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  1. Assuming that by "silence" you mean "fix the code" rather than "disable the warning", you are welcome to send patches to either me or Greebo in a PM or through the forum. If you wanted to get more involved in development you could be set up as a contributor and have access to the coding forums as well.
  2. Well, I might still contribute more models. It's just a matter of getting some enthusiasm back to do it. I was running entirely on enthusiasm at the start of the project. Without that, it just makes it all hard work with no reward. I may have made it look easy, but it is a hell of a lot of hard work building those characters, not helped by the fact that I have a strict set of self-imposed standards I have to keep to and surpass, or I'm not happy. I'll take a look around the forums and see what needs to be done, and if any of it interests me right now.
  3. I too have applied your patch and will look at it in due course. I have committed the missing <cassert> include already, since Tel seemed to have this problem in the public forums.
  4. Which are the ones from id? When I made the ones in the decal folder I thought there weren't any useable ones in the D3 default files.
  5. I have given you contributor status and also given you access to the beta mapper forums.
  6. I found a great plug to lessen the reverb on the footsteps. Dominion - signal modeling device: http://www.digitalfishphones.com/main.php?...2&subItem=4 If you're familiar with software synths and shaping those sounds with different attack/decay envelopes, then this plugin does the same thing with audio. Currently the sustain (decay) is at -45 @ 30ms thus removing the reverb tails of the concrete/stone/metal footsteps. After I test a bit, should I upload to SVN? EDIT: Nevermind, just saw this thread: http://forums.thedarkmod.com/index.php?showtopic=6400
  7. You mean except for the fact that around every corner there was someone buying and selling illegal goods? There were more fences and blackmarket merchants than there were regular tradespeople. Which I guess makes sense, since you could retire off the sale of one or two gas arrows. You either haven't done much reading in thief-related forums, or you are blessed with remarkably low expectations. I enjoyed TDS, but I did it in spite of its numerous failings.
  8. I can upload the two changed files to the FTP: http://208.49.149.118/TheDarkMod/DarkRadia...anged_files.zip Extract it in your darkradiant folder, I hope I got the subfolders right. It containts the plugins/dm.d3hook/RCF/ServerStub.* files. You have a strange compile environment, sir.
  9. I have this patch here, maybe this works for you: Index: ServerStub.cpp ======================================== =========================== --- ServerStub.cpp (revision 3379) +++ ServerStub.cpp (working copy) @@ -48,4 +48,35 @@ mMergedStubs.push_back(rcfClientPtr); } + template<typename RcfClientT> + void StubAccess::serialize(SF::Archive &ar, RcfClientT &rcfClient, const unsigned int) + { + if (ar.isWrite()) + { + rcfClient.mClientStubPtr ? + ar & true & rcfClient.getClientStub() : + ar & false; + } + else //if (ar.isRead()) + { + bool hasClientStub = false; + ar & hasClientStub; + if (hasClientStub) + { + if (!rcfClient.mClientStubPtr) + { + typedef typename RcfClientT::Interface Interface; + std::string interfaceName = getInterfaceName( (Interface*) 0); + ClientStubPtr clientStubPtr(new ClientStub(interfaceName)); + rcfClient.setClientStubPtr(clientStubPtr ); + } + ar & rcfClient.getClientStub(); + } + else + { + rcfClient.setClientStubPtr( ClientStubPtr()); + } + } + } + } // namespace RCF Index: ServerStub.hpp ======================================== =========================== --- ServerStub.hpp (revision 3379) +++ ServerStub.hpp (working copy) @@ -245,35 +245,7 @@ #ifdef RCF_USE_SF_SERIALIZATION template<typename RcfClientT> - void serialize(SF::Archive &ar, RcfClientT &rcfClient, const unsigned int) - { - if (ar.isWrite()) - { - rcfClient.mClientStubPtr ? - ar & true & rcfClient.getClientStub() : - ar & false; - } - else //if (ar.isRead()) - { - bool hasClientStub = false; - ar & hasClientStub; - if (hasClientStub) - { - if (!rcfClient.mClientStubPtr) - { - typedef typename RcfClientT::Interface Interface; - std::string interfaceName = getInterfaceName( (Interface*) 0); - ClientStubPtr clientStubPtr(new ClientStub(interfaceName)); - rcfClient.setClientStubPtr(clientStubPtr ); - } - ar & rcfClient.getClientStub(); - } - else - { - rcfClient.setClientStubPtr( ClientStubPtr()); - } - } - } + void serialize(SF::Archive &ar, RcfClientT &rcfClient, const unsigned int); #endif Apply this patch to the plugins/dm.d3hook/RCF folder. Does this help?
