my sleeping room, and a warm bed with a good book, and snowstorm outside. I guess this is one reason, why I love to play Thief. Despite it's age, it still manages to capture a certain mood in it's renderengine, which totally escapes TDS renderings.
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This DLL is missing on a vast number of Windows XP systems for some reason, it doesn't affect DarkRadiant only, but a large number of applications. Sometimes it gets installed alongside with some other windows app, but this is not always the case. Try to download that DLL from the web (it might come with an MS Office version, but I'm not sure), this should resolve this issue.
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Creating good textures can take many hours, just like creating good models. Ask angua: she spent about four hours hand-painting a heightmap for one of the dirt textures and merging three bumpmaps into the final normalmap (I think nature/dirt/dry_earth or something). I normally try to get around these type of work, that's probably why I would be unsuitable as a pure texture artist or modeler - I try to accomplish as much as possible with a given timeframe before I get tired, but good work (usually) takes more dedication than that. That's why I rather stick to coding, for some reason I have more stamina in that department.
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Guide to Ingame Moveable and Ragdoll Editing
Ishtvan replied to Ishtvan's topic in TDM Editors Guild
Update: The naming of spawned items issue was fixed, so you can spawn things and save them now. There are still some things that are not saved correctly, like "bind" information on everything. Some entities refuse to save if they're bound. Some entities seem to revert back to the world origin for some reason, but fortunately not moveables. Spawned ragdolls technically have their origin at the world origin, but then in the first frame they get set up as they used to be set up. You can move them wherever and they'll revert to how they were saved. If it's a ragdoll bound to something though, there will be problems. As time goes on, hopefully someone can fix the saving of the binding information. For now though, you can spawn moveables and ragdolls, arrange them how you want, with physics running, and save them to the mapfile. -
I know but that did for some reason not work - either the editor textures weren't properly reloaded or I goofed up something else. After a restart of DR and loading a different map it works now
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I volunteered at a hospital one summer, and I have to say it was an absolutely discouraging experience. I took one of the hardest jobs by actually helping nurses rather then sitting behind a desk filing papers. I didn't meet a single nurse who didn't seem depressed, and I have to say they have every reason to be. Patients are so drugged out of their minds they can't even remember if you just came in or not. My first day there was a woman screaming bloody murder about how much pain she was in. Specifically I remember one particular memory. I had to fill the waters as I always had to do in the morning, and I walked into a new patients room. I filled her water, and it seemed she was asleep. She was hooked up to a respirator, the lull drone of a heart monitor in the background. I just remember her eyes; I've never seen eyes so haunting. They just screamed of pain--like a desparate plea. It just froze and chilled me ever since. Working there was like seeing humanity in its worst condition everyday. I can't imagine how it wouldn't break the spirit.
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Well, it does normally. Maybe it misplaced them, or they were there but you didn't see them for whatever reason. Or maybe it wasn't a conflict, but some other error? I dunno, there could be any number of reasons. The info you need is usually all in the file itself anyway.
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I thought it did this, but for some reason I didn't get that with my most recent problem with a merge.
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for some reason I read it as "Rise of the Denominators", like it was some souped up math game for 8 year olds!
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OK, I thought 'end of line indicator' had more to do with extensions for some reason. Textpad sounds complicated but hey, I'm a wild and crazy guy, I'll give it a try. -EDIT Cool, textpad is cool, multiple doc in 1 window! cool site for gems, gem cut guides, ect... --EDIT bunch of messing around with files, my lantern bot spotlight went missing, screwed textures, someone deleted my switch hieght map??? Everything should be back to normal. added model pics of gargoyle, gears, rings, teaset, doors to model gallery
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OK, back to topic Added an emerald and pink gem (not sure what kind) to the textures and a skin for each. Touched up the ring tex. Resized. Uploaded most of it, except the mtr and skins. For some reason SVN says my copies are out of date and won't let me commit my changes. So I updated my mtr file and now alol the files have no breaks, instead they have a box(instead of paragraph break) and all the text is on only a few lines. Anyone know why this is? All my mtr files are screwed.
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I'm watching the news and apparently some statistical report just came out saying that the highest rate of depression in jobs this last year was young people in food service. So I guess it's official. Worst job of our times? If you count it as a job, maybe crack dealers... "Studies show that timber cutters, the most dangerous job according to the Bureau of Labor Statistics, have a 1-in-200 chance of being killed, while the Black Disciples gang of Chicago's crack dealers have a 1-in-4 chance of being killed while earning a salary of $3.30 an hour (well below the minimum wage, and the reason crack dealers live with their mothers)." (link) That's just pathetic.
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Yesterday I started to play Dark Messiah. I only went into the first mission, where you have to take down that cyclop, and so far I liked it. The story introduction reminded me a bit about Half 2 though. There are some nasty bugs though. When I tried to use that telekinetic spell on a fixed box, it crashed, and when I shut it down, it always locks my resolution to 640x480x256 for some reason. Only solution is to reboot to get back to my normal desktop. Anybody else played it?
