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POST Your Bugs Here! (2nd Demo)

Page: 2 of 3
 Fracman
11-01-2004, 11:02 AM
#51
Originally posted by Disco Boy
I ran the install program let it go to the default directory and used the shortcut but I just ge regular JA when I start up. I tried playing but I just went to yavin. I've tried fiddling with command lines moving files and loading in the mod in gam but nothing works. Umm...Help?

Are you sure you had enough disk space available on your disk when installing the demo?
Please check if the dfmod_demo_ja.pk3 is in the dark directory.
Are you sure you used the shortcut with DFMOD icon to start the game.
Sorry, silly question, but i have to ask it :D
Then please check the DFMOD shortcut properties, if it passes "+set fs_game dark" to the exectuable.
Last thing: do you get console errors?
 Darth_Linux
11-01-2004, 3:26 PM
#52
Originally posted by Shamus
I dunno if if this is a bug or not, but I thought I'd throw this out there. In the sewers when you go into chute #1 (counted from left to right as you come into the room with the four switches) and go into the control room and press the switch that looks over the large room you need to cross, the room always fills up--no matter what the state of the other switches are in the other control rooms in the other chutes.

The other thing is even if you've flipped all the switches in the other rooms and then flip the one in chute #1 and see it fill the room, once you exit that area and go into chute #2 to the large room it's no longer flooded.

Maybe I'm missing something, but this seems like a scripting error to me. :p Also, the switches in the other rooms (other than the one in chute #1) don't let you turn them off once you activate them. Doesn't seem like much of a puzzle to me--but I could be missing something obvious. :)

this is exactly how the room is supposed to operate - you are missing the point of the puzzle . . .
 Disco Boy
11-04-2004, 10:33 AM
#53
Originally posted by Fracman
Are you sure you had enough disk space available on your disk when installing the demo?
Please check if the dfmod_demo_ja.pk3 is in the dark directory.
Are you sure you used the shortcut with DFMOD icon to start the game.
Sorry, silly question, but i have to ask it :D
Then please check the DFMOD shortcut properties, if it passes "+set fs_game dark" to the exectuable.
Last thing: do you get console errors?

Idon't have any console errors, I know that I had several gigs on the drive, the file is there, The shortcut is in my Start Menu and says Dark Forces Mod Demo with an icon of an ST similar to the old DF cover and has the right excecutable. I'll try to check console tonight or tommorow at the latest
 StarWarsGooN
11-06-2004, 5:16 AM
#54
So far I thought this has been a most execellent DF Conversion if I ever saw one! But if I remember correctly from the original Dark Forces Game, there were MOUSE BOTS roaming around in specific areas of the Secret Base level and in other levels of the game, which were absent in this 2nd demo. Will the mouse bots be in the next time around?
 Fracman
11-06-2004, 5:56 AM
#55
There were some mouse bots, perhaps our mapper has removed them because of a funny thing... Kyle was hopping on them, and some mouse bots fell down in the lift shafts ;)
 ImmolatedYoda
11-06-2004, 9:18 AM
#56
Yeah, I was wondering about that...I never saw any MSE's in the Secret Base, so I guess he took them out :(.
 Disco Boy
11-07-2004, 8:10 AM
#57
So does anyone have any idea about fixing my problem?
 Fracman
11-07-2004, 8:35 AM
#58
Disco Boy, if you would please mind to tell us exactly what you did and what is not working, we might be able to help you.

Did you extract the whole zip?
Did you use the setup.exe?
Was the installation successful?

Then check if inside your JA installation directory there is a dark directory,
and if this dark directory contains a large PK3 and different small files.

Do you have a desktop icon for the DFMOD?
What happens if you double klick it?
Please write me its properties in a PM if you like.

