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  1. Modeling, skinning and animating are the tasks I am familiar with. What's unknown for me is the process of getting characters into engine and replacing/customizing some animations. Can I take skeleton from one of characters included in TDM v.1.0 or it should be a separate file, which you have in your work files? I work with 3dsmax btw. I know that you've done yours in Maya or Lightwave but maybe some of other team members know of some converting tools that work with 3dsmax? Are you planning on writing a Wiki tutorial on this topic at some stage, so people could make their own characters too?
  2. Someone was working on a lute in the public forums but I don't know what happened to it.
  3. I did look into remapping keys, but I couldn't get it working. I even went so far as attempting to change the scanmode, and again no luck. It might be errors on my part, but I doubt it. so, I know this isn't an ideal solution, but the arrow keys do work properly when you run Doom 3 with Wine. I tested this and while loading times are a little slower, performance is practically identical to the native install. At any rate, the issue is definitely with the linux version of Doom 3. So, install Doom 3 manually (wine setup.exe crashes) as follows: $ mkdir ~/.wine/drive_c/Program\ Files/Doom\ 3/ I have the 3CD version, so if you have a DVD version modify accordingly. Mount CD1 and copy the necessary files (for my setup, CD drive is mounted as /media/cdrom, so modify to suit your setup): $ cp -a /media/cdrom/Setup/Data/* ~/.wine/drive_c/Program\ Files/Doom\ 3/ Mount CD2 and CD3 and copy files: cp -a /media/cdrom/Setup/Data/base/* ~/.wine/drive_c/Program\ Files/Doom\ 3/base Download the Windows 1.3.1 patch (get the correct version from Dark Mod wiki) and install it: wine DOOM3-1.3.1.EXE Now test that Doom 3 works: wine ~/.wine/drive_c/Program\ Files/Doom\ 3/Doom3.exe As long as that works then 1) copy or 2) move the darkmod folder from ~/.doom3, or 3) create a symbolic link to it, whichever you want: 1) cp -a ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ 2) mv ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ 3) ln -s ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ Now you can run tdmlauncher.exe with Wine: wine ~/.wine/drive_c/Program\ Files/Doom\ 3/darkmod/tdmlauncher.exe EDIT: I've been testing this a little more, and there are a couple of rather small issues. Game will occasionally not restart when installing a mission. Just kill wine ("ctrl + c" if in a console) and restart the game.Leaning left/right/forward doesn't hold for too long, so you may want to consider setting "toggle lean yes" in the options.
  4. http://wiki.thedarkmod.com/index.php?title=Undead Just wondering when the animations for these were going to be worked on. Dom, Squill, up for some of these? I guess we need some basic questions answered: 1. Are we using the proguard rig for the animations? 2. What animations are needed or desired? 3. Are all 3 of these going to be using the same animation? 4. Revenant first? Since it can use existing combat animations and code, i assuming? 5. Are the rigs for the zombies ready now? Are the models ready for joints? Will they need a ton of special combat code? 6. Anything else?
  5. Yes, I have a process called DarkRadiant.exe in the task monitor, its using about 50 CPU and 1 872 kB of memory. It was installed to c:\Program Files\DarkRadiant. The DarkMod is in c:\Program Files\DOOM 3\darkmod\ and is running properly. Isnt there problem with location of the folders? I have read the quick installation guide on the wiki, it seem that I have done everything properly..
  6. As far as I know, the instructions in this thread are still current. A Private Message on these forums is probably OK too. Would be great to have another programmer on board.
  7. Been messing around a bit since last night getting everything up to date and running. Played through the trainer, most of Chalice, some of Outpost. Generally I think it's shaping up really nicely. One issue I am having at the moment is guards footstep sounds. I have my sfx volume at about half and can hear everything great. Some stuff seems a bit loud or quiet, minor tweaks. But the gaurds footsteps can't be heard at all. They are very silent, this led to guards sneaking up on me quite a few times in Chalice. They'd bump into me and I hadn't heard anything. You should deffinately be able to hear them from a distance coming towards you. Their voices can give them away but I think footsteps are an even more important indicator of their presence. Walking carefully down a spiral staircase or around a corner that is completely silent, then bumping into a guard walking towards you is not good. I looked into a bunch of pk4's, including the builder guard def files, but can't find footsteps listed. The Wiki also says they are there, so not sure if that stuff was moved at some point. I'd like to tweak 'em, at least for myself. If someone could point 'em out I'd appreciate it. I also had the feeling the player box is too wide front to back (not sure about back) but trying to grab things from library desk in Chalice I felt like I could barely reach the desk. Looking stright down I had a pretty large empty space in front of me. I noticed too that it seems like everyone is using the lock bar from the wall lockbox on the chests instead of the chest one. That's part of the reason I did the chest prefab, so people could just grab the one set-up and go. No biggie, they still work. I did have an issue with the glow around the lamps in Chalice. If AA is turned off the transparency around the glow sprite blocks other sprites down the hall. So you can see a square corner of clear in the middle of the sprite down the hall. I had AA turned off to help fps, but with it on 2 the fps seems the same. Nividia 8600gts, not sure if it's the culprit or not. The missions seem to load in around a minute for me, so that's great. My fps isn't ever that great, steady 20-30 in most spots so far. I think I need a better gpu, I'm pushing a 24" monitor and even though my card is pretty decent I just don't think it's enough for this thing. But in TeamFortress2 it is usually around 30 and alot of people brag of 100+ (that also depends on how you read the graph - but still, I think the monitor is just too much. I did lower res but only to 1600 range. Lockpicking is awesome. Frobbing works pretty well with the chests how they are in Chalice.
