Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/mesh/' or tags 'forums/mesh/q=/tags/forums/mesh/&'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 7597 results

  1. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  2. If you need functional props (models mapped to entity defs), this is probably the best section: http://forums.thedarkmod.com/index.php?/forum/4-art-assets/
  3. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  4. jaxa

    Raspberry Pi 4

    According to what I'm finding so far, actual Bluetooth 5 features may be non-existent: https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=245492&p=1499926 https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=244386#p1497702 Looks like you can't expect higher speeds, longer range, or any particular benefit at all. I'm not sure if there would be any positive outcome from using a Bluetooth 5 device with RasPi 4, so it may be a very misleading selling point. Seems like with any two Bluetooth devices, one of them will be the weakest link. If it's as bad as claimed, attaching a BT5 USB dongle to the Pi might yield better results. https://www.androidauthority.com/bluetooth-5-speed-range-762369/ Bluetooth 5 can potentially "double" or "quadruple" range, knocking max data rate down to 500 Kbps or 125 Kbps respectively. If you were to use a super-efficient audio codec like Opus, 100 Kbps should be more than enough for podcasts and even streaming music. But when I was researching Bluetooth 5 headphones, I found zero indication of Opus support anywhere, with many of them relying on the old SBC codec, even though Opus or any other codec could be added as an optional extension to A2DP. Here's some discussion. Someone compared RasPi 4 CPU performance to the Intel Core2 Duo T5600, a 2006 dual-core mobile chip with a 34 W TDP. I'm not sure if I buy that, and it's hard to find good direct comparisons right now. Also, a fresh new firmware update has apparently increased performance while reducing operating temperatures. You might be able to get a substantial boost from having a heatsink, metal case, or small fan. I think it's plausible that RasPi 4 could run some TDM missions at a playable (low) framerate, but more research is needed. Now for something more interesting. The user guide for the RasPi 4 possibly makes reference to a variant with 8 GB of RAM. See the heated discussion in the comments. There doesn't seem to be an actual 64 Gb (8 GB) LPDDR4 chip with a 32-bit bus, or something like that. Compare to this new 12 GB LPDDR4X chip from Samsung that has a 64-bit bus. I'm in the "more RAM is best" camp, even if on the face of it, it seems absurd to have that amount attached to this device. Raspbian or other desktop-focused OSes should be able to take advantage of the full amount, caching stuff that would otherwise be loaded from a slow microSD card (unless you are booting from an external SSD). Maybe we will see a $75 RasPi 4 variant in 2020 with 8 GB of RAM and fixed USB-C charging implementation. So if you were on the fence about this thing, you could kick the can down the road and see what they do next year. At the same time, 4 GB is going to be enough for a lot of use cases, and the USB-C problem is not that serious.
  5. Oh, some interest? I should make a video, but will get around to that later. For now I'll try my best to talk through the steps. I'm exporting from 2.69 but whichever version supports the 'Quake MAP' exporter, should be all the same. _________________________________ --> On the right-hand tool panel of the 3D view, under 'Display', set the grid scale to 0.64 with subdivision of 8. --> Create a plane, go to 'Edit Mode' and 'Subdivide', then CTRL+T to triangulate. (instead of scaling your plane (before subdivide) use 'Dimensions' (under Transform) and set X and Y to "81.920"). --> Displace & Sculpt (etc) as desired... (keep in mind you can do these first steps in any software, so long as the grid is the same, which is very important). (above I used a heightmap and 'Displace' modifier, but only a little sculpting, but there are plenty of other ways to deform your mesh). (be sure to click 'Apply' on the modifier when you're happy with it so it actually takes). (stay within 4096 units from origin (=40.96) because 'Q3toD3' doesn't seem to like anything bigger than this (*needs more testing!)). (workaround is to just split your terrain into pieces and export them separately)... --> Edit Mode > select all > Edges > Edge Split. --> Select all faces in Edit Mode and 'Flip Direction'. --> Go