If you don't give us "proper" error or behavior description, we cannot solve the problem

:rolleyes:
 Zerimar Nyliram
11-07-2004, 9:11 AM
#59
The characters' mouths do not move when they are speaking. I really think that the cutscenes with the characters should be in-game cutscenes rather than part of the FMVs. Only the space scenes should be FMVs.
 ImmolatedYoda
11-07-2004, 9:50 AM
#60
Originally posted by Zerimar Nyliram
The characters' mouths do not move when they are speaking. I really think that the cutscenes with the characters should be in-game cutscenes rather than part of the FMVs. Only the space scenes should be FMVs.

This has been discussed already: to do the cutscenes in-game would require a ton of scripting, which would have to be provided by someone who is, as of yet, not on the team; i.e. they currently have no one to script in-game cutscenes. And the mouths not moving was listed in the readme as a known issue.
 Zerimar Nyliram
11-07-2004, 10:01 AM
#61
Forgive me.
 Locutus_of_Borg
11-07-2004, 2:08 PM
#62
Originally posted by ImmolatedYoda
This has been discussed already: to do the cutscenes in-game would require a ton of scripting, which would have to be provided by someone who is, as of yet, not on the team; i.e. they currently have no one to script in-game cutscenes. And the mouths not moving was listed in the readme as a known issue.

If the issue is that they need a good scripter, them may I suggest this guy:
lassev (Lasse Vддriskoski), lassev@Bigfoot.com
His mod 'Syndicate: Initiation' for Jedi Academy had some really nice scripted cutscenes in it with voice acting (with mouth movements) and particle effects (which would be useful for the Mon Mothma and Kyle conversation) etc. In the event he didn't actually script the cutscenes you could ask him who he got to do them for him.
 ewok mercenary
11-07-2004, 2:18 PM
#63
Yeah, Lasse does script everything himself, and I daresay he's the best scripter I know. Still, getting mouth movements in a scripted cutscene is as simple as anything, it simply requires you to put the sound effect on a voice channel if I remember correctly (last time I wrote a cutscene script was months ago :P).
 ImmolatedYoda
11-07-2004, 4:50 PM
#64
Originally posted by Zerimar Nyliram
Forgive me.

Done. And that's a really good suggestion, Locutus_of_Borg, let's see what the team says about it :) . Maybe this guy has fond memories of ye olde DF, and would really enjoy scripting the cutscenes. Well, we can hope, can't we? :p
 Fracman
11-08-2004, 9:26 AM
#65
Originally posted by ewok mercenary
Still, getting mouth movements in a scripted cutscene is as simple as anything, it simply requires you to put the sound effect on a voice channel if I remember correctly (last time I wrote a cutscene script was months ago :P).

We are not as incapable as you might think. Just because we don't have a profi scripter does not mean we can't write any scripts... :p

And you did not really read what we wrote already even in the readme. :rolleyes:

One more time for you:

The mouth movements are working fine!
The only problem is : as soon as EAX is switched on,
the mouth movement is so small, nearly not visible at all.
Switching off EAX brings mouth movement back.
It might be a problem caused by not having correct EAL files,
by inadequate drivers, or by other unknown cause.
Thats why we preferred to currently disable EAX to give you best experience.

The rendered cutscenes are totally different. The creator has his own reasons for it.
There might be different ways of doing these, but you have to live with it for now. :o
 ewok mercenary
11-08-2004, 9:49 AM
#66
Oh I don't consider you incapable at all, in fact I consider the DFMOD team to be one of the most talented around. :)

I was merely pointing out to Locutus that mouth movements in a cutscene doesn't exactly require hugely talented scripters.

Besides, the ingame cutscenes worked fine for me, although I myself think it would be an improvement if the part of the rendered cutscene with Mon Mothma and Kyle was done ingame, but that's just my opinion. :)
 Disco Boy
11-08-2004, 10:05 AM
#67
Originally posted by Fracman
Disco Boy, if you would please mind to tell us exactly what you did and what is not working, we might be able to help you.