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Man, you think Bagels are bad? Try working retail in a liquor store for the country's largest chain of supermarkets. The filthiest, most reprehensible dregs of human society shuffle daily into our store like zombies; pawing orgiastically at the Jim Beam displays or $4 sparkling wines that I painstakingly shelve every Sunday night. As They gibber, drool and stumble their way to the counter; I console myself with the fact that someday they'll drink themselves into oblivion and won't ever come back. They also smell; they have this stench of sweat, urine and a 5 pack-a-day habit that physically hits you like a wall. I have to stand 2 feet away from some of my customers and hold my breath because of that smell. Then there's the ones with diseases, like the guy who's a Leper; and if he isn't a Leper he has some disease equally serious because his skin flakes of his face like dandruff. I serve hundreds of people a day, and there must be about 20% who i wouldn't cross the street to piss on if they were on fire. Alot of them are just a series of mismanaged bodily functions, like the ones who, swaying on their feet, eyes blurring in and out of focus, mumble through the spittle in the fetid, cavernous orifice they call a mouth about 'seeing a manager' after they've been refused. And I daren't even mention the other orifices they have. I have to routinely write up incident reports about refusing people for 'being fucking stupid' as they lack the hand/eye coordination to pull money out of their wallet or swipe their credit card. They might be drunk or not; but I figure I'm doing society a favour by not allwoing such mental deficits the right to buy alcohol. A typical conversation in one of my shifts goes thusly: Me: Hi, can I see some ID please? Customer who looks 12 yrs old: What? Me: Can i see your identification Young Customer: Why? Me: you need to be over 18 to buy alcohol, and you need to prove it Young Customer: Are you serious? Me: Do I look like I'm joking? Young Customer: Fuck man... (Hands over ID) Me: Oh wow, gee, you're 19 yrs old! Hah, how could I even possibly think you were under 18. You're fucking ancient! Young Customer:Fuck you (Leaves) Customer who is about 100yrs old: Hur hur hur; do you need to see my ID? hur hur Me: My god thats hilarious, side-splitting, I'll bet you could inspire Oscar Wilde. Seriously, I've had that very same conversation about 1000 times now. It's getting to the point now where I feel like buying a gun. And this is just the customers; wait till you hear about my superiors. About the only perks my job has is the fact that under current legislation i can refuse customers for any reason whatsoever and after 3 pm (the time when every manager in the store decides to have an early mark) I can do what i like, including swearing at customers and dressing shabbily in my uniform. It might actually sound like an ideal job to some till you realise that I get at least one death threat every fortnight (and you never know when they might actually follow through) and i have to deal with disgusting people who either drunk, high, stupid, crazy or a combination of them all. All this on a minimum wage. I can't even stand to drink anymore! If I weren't a student who needed part-time work on weekends I'd be gone in a flash.
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Regarding pressing escape to end the mission, the reason I don't like that is not because it hasn't been done before. It has, it felt very sloppy and unprofessional. IMO it's always better to do things within the game world if possible. If you want your character to move from one place to another, it feels more natural to actually use the movement controls and move your character, rather than leave your character standing there while you go hit some key like escape to move on. Crispy summed up what I was going to say already, that it should be an objective to get to the exit with no AI on your tail, if the mapper wants that. It might be a little tricky defning that. How many AI is too many AI tracking the player? How close do they have to be? How alerted do they have to be? Yes, objectives do track alerts caused by the player, although it's currently not broken up into sight/sound/tactile alerts (it could be). It is currently sorted by the level of alert (alert state 1,2,3, positive ID/combat). So yes, it might be possible to set up an objective to get somewhere with no AI nearby tracking you. However, I have some concerns about even that. In an ideal world, the entire game world would be modeled. It would be one seamless experience from the mission, the places you go inbetween missions (although it would be boring to do 45 minutes of uneventful city-walking to get back to your appartment), and the next mission. We can't currently do that, so we artificially define some entrances and exits for each area. Now, what if the artificially defined exit opened up into some place where, logically, it would be very easy for the player to lose enemies, like a forest or a warren of caves or something? If I were the player in that case, I would feel cheated if the game wouldn't let me end the mission if 2 AI were following me to this exit that led into a place where logically it would be very easy to lose them, and indeed I could lose them if the technology were up to rendering the whole of what happens outside the mission. But instead you're forced to run around the artificially constrained area to lose the AI, when logically there's a whole open area out there. Since we're not able to render that huge open area, I actually prefer the mission to end at that point. That's more immersive than saying "We can't render the huge city past the invisible barrier right in front of you, so you have to lose the AI that are chasing you in this area of two alleys that we can render."
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Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Sounds like the CameraWindow's _parentWidget pointer is NULL for some reason? Which window layout are you using? Splitpane, floating? -
Sure, I agree that's unrealistic. It would be nice if the game could let you play the escape all the way out ot a massive, detailed and populated city where you can lose anyone who's chasing you, but the technology isn't really up to that. That's no reason to make it even less reaslistic by just ending the mission when you pick up some object you need to get, and not even playing the escape out to one of the exits of that area. I remember quite a few missions where, during the escape, some alarm was set off to make it more challenging. Or the escape route was not the same as the route of ingress, and you went through a different area with guards you hadn't enocuntered yet in order to escape. I agree it's boring if you KO everyone and run back through an empty map, but I don't think "most" people do that. Ghosting reports were pretty popular. Again, I'm not saying that every single mission should have an objective to exit the map, I'm just arguing with Odd's contention that no mission should ever exit it by leaving the area, and instead we should hit the escape key on our keyboard. How are people even supposed to know when the mission has ended and they can hit escape, do we flash "MISSION ENDED, HIT ESCAPE TO LEAVE" across the screen?