  10. The map file is contained in the file thiefs_den.pk4 file, which is basically a ZIP file. Open it with WinRAR or 7-zip or something else and extract the file maps/thiefs_den.map into your doom3/thiefs_den/maps/ folder.
  11. I tend to use Cedega, because it has that nice "virtual" thing e.g. each program get's its own virtual windows environment and they are totally seperate. Meaning if you want to get rid of one, you just delete it (aka "the folder"). With wine, everything seems to end up in the same windows, and I don't like this pollution. But I can try it with wine, have it installed here, too. *pokes you* Go and package it, son!
  12. I think the sfx folder would probably be the one for something like that.
  13. Have now committed a new mid grey texture and modified the wbottle highlight to use it. The frob highlight is now both uniform and more subtle. It references the grey texture directly : map textures/darkmod/misc/grey_mid rgb 0.03 * parm11 The new misc textures folder might be useful for odd textures that don't fit standard categories.
  14. Sorry Mike, that was my mistake. Beta Mappers have access to a special beta mapper repository. All the info is in the level editing stickies section. Here is the relevant info. http://forums.thedarkmod.com/index.php?showtopic=5603
  15. That's a moveable chair that the AI is sitting in in this thread/picture : http://forums.thedarkmod.com/index.php?act=a...ost&id=1499 The collision model seems to work pretty well. You can also spawn an adm:moveable_diningchair (or whatever it's called) and use "g_showcollisionmodels 1" to look at it. What you see there is whatever D3 is using, so if it's somewhat concave, then it can handle somewhat concave things.
  16. I posted at polycount forums for help with metals. Curious to see what responses I'd get. A few people said I should add an enviroment map to the teapot for more reflection. The census seemed to be reflection on precious metals (gold/silver) and some specularity color. Metals like bronze, copper should be no reflection, like specular. (depending on tarnishing on all metals of course) ------------------- Currently the teapot has a reflective env map on it in addition to how it was. I'd appreciate if someone else could take a look at it and see what they think. I think it looks pretty good. make a creamer cup along side it (both are moveables), the creamer cup has NO env_map.
  17. Damn ... now all these forums are going to be in a new language I have to learn!
  18. Since I don't know the extend of one's knowledge in this area (what's obvious & overlooked to me may not be the case for others) I'm posting a new thread to deal with mesh & animation issues. * sharing animations: Thief: Deadly Shadows shares animations between AI in Unreal format (psk, psa) without the need of resizing animations since the size of the AI is in on the mesh itself (any animation would work regardless of size depending on if they share common joints & layout). Doom 3 animations, on the other hand, the size of the animations dictate the size of the mesh. If you use a citywatch animation (the citywatch md5anim is bigger) on the thief then the thief would resize to the citywatch. For example, if you copied (which is pointless since you can use the def file to point to that animation) the citywatch run.m5anim to the thief folder, then the thief would appear to grow when he's running. In order to share (misnomer since the md5anim is not actually shared) animations point the def file, when exporting, to the source Maya binaries (mb or ma) of the animations you want shared. * rigging discrepancies: The Unreal format is more forgiving. If there are extra joints in the mesh then an animation with those missing joints could still work as long as the major joints are shared. D3 needs matching joints to work exactly. There is no room for error. Thus the -keep option on the def file is used to match the animation joints to the mesh joints. Due to various discrepancies in AI rigs, the -keep option is often used. These discrepancies are not often the fault of the person who is rigging. Sometimes Maya gets flakey. Flooding the skeleton when rigging in Maya does help to keep stray vertices from going to the nearest, and often unused, joint. When finding out which joints to use, the md5anim and md5mesh can be viewed in a text editor. Then add or subtract which joints in the -keep option (used before the .mb animations decls in the def file) to match the animations to the mesh. When rigging, the leg mesh is separate from the body mesh so use the flood option (flood the legs with "Hips", flood the body with "Spine"). Look here for more info: http://wiki.thedarkmod.com/index.php/...aracter_rigging After this FAQ continues we can add this to the wiki. def examples may be included.