to side/front view and 'Extrude Region' down. (you've essentially just turned your deformed plane into individual solid (8-poly) objects = brushes). --> Select all bottom vertices and scale 0 on Z axis. (S > Z > 0). (*make sure you're using grid snapping and all vertices below align with the above). --> Set grid scale to 'a decimal left' (=0.064). --> Snap all vertices to grid. (select all vertices > SHIFT+S > Selection to Grid). --> Tris to quads. (select all faces and ALT+J). --> Select all in Object Mode and CTRL+A to actualise. (Location\Rotation & Scale\Visual Transform). --> Select all in Object Mode and go to File > Export > Quake MAP (.map). (check 'Grid Snap' and click 'Export MAP'). (if all goes well, you now have a .MAP file with your brushes from Blender!) --> Use 'Q3toD3' to convert your MAP file into the Doom3 format. (http://www.violationentertainment.com/files/software/q3tod3+gui.zip). --> Open the MAP file in a text editor and change 'version 2' to 'version 3', remove worldspawn name and other comments. --> CTRL+H to replace " 0 0 0 with ", so the trailing 'tokens' on each brush are removed. --> Remove the last entity entries, so the file ends at the final brush and the bottom of the file ends with 3 }s. (3 closing curlies). _________________________________ Open the map in DarkRadiant and in the 3D view, CTRL+SHIFT to select a face below the surface, then while holding CTRL+SHIFT you can drag-click to texture all of these multiple faces with caulk. This could probably be done in Blender but I didn't try that because this works well enough, for the most part. This is not even really important, except to avoid confusion during editing. You can now select multiple brushes, press V and select multiple vertices, and (with care) adjust them around to deform your terrain. Note that texturing hasn't come into it yet because ideally once you're happy with the formation, you would export as ASE and bring it back into Blender to unwrap and vertex-paint etc. to polish it up for the final product. Here's an example of how I began to create "lips" that overlap each other and fold into themselves, to create features like cliff-faces and caves:- . . .
  6. edit: TL;DR: I've tweaked the .lwo exporter to preserve autosmooth angle Ahem. When I started writing this post a couple of days ago, it was supposed to be a "please help me, models won't smooth" kind of thing, but as I started taking screenshots and such for a comprehensive view of the problem, the question morphed into a "is there a hack to get .lwo's to export the way .ase's do", then to "how to get the same surface smoothing from Blender as you can get from Lightwave" and eventually to "does anyone around know python and blender enough to fix the export plugin". But then I fixed the addon myself, so it was almost as if there's no point to the thread. However, while googling around for a solution I stumbled upon a whole bunch of incomplete (1,2) or outright wrong (1,2) information, and whenever the question came up the issue was never really resolved completely. That might be because the problem isn't obvious, since a lot of exported models will actually end up correctly smoothed on export, leading one to believe wrong shading in rare cases is due to modeling mistakes / bad shadowmesh / etc. Point is, having the definitive .lwo smoothing post seems useful. Identifying the problem: Here's the mesh. I add an 'edge split' modifier (I use sharp edges while modeling the low poly, so I can uncheck the 'edge angle' option). I can now apply the modifier(s) and export to .ase (triple the mesh either in export options or in modifiers beforehand). The .ase looks alright in-game: Now I'll export it to .lwo using this script. Depending on export options, here are the results: If I also check "remove doubles", I'll lose all of the split (sharp) edges: (recalculating normals on export can be unpredictable as well, so clean up the model beforehand instead) Right about this point I start searching for a solution online, stumble upon this and try the renderbump hack. However, all it seems to do is weld all of the vertices back together at runtime and attempt to smooth the whole surface, similarly to "remove duplicates", but with no upper threshold. (to anyone possibly reading this in the future: don't forget to revert your changes to the materials!) Source of the problem: At this point I still wasn't sure if it's even possible to get .lwo's identical to .ase's, so I installed Lightwave. Naturally, it took some time to eventually stumble