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Flanders

Campaign Dev
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Everything posted by Flanders

  1. Flanders

    Main Menu

    It's nice to have a 'are you sure?' message when you quit a mission, but should there be one when you quit the game? It's not like there is any loss of data when you accidentally press quit in the main menu. I'd prefer such a message only if you quit a mission. Also, even though it's not ready for testing I noticed that when I install a mission Doom3 restarts but com_allowConsole is not set to 1 as before installing the mission.
  2. You can skip the doom 3 editor part. Dark Radiant isn't more complicated than the doom 3 editor, they work the same way. Dark Radiant is just more advanced and has some powerful TDM specific plug-ins.
  3. Wow, that stuff is great! Especially for hiding some things the player needs to find. I can see myself throwing out all the stuff in the cabinet to find that secret letter. Also, the books in the right cabinet are too big for the space they're in. They easily get stuck Just include the items that are in it now .
  4. Textures of the wall and the cabinet are not showing up, forgot to add them?
  5. Nice work Tels, it works like a charm if you ask me. I'm a little busy these days so I don't have time to help with this until next week. You should make this long post a wiki article if it isn't already and point helpers to it.
  6. Malwarebytes is pretty good. Some time ago, I also had those antivirus 2009 screens popping up. Malwarebytes was the only thing that could remove it. Other programs (even my virus scanner) didn't even recognise the virus or were unable to remove it.
  7. Flanders

    Main Menu

    Maybe this has been addressed before. When you quit the game it asks if you are sure. But not when you quit your current mission without saving. I'd rather have it asked me then instead of when I quit the mod.
  8. I have 2.48a 32 bit and I'm sure it can handle dds files. I don't remember installing any plugins for it.
  9. and roof textures, the few ones we have are poor.
  10. It does. Maybe not early versions of blender, but it's not so hard to get the latest blender version .
  11. A lot of modelling programs can handle dds files. And if not, why not convert the dds into something else so you can have a larger/sharper image for uv mapping?
  12. The doom3 func_door is in darkmod/func/movers in the entity menu. If you use that one you can set the movedir property.
  13. You can download the latest version of dark radiant here and start mapping with St Lucia's assets.
  14. All the loot entities are documented now. Made a entity_base def that works like this: Atdm:entity_base ->atdm:frobable_base -> moveable_base ->atdm:moveable_base ->atdm:moveable_loot_base Only inherited is documented in entity_base now, the rest should be documented by others who document other entities. One other thing about the script, I'm not sure if it searches all parents of entities for documentation on spawnargs. inv_loot_type and inv_loot_base are documented in atdm:moveable_loot_base but show up undocumented in atdm:moveable_loot_amethyst. If that is fixed a help request can be made IMO.
  15. Does it really crash? For me it just takes a long time, it looks like it crashes but it's loaded after one or two minutes.
  16. Loading blackheart manor gives me the same on my windows system.
  17. I made dds textures from the png's of the master builder store, shouldn't have done that for the normal maps. I already removed the pictures cause the textures work fine now.
  18. I just read this after my post from here: http://forums.thedarkmod.com/index.php?showtopic=8767 I think that's the cause, after making tga files instead of dds they look better. Again, nice textures, I'm sure using more from the master builder store in the future.
  19. Nice textures Renzatic, I already used two textures from the master builder site, but something is wrong when they are lit. I don't know whats causing them to look like that, are the normal maps fit for doom3?
  20. Here you go Function Time (ms) init hashes 4 init spawnargs 397 generating overview 14 build tab overview 2 generating entities 19 build tab entities 105 generating spawnargs 13 build tab spawnargs 125 generating undocumented 13 build tab undocumented 164 generating files 1 build tab files 155 generating search 0 build tab search 164 calculateSize 1 Overall: 1177
  21. These are the times on my computer for IE: Function Time (ms) init hashes 15 init spawnargs 1750 generating overview 63 build tab overview 31 generating entities 6812 build tab entities 422 generating spawnargs 4860 build tab spawnargs 593 generating undocumented 5516 build tab undocumented 688 generating files 93 build tab files 782 generating search 0 build tab search 781 calculateSize 94 Overall: 22500
  22. sweet, it's working. I'll check the time it needs to initialize with IE now.
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