Did you extract the whole zip?
Did you use the setup.exe?
Was the installation successful?

Then check if inside your JA installation directory there is a dark directory,
and if this dark directory contains a large PK3 and different small files.

Do you have a desktop icon for the DFMOD?
What happens if you double klick it?
Please write me its properties in a PM if you like.

If you don't give us "proper" error or behavior description, we cannot solve the problem

:rolleyes:

I think I went over most of this already but the unzipping and setup were both succsesful. The files are all present. As I said before the shortcut I'm using is in my Start Menu. There is no actual error like I said it just runs as normal Jedi Academy with all the menus and intros and when I play I go to the regular starting yavin mission.

For properties under general the only thing of note is that the archive box is checked under attributes which shouldn't affect anything.

Next under shortcut

"D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jasp.exe" +set fs_game dark

Is the target which is the default and what everyone says it should be

"D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\Gamedata"

is the "start in" directory and nothing is checked in compatability. I have JA version 1.0.1.0 and whatever the current version of XP is.
 JeneralJarJar
11-09-2004, 5:37 AM
#68
Here's my bugs that I haven't seen addressed:

SECBASE: When you get on the roof and don't press USE to end the mission, the Crow animation will sloooowly tip over on its side. IMAGE (http://usera.imagecave.com/jeneraljarjar/Shot0002.jpg)

TALAY: I get the message (Cached weather file "maps/talay.weather out of date, regenerating...) when the level starts. This goes away after a couple of seconds.

This door clips through the wall: IMAGE (http://usera.imagecave.com/jeneraljarjar/Shot0000.jpg)

Other than a few texturing problems (I think I saw some crates in SEWERS where the textures are backwards), everything else looks pretty good.

Great MOD guys!;)
 Fracman
11-09-2004, 9:24 AM
#69
Originally posted by ewok mercenary
Oh I don't consider you incapable at all, in fact I consider the DFMOD team to be one of the most talented around. :)
Heh, thanks :)

Originally posted by ewok mercenary Besides, the ingame cutscenes worked fine for me, although I myself think it would be an improvement if the part of the rendered cutscene with Mon Mothma and Kyle was done ingame, but that's just my opinion. :)
We also had a discussion about it team internally.
Modifying this would mean to render and cut the whole cutscene again...
but there was not enough time for this.
Else we would have to delay the demo or don't have any cutscene at all...
 Fracman
11-09-2004, 9:39 AM
#70
Originally posted by Disco Boy
I think I went over most of this already but the unzipping and setup were both succsesful.
Ok. What you wrote is fine, also the shortcuts.

Can you please tell me if the DFMOD files are correctly located in [...]gamedata\dark ?

If your answer to this is yes,
i have no other idea than this:
You might have some non-JA PK3 in your base directory.
As *.PK3, only the assets*.pk3 should be there.

I don't have XP on my machine, perhaps someone else can help here?
 Fracman
11-09-2004, 9:45 AM
#71
Originally posted by JeneralJarJar
SECBASE: When you get on the roof and don't press USE to end the mission, the Crow animation will sloooowly tip over on its side. IMAGE (http://usera.imagecave.com/jeneraljarjar/Shot0002.jpg)

Ouch. I had seen the skewed Crow before already, but not like that... must be some scripting error ;)
The player is not supposed to stay longer there anyway :p

Originally posted by JeneralJarJar
TALAY: I get the message (Cached weather file "maps/talay.weather out of date, regenerating...) when the level starts. This goes away after a couple of seconds.
This is not a bug, but a "feature" of the weather control system.
There is actually no known solution to this.

