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Message Publié : Lun Juin 11, 2018 5:55 pm 
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Bravo corbeau !

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L'orgueil des marteleurs


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Message Publié : Ven Juin 15, 2018 8:22 am 
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Glitch with blackjack is possible to replicate even without lockpick in NewDark 1.26 if new_mantle is enabled - https://m.youtube.com/watch?v=i_JVYNT3yhA

Glitch with lean and crouch is possible to replicate in NewDark 1.26 if new_mantle is disabled - https://m.youtube.com/watch?v=wMEy_31o0UE


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Message Publié : Mar Août 07, 2018 8:56 pm 
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Inscription : Dim Jan 15, 2017 7:46 pm
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Salut tout le monde, à peine newDark 1.26 est devenue disponible pour nous il y a déjà des nouvelles suggestions pour les prochaines versions de New Dark données par des autheurs

Voici:

Ryan Smith:

Citer :
An RNG metaproperty. Min and max range can be customized.


Sperry:

Citer :
I'd like to see a function to automatically change the number of sides in brushes, ex: change all 12 sided cylinders in a mission into 24 sided cylinders.

Such a function would save much time when adjusting a mission getting close to cell and poly limits.


Niborius:

Citer :
I really hope to see the game in DX11 one day. DX9 already made it so much better.

The same has been done with the game Gothic 2, which went from DX8 to DX11. Now this 2002 game has God rays, dynamic shadows, a dx11 water shader and much better compatibility in general with modern systems.


Neux:

Citer :
I'd like to create missions by C or java code. I've made a randomizer I'd like to use. They told me that DromEd has commands and with those one could do this but I found it terribly outdated and felt like there was some stuff missing.


Nacery:

Citer :
Fixes to physics and collisions maybe so the players doesn't get stuck in stairs and ramps so easily, allowing to attach ladders and ropes with use key or more movement speed options.


Lecombras:

Citer :
The only thing I would suggest is related to sound editing. It would be interesting to have a "flag" with a "crossover" option of volumes in the transition between two "environment sounds", for exemple.

It would also be nice if, when loading the game, the sound continued where it stoped, not at the beginning.


trefoilknot:

Citer :
My post-bday wish list:

-Torus-shaped brushes
-More seamless multi-brushing, e.g that can be dragged around without jittering, etc...
-the ability to reflect brushwork across a plane, not just rotate (e.g. be able to convert a clockwise spiral staircase into a counter-clockwise staircase just by reflecting.)


LarryG:

Citer :
If we are asking Santa for a present, I would ask for more script slots on objects. Yes you can get more via metaprops and inheritance, but its a pain. And it is just a list after all. So why not allow as many as needed?


Skacky:

Citer :
One thing I'd like to see is the inclusion of coordinates in monolog for warnings/errors such as totally coplanar... ick. or the dreaded remove_poly_edge. This would make finding the offending brushes far easier. I think it's already the case for a few errors such as SplitPortalPolyhedronByPlane or SplitPolyBySides. I haven't encountered these two in a while so I could be wrong, but I believe it's the case.


Firemage:

Citer :
At the moment, the thing I'm awaiting for is the MP mod with newdark.

This one with olddark IS AVAILABLE with it source code and it WORKS. There are bugs to fix of course but they could easily add it into a patch. I don't get why it is not done already.
Perhaps they are working on it and want to release it once it will be perfect, who knows ?


LarryG:

Citer :
I think I would most like to have a few more solid modeling primitives. The most common solid primitives provided by solid modeling programs are (a) box, (b) sphere, (c) cylinder, (d) cone, (e) torus, (f) wedge, and (g) pyramid. We have the box, cylinder, wedge, and cone/pyramid, but no sphere and no torus. Adding those would greatly enhance our ability to model.



Skacky:

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No texture filtering with 16-bit lighting looks pretty close to software already. The only major difference is the water which uses a different texture in software.
I know this is wishful thinking and I imagine it can't be raised any further at this point but another increase in cells would be very appreciated. I've become pretty good at minimizing their impact through various methods but 32760 is still quickly reached.


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Message Publié : Dim Août 26, 2018 8:24 pm 
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Buccura:

Citer :
Is it possible to use NewDark to modify difficulty parameters, such as AI hearing and sight awareness? I know you can do it with .gam files but it would be really neat if we can have global settings, like what the Dark Mod has.


DrK:

Citer :
remove poly_edge error

I'd love to have a way to detect the faulty brush or area in the monolog window, through coordinates or maybe a highlight feature. I've had this weird error for a while and it seems it was a rather simple brush which was its source, but I'm not even sure I fixed it for now.


Vfig:

Citer :
There are two enhancements to the texturing workflow that would help me a lot. First the problem:

Normally in the 3d view, left-clicking selects a brush and a particular face of it. I use this a lot in order to edit texture alignment, and often to set textures by number. I also use this to select a brush without especially caring which particular face is selected. My problem is, when the texture palette is open, left-clicking no longer selects a brush or a face—instead it applies a texture to the face that is clicked. This means I cannot easily select faces to edit their alignment while the texture palette is open. So I end up opening the palette, picking a texture, applying it, closing the palette, select face and align, open the palette again for the next face… I would like to be able to continue to select brushes and faces in the 3d view while the texture palette is open, without completely removing the ability to assign textures easily in the 3d view.

I would very much like the following options, or something to similar effect:

1. An option to change the texture palette's "apply texture" action from a bare left-click to alt+left-click, so that a bare left click continues to simply select brush faces even when the texture palette is open.*

2. A new shortcut, ctrl+left-click, when the texture palette is open, to apply the selected texture to the clicked brush's default texture instead of the clicked face.

(*Digging through gedit.c, I just discovered I can set "txtrpal_select 1" in dromed.cfg so that left-click applies the texture _and_ selects the face. For me this is better than the default, but still makes "picking" the texture off another face impossible while the texture palette is open.)


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