  19. Yeah, I figured as much. I do have thousands of ideas as everyone around here, I'm sure- but I imagine it's too late to attempt to introduce them at this point. I'll just post a suggestion thread in the general forums and be happy with a beta-mapper position, creating any models I find necessary (although I'll be taking requests if necessary). Besides, I have a pretty tight schedule (architecture studies) so I don't think I'd make for a valuable team member.
  20. We'll need to know what position you're interested in. Team member vs beta-mapper isn't as different as it used to be, but there are small differences. If you'd like to be a full team-member, that will give you access to all the forums, so you can participate in design decisions, etc, but are expected to follow some general directions about what you're working on. If you'd like to be a beta-mapper, you essentially have the freedom to do whatever mapping or modelling you want, but you don't get access to the mysterious, inner workings of the mod. Your choice.
  21. Yes, the exe is the only reason I joined these forums two years ago (this is my second account): I wanted to gain your trust and then infect your PCs! Anyway, I use Blender, Springy. Has decent export/import capabilities, collaborates with all main software. Baddcog: I'm working on a normal map for the low-poly goblin right now.
  22. I've gotten a little tired of seeing the same door textures over and over again, so I made 4 new ones. All of them were made by making slight modifications to existing textures in the model folder. I haven't added them to the door models yet.
  23. I was doing animating for DarkMod and my computer was chugging - it's at the point where I have to play the animation back at a slower speed just to see the subtleties, because the frame rate keeps dropping too many frames. And so I got to thinking about upgrading again. And the "upgrade" thread shows up in the DarkMod forums the very same day. Must be an omen. How many of you are playing Thief on an LCD? The stores around me don't seem to stock CRTs anymore!! WTF? I need a new monitor cause this one is dying. I guess if I upgrade I would get this; http://www.computeralliance.com.au/systems...;qrySystemID=35 $2349 AU but I cut it down to $2083 by subtracting the stuff I already have - HDD, DVD, Card Reader, Mouse, keyboard. (Still getting the included speaker system, I think I should replace these huge things here) The LCD in that bundle is $400. I would like to get a comparible CRT but seems like I don't have a choice. All I want to know is, when I turn the lights out, what will it look like??
  24. Wow there you are - that was quick! Ah - well the shadow is definetly missing from the mesh. I guess fbx_import.mb has nothing to do with it. http://forums.thedarkmod.com/index.php?s=&am...st&p=123307 All I know is when I ran exportModels and did a diff of the tdm_ai_thief.md5mesh between my local copy and the server, it showed number of meshes was 6 in my local, and 7 on the server copy, and at the bottom of the file was a clearly deleted mesh section. (I was doing a diff to get the materials back in the mesh. They were all wrong after I ran exportModels)
  25. @Spring, this thread? http://www.ttlg.com/forums/showthread.php?t=114492& He's talking about the very same monitor. The outcome of the thread is his has a darkening towards the top. Sounds like one of the insidious bad versions. (The "dotted grid" he's talking about is just the 16 bit colour dithering inherent in Thief. I've always noticed it even on my CRTs, and I can live with it, because I know it's just the old game, and not the $400 monitor) Man, if it wasn't for the risk of getting a bad version, I would be sold on this monitor. I emailed my computer store and asked if they can confirm which version it is.
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