Originally posted by JeneralJarJar
This door clips through the wall: IMAGE (http://usera.imagecave.com/jeneraljarjar/Shot0000.jpg)

Good seen. This will be fixed by the mapper.
 Disco Boy
11-09-2004, 10:16 AM
#72
Its in the right place and the only PK3 files are the assets
 Salv
11-09-2004, 2:47 PM
#73
Here's my bugs that I haven't seen addressed:

SECBASE: When you get on the roof and don't press USE to end the mission, the Crow animation will sloooowly tip over on its side. IMAGE

TALAY: I get the message (Cached weather file "maps/talay.weather out of date, regenerating...) when the level starts. This goes away after a couple of seconds.

This door clips through the wall: IMAGE

Other than a few texturing problems (I think I saw some crates in SEWERS where the textures are backwards), everything else looks pretty good.

Great MOD guys!

Fixed, thanks!
 chr1s86
11-10-2004, 10:28 AM
#74
first of, great mod you got here, didnt get to play game first time around so looking forward to full release, anyway after first map i was hearing two sets of voices, one was briefing of next map and other was what sounded like vader talking to the emperor, was this meant to happen? if so i couldnt really make out what either was saying much kill vaders convo ended and only briefing remained. also in 2nd map the light textures on lamps sometimes left floating rings in air and water, sure thats been said before :p also one little suggestion with the blaster rifle is it possible to reduce the flare of the shots? as it takes up a fair bit of screen and can put me of slightly, or have abbility to turn it off in options. as for 3rd map cant find anything wrong as iam stuck atm if find anything ill post it though. keep up good work
 Fracman
11-10-2004, 11:14 AM
#75
Originally posted by Disco Boy
Its in the right place and the only PK3 files are the assets
Bah. sorry :(

Now could you please open the console (using ~ key) and scroll to the top (with PGUP) and tell which "searchpaths" JA found?
Or simply enter
condump dump.log
and send me the dump.log ?
 Zerimar Nyliram
11-10-2004, 12:01 PM
#76
Oh, another thing. (Don't really know if it's a "bug." It's more of a suggestion for the final MOD.) The Give All and Give Weapons cheats give you the JA weapons. (Or at least it give you the lightsaber rather than the fists.) It'd be great if you could somehow fix that. I'm guessing that it'd probably be hard to do, hey, that's my suggestion.
 Fracman
11-11-2004, 11:43 AM
#77
Originally posted by Zerimar Nyliram
The Give All and Give Weapons cheats give you the JA weapons.

CHEATER :Pir1: :swear:

We had an even better idea: implement the cheat codes of DF (if appliable).
But again we must be able to code the engine... until then, no special stuff possible :o
 Zerimar Nyliram
11-11-2004, 12:02 PM
#78
Originally posted by Fracman
CHEATER :Pir1: :swear:

Yes. And damn proud of it, too!:D
 Fracman
11-11-2004, 12:27 PM
#79
Originally posted by Zerimar Nyliram
Yes. And damn proud of it, too!:D

*pffffff* the only who can be proud here are we all from the Dark Forces mod team :p

Anyway we deny any responsibilty in case of damage to ennemies, maps, player and non player characters when using cheats :o

;)
 Waka3
11-13-2004, 2:17 PM
#80
Sorta have a big problem with this mod...

I installed the mod, the "Dark" folder is in the right place (Gamedata folder) and I ran the mod using the desktop shortcut. Nothing was different at all, and when I started a new game, it simply brought me to the character creation and the first level in Yavin for JA.

JA is patched, there is nothing in the base or gamedata folder that may interfere (eg:other mods) but nothing happens at all.

Anyone have any suggestions?
 Zerimar Nyliram
11-13-2004, 3:17 PM
#81
That exact same thing happened to me the first time I installed the MOD. But now it works fine, for some reason. (Second installation.) I did absolutely nothing differently, yet there is a world of difference.