upon Surface Editor (F5), and the "smoothing threshold" contained therein. But then I just had to crank it up to 180 and export to "LWO2". That fixes everything in-game: So the issue is trivial, I just have to find a way to somehow pass on a smoothing angle through the exporter. However, the "auto smooth" option on the object data tab doesn't seem to affect anything regardless of angle. Long story short, after some hex-comparison magic, I home in on SMAN block in the exporter script: So what it actually does is set your smoothing angle to either 90°, 86°(??), or 0°, depending on whether you've chosen "idtech compatible", "smoothed", or neither. The solution: Now, I don't know Python and I don't know Blender scripting, so I can't say with full certainty that I didn't break anything. But I did cobble together a version of the script that seems to do the job. Here it is, mirror / do whatever you want with it. If your mesh has autosmooth enabled, and you've checked "idtech" or "smoothed" on export, your chosen autosmooth angle will now transfer to the surface in .lwo: I took the liberty of changing the default export options to what seems to suit TDM the best, you can just open the script in notepad and edit them to your taste. Wrapping up, there are still some mysteries I didn't solve, such as "idtech compatible" models taking up only half the size of models exported otherwise (including from Lightwave itself), there doesn't seem to be any visible difference in-game, at least in TDM. That "1.5 radian" in the code still makes me scratch my head. And I still don't know if the 4-8x size savings over .ase matter for in-game memory at all (but at least I know I won't have to edit the *BITMAPs manually anymore). Even after all this, the .ase still has just slightly better shading, but since the outputs of the exporter and Lightwave itself are now identical, seems safe to say it's as good as it gets.
  7. Wiki editing credentials are not granted to everyone who just registered on forums. It's even better when users post their tutorials on the forums first, to get some feedback on quality of their work.
  8. So...good mission overall, but I've searched as many places as I can and now I'm left with the dreaded key search, which for me is like the big Monty Python Boot squelching down on the mission. I hate key searches. I have opened every door I can. What's left is unpickable. Tiring of going in circles, I have three places where a key is needed: Armory Locked cupboard Blue door. And sorry for the lack of spoiler tags, but I can't seem to locate the appropriate icon.
  9. Okay. So an update is in order. The server's disk was replaced on Tuesday and I am busy reinstalling everything. As I make progress, I will try to bring services back online as and when they are ready. As an interim measure, I have www.thedarkmod.com, forums.thedarkmod.com, and mirrors.thedarkmod.com up and running on one of my other servers. Are there any other services that are needed somewhat urgently? I suspect that we may want the missions list back for the in-game mission downloader. Thoughts? You will have noticed that the forums look rather different. I wasn't able to bring the forums over exactly as there were before due to incompatibilities with the newer versions of PHP and the old version of IP.Board that we were running. This will likely also be an issue when I setup the original server with updated OS and package versions. I've now upgraded the forums software from IP.Board 3.x to IP.Board 4.x and there are some significant changes that affect themes and other functionality. The new version doesn't seem to be as flexible in terms of configuration, so I'll have to figure out how to match the old setup as best I can. The theme and layout will need to be redone for IP.Board 4, but I won't have time for that this week. The default theme will just have to do for now. I'm not sure that everything is setup 100% correctly on the temp server, so expect some issues to crop up (e.g. URL rewriting currently isn't working properly). The forum software update was long overdue (old version went out of support months ago, meaning no security updates), so I will likely not attempt to get the old version working again. Please be patient while I try get the forums back to their former glory.
  10. Hello NeonStyle, I took an extended Internet hiatus between ca. 2009 and 2014 and then did not post on a public forums before I showed up here roundabout 2017 (I think). And I have never heard from someting like "Live for Speed".
