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stumpy

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Everything posted by stumpy

  1. in the doom3/base directory you should have two files that end with key if you dont, run doom 3 while connected to the internet and input your cd key, the game connects to the doom 3 server and issues you with a checksum file that validates your copy of doom 3, this for cd version not sure about steam version. there's a chance if your using a firewall like norton's that its blocking the port doom 3 uses to connect to the id server. Doom 3 connects to the id server whenever its run, if you are connected to the internet, just to check to see if you have a valid version.
  2. atdm:moveable_cauldron_large no collision model error atdm:moveable_kitchen_tea_tray no collision model error cant add them either no cm model available tryed cauldron_cm for large cauldron but that collision model gives a missmatched uv error maybe I should point out that moveable objects that use the cauldron_cm collision file, when you run dmap, right at the end when it works out all the collision data in the map, this collision data is not created. So when you run the map, you get a warning that there's a UV mismatch on cauldron_cm, then the collision data that gets loaded, is from a previous dmap when cauldron_cm was not in your map.
  3. I've come accross a bug, today the zoom in the YZ side window stopped functioning, it still worked in the other windows, so I closed the window, then I just couldn't get it back did the usual create a xy top window change it to YZ side but it wouldn't change, just kept switching between xy and xz, had to reinstall radiant to get it to work. Having looked at it again I seemed to have corrupted the keyboard shortcuts somehow, which caused the window to bug, I deleted the settings in the application data in documents and settings as the file there seemed to be causing the problems
  4. seeing as the results are still counting down, how would you know.
  5. I got a colorme light working in my mission, so its basically add model, pick a colorme model, change classname to light_colorme_model. so if you frob it via a trigger object, the light turns on and off, and the skin on the glass changes from lit to unlit.
  6. There's a pipe built into the wall thats connected to a pump, so when it goes out the pump pumps oil over the torch, then an electric arc that runs through the end of the torch is turned on that heats up and lights the torch.
  7. my half built map is at 6mb with the proc file at 9mb the cm file at 7mb and the aas32 file for the corpse at 6.5mb and the script file at 10k and guis at 3.5mb and xdata at 75k and am about 38percent done although 98% terrains in and 80% script, and 50% lights, 95% visportals, and doors 100%, objectives 0%, AI 2%, decorations 15% and anything I've missed at 0%. how big is my mission likely to be. It covers a city district and a big castle/mansion which isnt shown in the screenshots I posted, and some sewers.
  8. I've got a ragdoll in my mission (which hasn't been released cos its about 38% done) male noble, in water, with the head 2 feet away from corpse. If its caused by the water, then I'll place him above the water and let him drop in, or someplace nearby that doesn't break the mission storyline, but isnt in water. the water's not moveable so theres no func_forcefield in it. Unless the water dis attached his head turning them into two objects, which floated down in two opposite directions. But the body cant be picked up, turned the option off, and so neither is the head pickup able. I also had a thief AI in my mission when building the terrain and testing some lights, to make sure I got the height of things right, never had any problems with the head on the thief. Am using the install from the release in november, downloaded in december, and installed it then, dont have any of the previous files from months before december. As for the guard in the top post, I knocked him out first chance I got, but the game saves after I did it became unloadable. due to invalid token '}'.
  9. With the fact that the hud and menus are controled by editable gui's adding options for the player to play a mission beyond the scope on how the builder of the mission actually wants the player to play the mission, would mean that the mission author could in fact include code with his/her mission release which would cancel mission breaking player options. then players would have to go back to using god and noclip to cheat.
  10. No spider's, So where do all the cobwebs come from.
  11. Sewer Control street corner Street Brewery Only done some terrain and some lights.
  12. warnings in doom3 console pointing to missing files and buggy ai couldn't load image extinguishable/ lamp_shaded lantern_oil_hand02 round_lantern_sitting round_lantern_unattached squarehanginglamp walllight1 walllight2 walllight_3_unnatached (sic) wallight_outdoor3 (sic) streetlamps/roundstreetlamp streetlamps/roundstreetlamp_02 even if these objects are not turn off able, something is pointing to the missing texture files invalid joint RightHandMiddle3 in bonecenter() in 'guard_base' invalid joint RightHandMiddle3 in joint() in 'guard_base' this is bugging off the male noble ragdoll, also his attached head with green cap is 2 feet away from the rest of his body also the texture wood weathered_grey is appearing black in game, with the compile error couldn't load image textures/darkmod/wood/boards/weathered_grey_local
  13. stumpy

