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Showing content with the highest reputation on 12/11/20 in all areas

  1. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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  2. The r_newFrob cvar already "works" it just highlights with a weird looking shader. We just need to replace the shader with something better than the rainbow color effect. https://bugs.thedarkmod.com/view.php?id=5427
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  3. Definitely, this would massively reduce clutter in materials. Also great would be to move frob highlight stages out of materials, or as an intermediate solution turn them into a single line instead of 2 blocks. But I think this is a separate issue from ambient methods and could be addressed afterwards.
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  4. Joebarnin implies that you need to define self as an "ai" before you can use AI_DEAD on it. Don't think you can use the name "self" again, so name it i.e. "guard" instead. So ai guard = self; if (!guard.AI_DEAD) ... Or try void ai_frob(ai self) instead of void ai_frob(entity self)
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  5. Definitely, but maybe hold back with that until we moved Frob-Highlight to GLSL, so we can also delete that darn frob-highlight hack from the material defs?
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  6. Good question, I read that some guys consider the problems way too significant to be fixed with an update for the PS4. I really wanted to check it out as I thought that could be a cool addition to the Deus Ex games. I think I will continue with mapping for HHB&M and have some drinks in the evening....
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  7. Noted, I will look into that when necessary, thank you. How long did you work on the manbeast? That must have been a hell of a lot of work.
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  8. ...and by now it is clear why the console versions could not be tested in advance; the versions seem very buggy and slimmed down. Apparently they gave out only the PC version for the tests so that there will be good ratings most probably with the intention that there will be enough console players buying the game on a wrong basis. hm....
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  9. I was able to refer to the frobbed entity by giving my function an entity parameter: I think TDM knows how to send it by default or something. So using this definition I'm able to refer to the frobbed AI as "self": void ai_frob (entity self) I already looked on the scripting reference wiki page and could not find a builtin way to check if the AI is dead or alert. The closest function for alerts is getAlertLevelOfOtherAI() but as its name implies it refers to another AI. Closest thing I could try with the available functions is this, but it doesn't work unfortunately (AI still talks while alert): if(self.getAlertActor() == $null_entity) And death / knockout does need to be checked for: I tried killing then frobbing the AI, and the dead body will still talk with lipsyncing when being picked up... had a nice laugh at that last night
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  10. Played for a bit yesterday. The atmosphere is great, it feels like Deus Ex meets GTA with a side serving of several other things I'm still struggling with all of the gameplay mechanics; so far I've mostly played it rather awkwardly as a shooter. But it definitely has more depth than that, just haven't really gotten the hang of things, yet. I'm not 100% sure about the first person perspective. I get that it was an artistic choice, and it's definitely interesting to see some of the cutscenes from an ego perspective. But it also feels like a third person view might have made navigating easier in some situations. Eh, I'll probably get used to it Game definitely has bugs, though. Haven't encountered anything game-breaking (yet), but I've seen characters clip through solid objects or walking through my car. And on occasion, they cause a chain reaction of breaking bottles or other stuff by walking into objects
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  11. As a UI programmer I'd say that stgatlov's LED idea looks nice, but I'd rather not go down the route of implementing our own custom GUIs in the OpenGL windows. Just rationalising the menu items into appropriate toggles (rather than separate Enable X and Disable X menu items) would be a big improvement, then perhaps pulling out a couple of major options into toolbar buttons so mappers could quickly enable or disable the sync with a single click.
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  12. So, TLOU2 won pretty much the whole show. Considering the controversial reception of the game by players and game journalists alike, I think the Game of the Year award is definitely not deserved. Best direction, maybe even best narrative, ok, but Game of the Year? There we multiple better games in my opinion. I am also a bit disappointed that Doom Eternal didn't even win Best Action Game, leaving Doom with no Award at all, which is outrageous in my opinion. Such an excellent game! Hades won this category instead, which is a bit understandable when you look at the Hype this game generated, but I still think Doom is better overall. Also, Hades won (deservedly so) Best Indie Game. I am also a bit sad that Star Wars Jedi Fallen Order did not win Best Action Adventure. I guess both Doom and Star Wars share the same problem that they just have been release too early in the year, so peoples minds are not buzzed about them anymore. Here is the list of winners: https://en.wikipedia.org/wiki/The_Game_Awards_2020#Video_games
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  13. Hmm the gtx 970 was the card mine was set to compete against originally so i dont think it is the card. Nvidia has shown to to devaluate there drivers for the older gen cards as opposed to AMD's. My R9 390 runs cyberpunk with no problems on high which amazes me to no end.
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  14. Yes, the wiki page is quite complicated. An additional mapper-friendly tutorial would be welcome, but I can't write the one: I'm 1) not a mapper and 2) a person who created this thing and thus knows too much about it. Sounds like you have not used it much yet It does not "just work" all the time. And when it does not work as you expect (note that different people can expect different things in some cases), knowing the technical details will help you a lot. But unless you have problems, yes, you can surely skip all that garbage, just look at the how-to-enable sequence and click on buttons by intuition. Yes, the current GUI is bad and should be changed for sure. Maybe it would converge to something like this over time. Right now it is not clear for me whether one workflow is enough for all cases. Also note that some buttons are not about hot reload, but about other features. I'm not sure everyone would want to tie everything into one button. For now DR does not start/close TDM process. Doing so may lead to more confusion, i.e. the game being closed by DR when player thinks it should not, or changing FMs without permission, or starting it without some extra parameter that user's desktop icon passes to TDM, starting wrong version/installation, etc. The reloadMap thing is easier to understand, less prone to errors, and can be used for troubleshooting. UPDATE: I just came to me: Sometimes what is user's dream is programmer's nightmare.
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  15. Managed to fix all of the above issues! Except for two which are the last things I need to finish the script: Detecting if the AI is dead or alert. Please let me know how to properly check the AI_DEAD and AI_AlertLevel flags. The AI can be made to properly speak a line using ai.bark("snd_greeting_generic"). Only limitation is that the sound needs to be defined in the vocal set, you can't use custom sounds... a small price to pay for salvation
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  17. Hey awesome, hope you get a chance to use them! AI will kind of path over some patches, but just a heads up if the angles get too steep or jagged they won't like it and you'll have to use some monster clip brushes.
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  18. I already forgot the cool idle animations and barks! https://streamable.com/qtfh9y The ground patches are not monsterclipped till now, yet the beasts navigate on them as if they had been doing so since the dawn of men! I am afraid they will most probably not make it into B&M (they simply do not fit with the storyline and I don't feel like doing another XL mission so shortly after HHTLC), but I`ll surely use them in the future. Thank you for your hard work! @Dragofer@kingsal
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  19. I have been around since 2010 and am versed in the history of the mod. My main wheelhouse is taking technical developments in the TDM versions and interpreting them for layman (to varying degrees of success). That said, I am not particularly keen on being a public figure with my voice on a Podcast. If you have technical questions or questions about the mod history I can provide some background.
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  20. Today, Epic Games will gift Pillars of Eternity Definite Edition... another very nice freebie to add to my Epic collection.
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  21. Biker is not on TDM Discord, he's been banned from all TDM related-sites except for the bugtracker. But all in all, the people already mentioned are much safer bets. No severe mental health problems, no superstar syndrome (and groupies to follow), etc.
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