  11. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  12. So here we go, someone on the #etlegacy IRC channel was able to help me dig this up... Freehand Adaptive Terrain Editor:- http://www.violae.net/temp/FATE_0_13_Win32_setup.zip I read that it doesn't export, but after playing with it I found that indeed it does, it's just not in the menu. Go to 'Edit Mode' and 'Export', but just put in a name for the 'Export Map' field and omit the map type extension. It does indeed export brushes in a map file, which can be loaded into Q3Radiant, which can be converted to brushDef3 which can be loaded into DarkRadiant. I had some trouble controlling the deform widget on Win7, but it does work with WinXP. Whether it's the OS or some dependency or my particular setup or whatever, I have no idea. It does work, however. I'll have to try it again with compatibility mode. And yes, like the screenshot above, it can do concave shapes. The shot above was just pointing out that the widget itself should be more like a standard 3-axis graphic, but despite it pointing up you can indeed drag it on the XY axis, just make sure the base of the widget is highlighted, not the arrow. Anyway, I've been looking for a way to get terrain into Radiant as brushes, even though they would inevitably be exported again as mesh tiles. The reason is so that individual brushes can be tweaked right there in Radiant, instead of needing to go back to a heightmap or program and export again, or just trying to be content with placing other structures or mapobjects on the terrain as a static mesh that can't be edited on-the-spot. The alternative is the Quake map exporter for Blender, which does also work, and is far more powerful, but far more tricky to make work. In the long-run, I'd rather get that working perfectly than to stick with this, but I'm still happy this could be dug up...
  13. This is something I used for a custom AI script in an early alternate version of Down by the Riverside (Tales of the Riverside), which you can find [url=http://forums.thedarkmod.com/index.php?/topic/18402-fan-mission-down-by-the-riverside-by-dragofer-20160925/&do=findComment&comment=407828]here[/url]. The script is able to make an AI stop patrolling upon reaching its next path node. If you want the AI to stop immediately it would involve teleporting the path_corner to an inaccessible location, as I recall it. (I was aware of the StopMove event but in my experience it only caused the AI to twitch while carrying on with its patrol. Might be good for a free-roaming AI like a zombie though?)
  14. Just finished with that one and now I’m about halfway through Springheel’s video series. The hard part I would say is simply restraining yourself until the learning curve is behind you. They literally break it down Barney style 101 and make it so easy. And never be afraid to ask for help. Being afraid to ask for help had me stuck on my first room for six months and the fix was a mere matter of folder structure, talk about dumb. Someone, somewhere has had the problem before and usually already has a solution. And time is never on our side; many of us have kids and full time jobs. I can only invest a couple hours of free time a week sitting in front of my computer and I’m always faced with the predicament: do I play a level, do I learn more about mapping, do I catch up on sleep? So just give it a try and mess around for fun, you might get hooked. Nevertheless, welcome to the forums I hope you have fun streaming!
  15. Glad to see the forums and wiki back up and running! Good work Taaaki, sounds like it's been quite a headache.
  16. I saw that Twitch streamer playing A Score to Settle. He tells me he couldn’t find the link to register a new user on the forums. I tried looking too and logged out thinking it’d be in the top right by sign-in, so we are blind or it’s gone.
  17. While Taaaki has mentioned he is looking into a dark theme. In the meantime I would recommend a chrome addon that Epifire turned me onto called "Darkreader". It turns light pages darker, so currently my forums look like this:
  18. The forum theme change wasn't intentional. It's an unfortunate byproduct of a forum software update (see here: http://forums.thedarkmod.com/index.php?/topic/20010-it39s-alive33/&do=findComment&comment=438046). I'll have a look at installing a generic dark theme as an option while I work on importing and updating the old TDM theme to be compatible with the new forum version.
