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c0mputer-fr0d

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Everything posted by c0mputer-fr0d

  1. I'm making a server browser for tdm in the meantime while I figure out the doom 3 networking code. hopefully I can put a irc channel in the server browser like thievery has.
  2. The way I first learned was "c with classes" in high school, it almost helps in a way to learn like this because because there are a lot less levels of abstraction so it can be easier to learn in a way. the abstractness of scripting languages confused me when I first started because I didn't know how anything worked under the hood .
  3. still doesn't work for me I extracted all but "tdm_game01.pk4" and "tdm_game02.pk4" here is the output WARNING:Fan missions path does not exist for installed fm: bh ------ Initializing File System ------ Current search path: C:\Program Files (x86)\TheDarkMod/ C:\Program Files (x86)\TheDarkMod\tdm_game02.pk4 (2 files) C:\Program Files (x86)\TheDarkMod\tdm_game01.pk4 (2 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...shutting down QGL I18NLocal: Shutdown. _default material not found
  4. oh whoops, I was under the impression you could do this http://postimg.org/image/gxke7i49f/
  5. oh ok. I tried it on the new edgar's bathhouse map and it didn't work for me. I'll test it again. I'd be really interested in understanding how it works.
  6. I loved the artwork at the beginning that is next level stuff , the kinda stuff I've dreamed of making.
  7. Does anyone know how in the dark engine you were able to lean against a door and you could hear the sound outside of thedoor got louder? I listened to a podcast or something about it once but I forgot , had something to do with a room database or something.
  8. I unpacked all the pk4 files into regular folders and removed the pk4s from the tdm folder and the game wouldn't run anymore. I would really like to have it run from the regular folders because it makes testing gui scripts much easier.
  9. I'm trying to edit the menu gui and I would like to know where the strings are declared for example, windowDef LoadGameTextH { rect MM_POS_LOAD_GAME_BUTTON_GLOW MM_FONT_GLOW text "#str_02103" // Load Game } I would like to know where #str_02103 is defined so I can add a string definition of my own. I assume these are in some .def file but where? sorry in advance for this noob question.
  10. I'm trans-helicopter

    1. Show previous comments  5 more
    2. OrbWeaver

      OrbWeaver

      Xarg, please stop metaphorically raping my Safe Space with your dirty patriarchal logic. Everybody knows that rational arguments are just tools of white cis colonial oppression.

    3. Sotha

      Sotha

      Our DNA is quite trans-criptional!

    4. SeriousToni

      SeriousToni

      Haha I LOVE the creativity here in these forums! :))

  11. I kinda like this idea, it would be something you could implement in your maps if you want for now and if enough people like it would be make it part of the game .You could slow down the player by a certain amount if they've eaten enough food or totally make the camera do crazy shit like they are dizzy and nauseous.
  12. I could not find a tdm_scripts.pk4 file or anything like that. I do like exploring the files but after a while of not finding the thing I want I lose confidence.
  13. what about storing the default state in a snapshot and loading that from file on disk instead of ram?
  14. I read something somewhere about maps being loaded when the game is first booted to the menu screen, is this why we have to restart on every map download?
  15. just as well, I'm not making much progress in trying to teach myself idtech4 and it's scripting. Not that I can't understand the syntax I just don't know where anything is located and what stuff is named or what stuff is already implemented. What really halted me here is , I couldn't find the "tdm_equip_actions.script" file which contains the event that gets called when you use an item in darkmod. Oh well maybe next time. I have since downloaded a grep searcher for archive file formats hopefully this will help me.
  16. As well as trying to work on the code I am willing to test any mission and give feedback. I've been playing thief games since I was 6 (20 now) , have played thievery quite a bit, have played many competitive fps games like counter strike,bf2 cod4 and analyzed the map design and strategic attributes of the maps therein. I can also help come up with cool ideas for maps too. PS: do we have a teamspeak server or anything like that? We definitely should have at least a small one for people to get together to work on things.
  17. Is there a consumable item entity class. I want to be able to edit the logic when someone eats an item.
  18. It's really easy logic to implement the problem is understanding the system first to know how to put that functionality in. I could fix this so easily if I just understood the system better but I'm working on it. I just need to figure out the scripting system so I can assign health values to the food items and then when the item is consumed increment the player entity's health by the number assigned to the food. I'll start work on this now.
  19. I got this new reflex game on steam and it has one of easiest to use level editors I've ever used albeit a very basic editor. It allows you to just create brushes,extrude them in anyway and apply textures to them while your in game and moving around in the actual map so it's very intuitive and when you want to start playing on the map you just press one button and you go from editor mode(spectate) to player mode. It would be really nice to have some of these features on dark radiant but I know how specialized dark radiant is with lighting and all. However we should keep working towards more user friendliness so people can get their ideas down without tearing their hair out.
  20. I would also like to make it so you don't have to restart the game when you download a new map to play it. don't know how to but I'll look into it.
  21. Any fm makers interested in working on a map together I can do some sound and come up with level design ideas. I would just love to be part of the map making process in someway. I remade the thing with cool layers on it now check it out http://www60.zippyshare.com/v/LIkq78Hl/file.html
  22. Alright I'll keep trying I got tons of stuff to try out it was only a really small demo. I guess it was kinda loud at the end it because it was a chord being played I will automate the volume on that part if I use it.
  23. http://www44.zippyshare.com/v/sIRDlKN8/file.html if someone wants to use this in a mission let me know I'll make an actual thing out of it. Also if anyone actually likes this I will happy to do a full mission's worth of sounds and music but I would have to play a close to finished version of the map, or at least work with you during the map making process that would be cool too.
  24. I'm in luck c++ is the first language and is the one I mainly do. I will start posting in " I want help " as well as try to come with some ideas on my own, Thanks fellas.
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