  8. http://wiki.thedarkmod.com/index.php?title=FAQ#Textures_are_missing.2C_screen_mostly_black seta image_useAllFormats "1"
  9. Tool? I am a weapon, an invisible weapon, for an invisible war. http://www.eidosinteractive.co.uk/gss/dxiw/ Ahh the memories of hyping this game up and failing a college class only to be dissapointed with the end result hehe. It was ok but the forums made me think the game sucked. In the end I liked it . Anyway Deus Ex 3 must succeed. If Deus Ex 3 bombs Thief 4 very well could be canceled due to lack of funding. Eidos is in a bit of financial trouble at the moment. Also need the newest Tomb Raider to sell well .
  10. http://forums.thedarkmod.com/index.php?showtopic=7366
  11. Haha, I had dozens of wiki tabs open and they gradually started changing. It looks smart, but I still don't have a clue what's meant to happen at 11:19.
  12. Did you start with an early Startpack version? This contains a copy of mainmenu_briefing.gui. If so, delete that gui or update your startpack to the latest at http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide If not the above then can you look in the console and see if there are any relevant errors? xdata is notoriously easy to get a tiny thing missing then you got nothing. I've done it countless times then found a quote mark or curly bracket missing or in the wrong place.
  13. Glad you worked it out. Also consider: The readables prefabs which you just select what you want and insert it then copy from a template and add your own text. Note that at the moment you have to manually extract the prefabs from the pk4 in the darkmod folder. The xdata is also in there. Not so critical to extract that but it is convenient. Startpack which contains an assortment of readables already working. So if you start with that then you just drag and drop. Details at http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide
  14. Yeah would be nice. Tabs will be easier/faster to identify then... How about you use the Dark Radiant logo for the wiki and the dark mod clock-icon or a simple "TDM"-Slogan for the mainpage.
  15. We have it mirrored to avoid confusion with the wrong patch. http://wiki.thedarkmod.com/index.php?title=Installation#Install_Doom_3_Patch_1.3.1
  16. Do you remember which driver version have you been using before? Might be interesting for other users experiencing those crashes, and we could mark these "bad" versions on the wiki.
  17. Sogi-Ya: That sounds pretty cool actually. Just build general aesthetic sets for each different location. That combined with the district maps on the wiki can provide a good resource for the mapmakers. I still feel some of the "main" areas could probably be built by mappers (e.g. the bridges, city squares etc.) which mappers could use as a hub for exploring the parts of the maps left grey (the "Here be Dragons" areas that plasticman mentioned). Mapping the whole City would be counterproductive to imagination, keeping it an entirely blank slate would do, but a general hub map of the city would be a great resource to those who wish to write whole FM campaigns. My 0.02USD.
  18. Have you seen this page? http://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_turn path_turns are "behaviour" nodes.
  19. Rantako: Yes, you have to extract the prefabs for now. The big square on the right - you may have to zoom out to see the prefab (mousewheel I think) But if its only showing the screen below it then there's some problem. I do recall someone mentioning a problem with Aero and you may have to turn it off. Melan: You'll get there in the end. Don't worry about some things be non-intuitive. Not everything is; you have to learn it. The same was true for Dromed. Also, some things like that gothic window may indeed be easier in Dromed but we can show you lots more that are easier in Dark Radiant and even impossible in Dromed. What I'm saying is I wouldn't bother comparing the two to see how DR measures up. You are looking at relatively ambitious non-obvious concepts that many of us would have to scratch our heads for a while to figure out. You will have a ball when you learn a bit more. And you cannot easily make one of those in Dromed like you can in DR. Hope you also browse the wiki - on patches for instance. I look forward to see what you come up with in the future.
  20. It might be fun if people did some "inspired by" FMs, where they use a familiar setting, but they had a different story and some surprises. But honestly, I think I'd be happier if authors concentrated on completely original work. The re-makes people even made in Dromed generally sort of fall flat as missions (some were good, the ones that had new stories), and no one ever did it with TDS (did they?). But original FMs are always fresh and just the fact you're venturing into unknown territory makes them exciting. Even if it isn't the best FM, you want to know where it's going. Edit: What I was really thinking about, also, is that The Dark Mod has its own setting, too. It's set in the city of Brigeport with its own districts and factions and intrigues you can read about in the wiki. Authors can do as they like. But what I really hope for is that they get inspired and start filling out a new canon and giving life and breath to this new world that's ours for the taking. It's basically our responsibility to give this new world life, and I hope authors take up the challenge.
  21. If you read the Game Universe entry in the wiki, there is quite a bit of information about the city of Brigeport, which is the central city in which Dark Mod is supposed to take place. There are some districts already described. And all the released FMs should be consistent with it all. My thinking is we should wait for a lot of FMs to come out, and when we have a good base of missions we can have our own "mapping Brigeport" project to actually fill out its map. I wasn't part of the Dark Mod discussions early on, so I don't know what any plans were on the deeper details of the city. Maybe some fans could put some things together even with the information we have now; but they should do their homework to make sure it's consistent.
  22. Don't know if this is the problem but first check this article to be sure your configs are synched and one is not overwriting another... http://wiki.thedarkmod.com/index.php?title=DoomConfig.cfg
  23. Hm. It might just be the wrong combination of gl_ settings. I had trouble wrapping my head around that before, despite people trying to explain it. Maybe we can find something in the window thread: http://forums.thedarkmod.com/index.php?s=&am...st&p=148796
  24. Also see http://wiki.thedarkmod.com/index.php?search=doomconfig.cfg&go=Go It is most important that you follow that or one doomconfig can overwrite another.
  25. There is a FAQ entry on your problem, which is presumably due to IE8 renaming your files without your agreement: http://wiki.thedarkmod.com/index.php?title=FAQ#FM_downloaded_but_won.27t_play
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