  19. Oh boy it seems like we really have to do this... "sigh" So lets address some points to hopefully shed some light into this and structure things up (I really wanted to avoid this cause all it is going to do is costing me time that I won't be able to invest into modding). I am modder. It's what I have been doing for quite some time now with various game engines and to various degrees of project completion. A modder by definition is somebody who takes existing assets and/or code and modifies it into (hopefully) a new and interesting context which he (and eventually other players) enjoy to play. Now let's take a look at what footage I recently have "shared" with the community that sparked this discussion: Video Description: At no point in time have I claimed to have been the original creator of the map or the assets shown in the video. It was strictly a showcase about multiplayer clientside network replication (a topic very dear to me as I personally consider multiplayer game development the supreme discipline within game development). But it doesn't matter since again, I am a modder and my job is to put existing code and assets into new context and in the best case to create an (for me personally) enjoyable experience. I produce several videos a day when I do modding related work to document the progress with the vast majority of those videos never getting publicly shared. Due to time constrains most of those videos contain very few (if any) details about the source art/code used especially when they are in a WIP unreleased project state with plenty of the assets & code still being subject to change. Do I read the feedback in the community forums about the footage that I post ? Absolutely ! Does other people's feedback about my shared footage morally or legally oblige me to take it into consideration when working on my mod projects ? Absolutely not. I always have, am and will create mods for my personal satisfaction first and foremost. And even if you told me that the strong contrast in my footage melted away your retina and blinded you permanently I would probably shrug it off and ask why you kept watching it then in the first place... You don't pay my time/work on the mod nor my monthly bills so your opinion's impact could be described as "mild" at best (especially when I quote users multiple times to the optional client setup showcase without getting even a response/reply to that). The reason I share my work/footage with the community is because I firmly believe that I am not the only person longing for stealth-medieval-fantasy themed games WITH online cooperative multiplayer functionality. I always gladly will answer questions (about asset origins for example) but in this specific case and in this specific thread since the question about the map origin was already self-answered before I was able to read and reply to the question there was no point in re-answering the already answered question. Now about the "taking the drama with me from another community page": This is the demented level of commenting I have to deal with on a regular basis on that page (I specifically picked a fresh and mild one to not give that person more attention than he/she desperately seems to seek from me): I stopped posting updates on those community forums for several years now but when I updated my thread about my project with this week's footage the same trolls crept up and started again instantly trash posting. This is the plague that I wanted to avoid taking with me over to the TDS Forums because I witnessed how (also because of that constant trash/trolling drama) plenty of valuable users/modders left that community over the years basically leaving it a dead place of trolls. Some of the toxic trolls from those diseased community forums I see now commenting in my thread here at the TDS forums (hence the wording "toxic stalkers"). I really hope this post contributes to explaining the entire background so that in case similar questions by other users come up again in the future I can then simply link to it while at the same time keeping the discussion content topic related.
  20. I'd say TDM Wiki is as important as TDM forums, at least to mappers. I don't mind different forum layout or functions. Some dark theme would be nice, as this one is pure white.
  21. Thanks to ToKu over at Q3W forums who posted a 'stairwell generator' - That actually really did help a lot, because I threw the filename into Google and hoping to find some old lost FTP folders, and sure enough:- http://urtmaps.prkl.org/tools/ SurfaceGenerator is something that does pretty much what I was remembering. I read it even was based on the previous 'Mapgen' so I think it does everything. There are also a couple of terrain tools I was looking for, something called FATE. Sounds like it might be marginally better than EasyGen or GenSurf, but I'm not sure because I can't find it anywhere. (edit: a treasure-trove of Quake-mapping tools here:- https://www.quaddicted.com/files/tools/ ----------------------------- (edit: all I can find of FATE is this screenshot, but anyone who knows anything should instantly see why this tool would have been great to preserve! But I think it really is gone...)
  22. Best wishes for the replacement, taaaki. Having read this post and your other announcement on the forums, it seems you've gone about the backups methodically. I'd rather wait than have maintenance jump the gun on necessary replacements, so good luck with all the work this evening ! Hopefully we'll be back soon enough, once you finish all the necessary maintenance.
  23. Almost a whole week, end on end. I don't know the details about hosting provider, but if that's a professional hosting company, the response and resolution time is just downright terrible On our local Thief forum, we have like 1% users in comparison to what you see here, and we have a yearly fundraiser for hosting. We always get the required amount, usually with some surplus for next year or two. We did have a downtime once or twice, but never for such a long time. Maybe it's time to talk about new hosting provider? I'd be happy to contribute those few bucks a year to have a peace of mind and stable access to all the knowledge we have here, both on forums and wiki.
  24. Taaaki posted about it in an announcement I dont think the forums have ever been down for so long before.
  25. Finishing touches on the door, mostly tweaking the entity def. Can't say I like the pins system much, the default minimum value is takes too much time for my taste. I like the time system from Thief series much more. Actually scratch that^, I found value that I like for the easy lock, it's just the wiki entry on lockpicking contains misleading information. Lock_pins 0 actually takes longer to pick than lock_pins 1 (around 7 seconds vs. 3-4 seconds). I'll release the new package in a day or two, provided that forums will be up.
×
×
  • Create New...