Try doing the same thing I did: Uninstall the MOD and then reinstall it. Keep doing that until it works. (Luckily for me it worked on my second installation.)
 Nedarbi
11-14-2004, 1:28 PM
#82
i would consider this a major problem. it could be a video card problem but i will tell you anyway.

well when i start the demo on the main screen some textures and icons dont appear. i can still do everything but a few things are missing. when i start the game itself is the biggest problem. the entire map is covered ina thick red fog making it almost impossible to see anything, none of the models appear, guns appear when i use them but bullets dont show, and again textures missing. also the models shoot at me but i cant see them, so basiclly i die instantly.

can i get some help?
either post here or email me(braden_bob@hotmail.com)
 Nedarbi
11-14-2004, 1:29 PM
#83
sry it posted twice
 Locutus_of_Borg
11-14-2004, 1:42 PM
#84
Don't worry. It has nothing to do with your hardware or the MOD. It is simply to do with the way Jedi Academy is designed to handle pk3s. These types of problems didn't come up with JK2 because it was built slightly differently. Anyway to fix this problem, simply remove all the pk3s you've added to your Base folder. This means all the extra ones and leave the assets and that's all. Move them to a folder that JA won't look at (eg. JA\Gamedata\Base\pk3s). That should fix it.
 Kurgan
11-15-2004, 5:02 AM
#85
Quick suggestion, sorry to put in stuff that sounds like "requests" I don't mean to fill up space.

But Jan pronounces it "Ann oh At" in your cutscene, but in Empire Strikes Back Han says is "uh noe at" or "uh noe it."

I know it's hard to find good voice actors, but if they understand the context and story a little better, it can help to avoid sounding like they're just reading a script cold.

Good luck!
 JeneralJarJar
11-15-2004, 5:29 AM
#86
A couple more for ya:

In SECBASE, I was able to jump-crouch up the front of the troop transport outside, and from there get onto the second floor of the base. I could then take the elevator down, without getting the keycard or having any enemies spawned inside.

In TALAY, at the very beginning when you turn around to shoot the stormtrooper, there are two rebel posters on the left-hand wall. There is a clipping problem here, just walk forward hugging the wall and you will get stuck.

While I'm on the clipping issue, I'll mention that there are a few control console models in the rebel base that you can walk through.

And this is more of a gameplay issue: throughout the levels (especially TALAY) there are many small ledges and pillars that stick out from the walls. I found this to be slightly frustrating getting caught up all the time, as I hug the walls a lot when I play. I'm going to suggest that if there are narrow tunnels or elevators (SEWERS) that have detail sticking out, that these in-between areas get a clip brush.

Well, that's all for now. I'm off to play the demo for the 50th time:D...
 Magic_Al`s DF
11-20-2004, 6:43 AM
#87
I'm playing on a Mac and although the mod seems to work, the Moldy Crow does not appear at the end of the first level, which was also a problem in the first demo.

And this is not really a bug, but, seriously, the system requirements of this mod (at least in Talay which is where I'm stuck) are severe and there seems to be nothing I can do to speed it up. My iMac G4 (32MB GeForce2 MX) is less than 3 years old and I don't expect to be able to handle any new game at maximum settings, but I can't even speed it up with minimum settings and all eye-candy off. Switching to low geometry or low textures doesn't help -- were no low-res resources created? I don't know if I'll ever finish Talay simply because it's really hard to fight at 3 frames per second.
 MikeGunther1969
11-20-2004, 11:34 AM
#88
Sounds like you need a new video card, more RAM, or BOTH
 Magic_Al`s DF
11-21-2004, 7:44 AM
#89
I'd need a computer, actually, since iMacs are about as upgradable as laptops (compactness over expandability). Obviously if gaming were a higher priority I'd have a different system.

At the same time, I think it's fair to feel some disappointment that hardware that would have been adequate when the mod began turned out to be inadequate in the end, after all this anticipation.

It's a predictable outcome given that modders are naturally hard-core gamers who are artistically interested in pushing the limits, and who are free of any economic worry of the product being able to run on a large enough installed base of existing hardware to make a profit.

