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About touristtam

  1. to be fair this is a _public_ alpha. Before that there has been _two_ years of private alpha.
  2. dafuq you are using? Subversion with some internal developed reporting tool?
  3. I think that was linked to council memmbership (ie buying the game way before the current steam alpha)
  4. That s what the Barbarian used to do. Hopefully this char will be implemented again.
  5. So you should have a hero portrait top left unless you've turned it off in the options, the left border of the hero icon (Squire's head/Huntresses head etc) is where the quick view xp bar is, black is empty slowly fills with gold until you level. Wow this is NOT an obvious choice. I would be better to see the XP bar at the bottom like in DD1; big and fat.
  6. So for the people that did play DD1 for a good while, have a title that reflect that (example: "returning hero"). Base it on the number of hours played from steam profile. I must have over 1200 hours on DD1, and that would probably help me see other long time players, as well as infatuate my ego. :p
  7. The Throne RoomThe RampartsEndless SpiresThe SummitGlitterhelm CavernsMisttmire ForestSky CityAnd bring back the Tavern for the private tavern ! :D
  8. Just signed in (first time in months btw) to say that I feel the same! The hardness of the game is totally off. Me and my mate were doing the campaign while having our main toons in their 20s. Not what I was expecting from DD2.
  9. Yeah? How long this early access BS has been going on for? And the road map just states they will add what was basically already in DD. They just pulled a Rust-like early access, changing mid way through development what the final game should be like. Content is poor at best, and they totally removed the opportunity to have modding and community involvement that could have helped them releasing new content Remember at PAX East 2013 (TWO YEARS AGO)? They were telling everyone the game would be released late the same year/early following year. Now you can understand that some of us are frustrated with the whole situation. Specially since they have decided to change so much of a perfectly good game. Not that I absolutely wanted them to follow "tit for tat" the CoD model of release. But at least, greedy Activision has the intelligence of releasing new versions with the same name (almost) and the same mechanics. And guess what: the expectation for new player and old player, of what the game should be like, are the same. I could, today, get the new Call of Duty and not be too unfamiliar with it, despite the fact that I haven't touched any of them in the last 4 years. What trendy has done is ***ting on a perfectly good game and they have been trying to peddle out of this stupid decision ever since.
  10. Hi, I am just trying to get grip with 3D Max in order to get some custom models going in the dddk, but I have hit a wall: everything I am doing is just scaled down and I have to scale them back up in the dddk, which of course is producing some ugly thing (mainly texture stretching). Could someone please tell me how I should set up the system unit in 3D max to not get this? Thanks, Tam
  11. Thanks for the tutorial Just noticed though: Outlines - White - [[309,hashtags]] Lower Levels - Brown - [[1440,hashtags]] Mid Levels - Light Brown - [[1441,hashtags]] Upper Levels - Beige - [[1442,hashtags]] Top levels - Cream - [[1442,hashtags]] Lava - Orange - [[1443,hashtags]] Enemy spawn areas - Red - [[1444,hashtags]] (at about 70% opacity) It'd be nice for this part to be reformatted as well: [quote] Enabled? - Allow the minimap in-game, yes/no Force Map Always on? - If you would like the map to always be on screen Map background Opacity - The transparency of the minimap overlay Mini Map Background Texture - The texture of your minimap Mini Map Center Tex Coords (x/y/z) - The centre point of your texture Mini Map Distance Scale (x/y/z) - x = top to bottom y = left to right. The distance of your minimap overlays Mini Map Icon Scale - The size of the overlay icons i.e. Treasure chests and crystals Mini Map Scale - The size of the minimap texture Mini Map Screen Draw Offset - Allows you to position the minimap and overlays around the screen Orig Map Tex Height - Height of the minimap in game Orig Map Tex Width - Width of the minimap in game Now many of these settings depend entirely on the texture you're using and your own map. So while I will try my best to give you the information values will differ almost all the time. It takes a bit of trial and error to get values correct for this, so it maybe take a few attempts before you get it right. So the first thing to do is to insert your minimap texture, do this by selecting it in the content browser, then clicking the green arrow on the right side of the 'Mini Map Background Texture' row. And then you can set the 'Orig Map Text Height' and 'Width' values up. Now It appears that Trendy use the same values for all their maps that I checked, those are a height of 706 and a width of 984. While you are free to use any settings you choose, I found the values Trendy provided stretch out most minimap textures if they're brought in at a 1024x1024 size. As such Id suggest values that are equal to create a square, 512x512, 600x600, 768x768 etc. They don't need to be powers of 2 here so any value that creates a square should be fine. For my final setup I used the value 768 in both Height and Width From my testing you should set the X and Y values of 'Mini Map Center Tex Coords' to values that are half of the ones in use in 'Orig Map Tex Height' and 'Width'. This isn't a fool-proof method, it seemed to work fairly well, you may have to adjust your values slightly. Again for mine I used exactly half (384 for both), which seemed to be helped by the fact I knew my minimap in the world was lined up very close to the actual texture centre. [/quote] So the explaination would be with the item list. By the way, it seems the value of Y and X are somehow inverted .... :/ My final values are: Texture size: 1024*1024 Mini Map Center Tex Coords: x=256; y=256; Mini Map Distance Scale: x=0.037000; y=0.037000; Orig Map Tex Height: 512 Orig Map Tex Width: 512 Tam
  12. thanks. It seems that the 'physical' doors object have that blue (teal) bounding box over when they are working. Anyway I have checked with the template again finding the object referenced from Kimset to the map and vice versa and I have 9 set of doors working now. I have not the old save so I can not really upload that. :/ Hope this can help anyone else trying out for the first time. :) Tam
  13. Thanks for the pointer. I must admit that I do not understand everything. I have tried to check the animation in Kismet but I get only 1 of the doors to move. I have a total of 7 set of doors and only three are actually working. I have checked as well from Kismet that the actors were correctly set. And I am confused: 2 of the working sets are inverted (left doors is the right actor and right door is the left actor) and one is set correctly.... I have noticed as well a blue bounding box around the 3 sets working. And after testing a 4th set is working and I can see that blue bounding box surrounding each of the doors from that set. Oo Can the actors be partially inside the geometry and still working? Tam
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