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So, what are you working on right now?


Springheel

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Don't worry, nobody thinks about the logics of machineries. Especially considering it's Steampunk!

 

And they look fantastic. Far too grand to think about trivial mechanics or architecture.

A mark of a professional.

Edited by Anderson

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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Don't worry, nobody thinks about the logics of machineries. Especially considering it's Steampunk!

 

I do! But then again I don't think I've ever made one machine for TDM that didn't have a lot of thought put into it. :P

 

Man those would be fun to model though.

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Modeler galore & co-authors literally everything

 

 

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That reminds me about importance of default AI-add-any-model, sort of fire elemental being that thinks like AI but don't have any animations -maybe just empty slots to trigger i.e. sounds when normal AI would play "I see you!" response. That would be handy for custom drones, you could just add any models, one rotating around other, maybe joint for "antenna" instead of head.

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A while back I was contemplating a little scurry bot that would resemble a roomba: I was thinking of binding it to a rat scurrying around on a hidden storey, though for really simple wandering scripting should also be an option.

 

func_securitycamera can spot the player... but even when nothing else can.

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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"movetype" "FLY", I'm guessing? (Zombies being a rare case of a humanoid that won't suffer the detaching head bug.)

That's one part of the answer. I had to change the aas definition, too. I stumbled over it by accident and the result was quiet funny.

 

And yeah, if you do this with other ai the attached head keeps flying away. Funnely the sword stays properly attached (tested it with a citywatch guard first). Very odd, but sufficient for elementals and drones me thinks.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Random DR fun...

I like it. What strange things will one find within, I wonder. It's quite mysterious. Also, the snow theme is a good fit.

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It's not snow, I just hollow a giant box with white texture tiled, with one ambient light set really bright, then do all the brush work before anything else.

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Have you tried the same machine testmap in Doom 3? I don't know much about the engine, but would be curious to know if the FPS drop is caused by multiple light gem calculations where the POV is at or beyond the machine's distance to the light/or if it's just an inherent limitation. (Apologies if I've completely misunderstood how lighting works)

 

Is that machine optimised with a shadowmodel at all?

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Have you tried the same machine testmap in Doom 3? I don't know much about the engine, but would be curious to know if the FPS drop is caused by multiple light gem calculations where the POV is at or beyond the machine's distance to the light/or if it's just an inherent limitation. (Apologies if I've completely misunderstood how lighting works)

 

Is that machine optimised with a shadowmodel at all?

No, models don't have shadow mesh, they cast shadows as complex as visible model itself. FPS is better if I keep lower part of machine out of POV.

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Yes, a shadow mesh would help. The performance change is because it's far more difficult to determine

shadow cull when you are inside the shadow. That was why "Carkmack's reverse" was devised. The trick

only activates once you're inside the shadow.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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