    Fox News

    if Rupert Murdoch's in charge then 95% of the news is made up and 5% is true. Well thats true of all the news networks he owns in the Uk so I cant see him changing just for Fox news.
  14. I've based all my missions in a city 6 weeks away from Bridgeport via the fastest steamship, called it 'Lunarium' due to specific key city structures that couldn't be plonked into Bridgeport. I've also called my rogue Reg.
  15. whats the size of your virtual memory, if its set too low then that can effect performance.
  16. if your using the custom item entity to add an item whats the path for the icon image, and what graphics format and size should it be. And how do I increase the size of a font in the <nameofmap>.xd file, I was adding text to a street sign the ones that point to a place in another map, but the text isn't big enough on the sign. How do you make the dial pointer inside of a dial jiggle so it makes it look like the machine is on, I've already made it a rotation entity, do I have to do it in scripts, or is it possible to do it on the object.
  17. Cant you make paths with patches, patch for the path, and two patches for the grass on either side of the path, as basically a path through grass is a rut. if its a road then the path patch would be higher than the grass unless you've got a pavement/sidewalk, then you wouldn't have grass anyway. _-----_ road --___-- path roads are usually convex to allow water to drain off them even the romans had convex roads, while a path is concave due to being worn down by many feet, hoofs, wheels.
  18. the roof bug is caused by the player_clip brush being directly over head, so when you mantle the roof, the game takes control of your actions, and the mantle animation of the player sticks him inside the player_clip brush, which you cant get out of. player_clip brush should be on the roof, so you can try to climb up there, but it pushes you off, or you can't get a grip.
  19. this guis doesnt exist guis/readables/sheets/sheet_paper_hand_rapscallionpirate.gui you have to use guis/readables/sheets/sheet_paper_calig_rapscallionpirate.gui to get past the bug, the bug is that you cant drop the readable once read. this guis is wrong guis/readables/sheets/sheet_paper_print_caps_carleton.gui its actually guis/readables/sheets/sheet_paper_print_carleton_caps.gui this guis doesn't exist guis/readables/sheets/sheet_paper_print_carleton.gui there isn't a work around for it
  20. AA 4x vertical sync off 116.5 fps vertical sync on 60.1 fps AA8x vertical sync off 75.4 fps vertical sync on 56.0 according to nvidia's control panel vertical sync reduces graphic tearing by sync'ing the graphics card with the monitor, my monitor is set at 75hz. I dont get any graphics tearing. Theres no visual difference between AA at 4x 8x and 16x apart from the light halo's around lights. my graphics card is pci 16x, doom3 doesn't support sli so the cards are running in an emulated sli mode.
  21. Doom 3 settings Aspect ratio 4.3 Screen Size 1280x1024 (max size I can get) Fullscreen yes Vertical Sync off Antialiasing 16x Texture Anisotrophy 16x Ambient Rendering standard Interaction shader High Quality Bloom off 27.2 Ambient Rendering Fast 27.2 Bloom on (this setting wishwashes the textures, drains the textures of colors.) 27.2 Vertical Sync on 24.2 doom 3 is running on all four cores, no hyperthreading.
  22. XP Home SP3 Intel Core2Quad Q9450 4x2.66Ghz 1333 FSB 12Mb cache Nvidia 9500GT x2 512Mb Creative x-fi Pro 2Gb ram 1/2 tetrabyte harddrive doom3 settings Aspect ratio 4.3 Screen Size 1280x1024 Fullscreen yes Antialiasing off Texture Ani 1x Ambient Rendering standard Interaction shader High Quality Bloom off Vertical sync On tests after game in memory 60.1 fps 60.1 fps Vertical Sync off 205.5 fps 203.9 fps
  23. I noticed it in Return to the City and Business as Usual for the other missions I had been doing them on hard anyway, dont like to be forced to ghost a mission so wasn't playing them at expert.
  24. another way of triggering a teleport in script is $<name of teleport entity>.activate($player1);
  25. If I set the game to easy or hard, then the settings stay that way, but if I pick expert by the end of the game its gone back to hard. It seams to set to hard as soon as I start a mission even thou I've picked the expert setting.
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