I guess whenever I have a computer that can handle this in the future, I'll really like it. I beg the team, however, that system requirements be frozen at the level of the second demo. If I get a new computer now, and the requirements go up again when the final mod is released, I might go nuts.
 Disco Boy
05-17-2005, 9:11 AM
#90
First of all I just want to say that the maps look great almost everything seems to be more or less intact and the little changes/additions are well done.

That being said I do have a few fairly minor things

1st. No inventory: There's no headlamp/IR goggles to be found. In Secbase, talay, and anoat thats only an inconvenience but later on (detention facility for example) the game will become more or less impossible.

2nd. No extra lives: One of the best thing about DF1 was the extra lives, it helped balance out the difficulty and made for some interesting secrets.

3rd. This one's probably impossible to fix but I'm gonna mention it anyway, Kyle's Fists used to be a lot more useful. In DF1 enemies were blind until you hit them so you could walk up and punch them for a "stealth" kill. Also they used to be a lot more powerful than they are now. Finally the "uppercut" is gone altogether :(

4th. The Dets primary and secondary havn't been changed back to how they used to be.

Again good job guys I'm really looking forward to the final version
 Fracman
05-17-2005, 1:13 PM
#91
Hi Disco Boy,
thanks for your if even late report ;)

Points 1&2 were definitely not possible in the Single Player game, and they are on the list for the MP version.

Point3: What is the "uppercut" you mentioned? Could you pls. explain?
The fists are useless in JA since the ennemies are more intelligent than in DF.
In DF they really only reacted if you hit them or were shooting around in the same sector. In JA, the ennemy detection model is different... there you have just to be around nearby enough and the imps are coming.

4. I don't understand... Do you mean it should be like this?
Primary function: throw DT that jumps and explodes after a while
Secondary function: explode directly on surface hit

Anyway, thanks again for the comments :)
 BabySpinach
07-18-2005, 6:56 PM
#92
Hey guys. I'm the one that helped Tesla help salv get dust on Gromas.

I played the second demo today and I saw some slight errors. The first is that the wrong deformVertexes command was used in the purple water shader in the second map, which causes the water to not stay connected with its self when there is a split in the brush.


The other bigger thing I noticed was that there was no dynamic glow! Where did it go? You should be able to make things react with it by adding:

glow

To the light shader. It would make everything look SOOO much better.

Did the coders take it out or something?


Another thing I saw was that there are still no first person fists. That will definately be needed for the map with Jabba and the Kell Dragon.

I have never actually played to the sewer map because I always push a wrong F1-F12 button and mess something up. Another thing that would make it seem more like Dark Forces (which it definately does feel Dark Forcish) would be to code in the old DF counsol commands. Like laimlame and- thats the only one I can currently remember.:)

One last thing I saw. The cutscenes, the models lips don't move. It was a bummer seeing that.

Things I liked! I really absolutely loved the new music that replaces the MIDIs. Well done whoever did that. I liked the second map. The debris is really well done. It looks EXACTLY as I can remember the actual DF map looking. The weapons were amazing too (execpt for the fists;) ). Great job on the models!

Thats all I have to say for now. Keep up the great mod guys.
 Benevolence
07-18-2005, 10:11 PM
#93
Originally posted by BabySpinach
Things I liked! I really absolutely loved the new music that replaces the MIDIs. Well done whoever did that.

Thanks! I'm glad you enjoyed it!

Keep in mind that the demo is indeed a demo and not a final release. There came a point where we said " We know there are a few things that aren't perfect, but for a demo release its good enough for the community to see what we're doing" (especially since we ended up releasing it almost 10 months after we intended to). Just about everything you had mentioned has already been noted and will be updated for the final release.

Right now our big hurdle is converting our SP maps to the MP engine using the Open Jedi Project.

Originally posted by BabySpinach
Another thing that would make it seem more like Dark Forces (which it definately does feel Dark Forcish) would be to code in the old DF counsol commands. Like laimlame and- thats the only one I can currently remember.:)


Oh come on, everyone should remember lapostal!
;) :rolleyes:
 Fracman
07-19-2005, 9:13 AM
#94
Originally posted by BabySpinach
The first is that the wrong deformVertexes command was used in the purple water shader in the second map, which causes the water to not stay connected with its self when there is a split in the brush.

Ah, strange. How can we solve this?

Originally posted by BabySpinach
The other bigger thing I noticed was that there was no dynamic glow! Where did it go? You should be able to make things react with it by adding:

glow

To the light shader. It would make everything look SOOO much better.

Did the coders take it out or something?


The coders are not the guilty ppl, coz they don't work on shaders, they are "just" coding the engine ;)

No, it's my fault. I thought my glow shaders were basically correct.
At least there were lighting.
But you're right, i always missed the light halo... Is THIS the dynamic glow!???

I always thought the "glow" keyword was just a replacement for the "blendFunc GL_ONE GL_ONE" and wondered why it was there.
No other explanation...

I did not add explicitely the glow line.
I'll check the glows... and do some tests.
But... they don't make sense everywhere.

It might also be that our configuration file for the demo disabled Dynamic Glow.
Please start the mod, and check if Dynamic Glow is enabled there...

I know one place in Sewers, the last room, FatSpider used some original textures that really show dynamic glow.

Do you mean e.g. these?

Originally posted by BabySpinach Another thing I saw was that there are still no first person fists. That will definately be needed for the map with Jabba and the Kell Dragon.
Known and already reported bug.

Originally posted by BabySpinach
I have never actually played to the sewer map because I always push a wrong F1-F12 button and mess something up. Another thing that would make it seem more like Dark Forces (which it definately does feel Dark Forcish) would be to code in the old DF counsol commands. Like laimlame and- thats the only one I can currently remember.:)

Well, we are NOT doing a Total Conversion with ALL the stuff from DF.
Such things will come at the very end when all maps are done and the coders don't know what to do else ;)

Originally posted by BabySpinach One last thing I saw. The cutscenes, the models lips don't move. It was a bummer seeing that.

Also already known "bug".

Anyway, its a demo, and with the valuable input of you and others we can make it nearly perfect at the end :)
 BabySpinach
07-19-2005, 3:41 PM
#95
About the dynamic glow. Yes I triple checked that it was enabled and this is what I was refering to. I used it on all of my light shaders in my last map.

Click! (http://www.darthg.com/BabySpinach/BabySpinach_images/ScreenshotsForCompetition/Final13.jpg)




About the water shader. If you post it here I can take a look. Or you can contact me on MSN.

BabySpinach13 (AT) hotmail.com
 Fracman
07-20-2005, 12:37 PM
#96
Ok, thats also the effect i could achieve finally. Thanks for the info!
And pls. check your mail ;)
 BabySpinach
07-20-2005, 2:18 PM
#97
Checked it.:p
 BabySpinach
07-28-2005, 9:41 AM
#98
Check your E-Mail Fracman.
 Kurgan
07-29-2005, 10:22 AM
#99
Originally posted by Disco Boy

3rd. This one's probably impossible to fix but I'm gonna mention it anyway, Kyle's Fists used to be a lot more useful. In DF1 enemies were blind until you hit them so you could walk up and punch them for a "stealth" kill. Also they used to be a lot more powerful than they are now. Finally the "uppercut" is gone altogether :(



What was this "uppercut"? I just remember the fist having just one attack, like Doom.
 Malgg
08-01-2005, 10:04 AM
#100
Let me first say that I love this MOD! I can't wait until the whole thing is completed.

That out of the way, I think I found a problem: In Anoat I go through the first (west) gate and thow the switch. I see out the window that the sewage level in the central tank rises all the way up to the door that is opened by the switch in the 2nd gate.

However, when I get back to the central area by going through the 2nd or 3rd gates, the sewage is back down to the bottom.

Thanks and great work.
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