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c0mputer-fr0d

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Everything posted by c0mputer-fr0d

  1. yea that sounds good, very helpful indeed , I'll have to look on how to toggle the entities being rigid or not. the noclip mechanism does this, maybe I can look at that. Side note: carmack is a genius holy smokes
  2. I found something to help me http://fabiensanglard.net/doom3/ this too ftp://ftp.idsoftware.com/idstuff/doom3/source/CodeStyleConventions.doc
  3. just thought of another problem besides the two player start points , it's the map changing. with the way the current dark mod is the host is going to have to shutdown the server and then open it again. so it might get a little awkward. I don't know if it's possible to change the system they have for loading maps.
  4. Thank you that was very supportive There doesn't seem to be a resource folder in this project where are all the resources for menu strings and such?
  5. yeah looking at other people's code especially huge oop stuff is really daunting but I must break through and get her done.
  6. it seems like there is a lot of the multiplayer doom 3 code in here that I can use
  7. Just a report that I'm looking at the darkmod source and I really think I can pull it off but it shall take quite some time. right now I'm looking at the part of the code that handles the objectives and I'm trying to see how I can make it so it communicates those to each person. Also trying to search for the main menu code so I can add the coop button and a browser but I can't find it. I'm just doing preliminary analysis not necessarily going to start with these things just looking at them. we also need to make the map files have two starting points which I don't really know how to do right now.
  8. I wanted to learn how to do some animation anyways and also being me I would want to know how stuff like blender works. but the sad part is I have a really hard time learning new interfaces for programs. I still can't figure out how to select a brush that has been put down in dark radiant
  9. Thanks guys. I set my engine path to rootdrive\Program Files(x86)\ and it seemed to find the textures then.
  10. no dice on that method. I tried that before , it just scrubs the path out after I press ok.
  11. it asks for a path to the engine, I ignore it and go into the program and try to make brushes. I then try to use textures, it can't find any. I also tried to load up a template pk4 file and it can't see any pk4 files.
  12. oh I didn't mention that in my first post?? I might make a poll here asking if people would rather see a coop mode first or a full on multiplayer.
  13. have never done any code porting. it sounds to me to be the biggest pain in the ass ever? anyways I found a cross compiler that works on windows and compiles for mac. https://launchpad.net/~flosoft/+archive/cross-apple don't know how good it is you all could also get vmware and "acquire" a mac os image
  14. yeah my plan is just to start with the server side of things like make all the data structures for what we are going to send back and forth. as for the client I would just have it send very basic inputs for start. I'm going to need read up on a lot about game physics too.Early on I would want to make a new button in the mainmenu that says multiplayer and a server browser opens up so it would be easier to test things. I'm also going to need to use a cross platform sockets library, that is easy enough to use. there's quite a few of those.
  15. Yea I'm hoping that the darkmod team's stuff is well commented and that I can ask them stuff when needed
  16. I want to help make a new thievery with darkmod but I would need help. I understand a lot of the key concepts and have worked with sockets before , raw sockets even. But I couldn't do it by myself. So I was wondering if anyone else would want to get together and start the server code. We should go with client side prediction of movement and projectiles because I feel it is the best way to do things considering our community and considering that the other traditional way results in bullshittery if you have ever played the source engine games you know this. Just want to put that out there I want to do something for the thief community. If anything I could just make some of the main data structures and I would let someone else handle the heavy work.I'm sure we can find an already existing code base of a network implementation for an fps game and kinda work off it. I would also like to ask the community if they would want coop as well or a thief vs thief like thievery had. Let me know good people I want to help somehow I have a lot of ambition just skill let's me down sometimes.
  17. Yea the time I was talking about when a zombie was stuck infinitely going in cricles was because the door was open.
  18. hey come on folks only critique the gameplay and maybe the sound I feel like everyone is making it out to be worse than it is but I won't know until I play it. I've been waiting 10 years or so for this game and I'm going to damn well have some fun playing it godamnit.
  19. yea I haven't started mapping yet I'll probably run into this problem if I start to make maps. OH grayman I look forward to the next mission in the series I really enjoyed the first 2
  20. was an excellent mission I got to say the narrative was well done and the sound.. well it sounded really good.
  21. I couldn't figure how to post stuff to bug tracker it looks like I am not allowed to? anyways I would like to report that sometimes when the ai are walking they make these weird turns and sometimes they'll even go in circles forever until I do something about. The weird turns get me caught sometimes cause I think they are going to keep going straight but they do a slight turn and see me. I guess the ai thinks there is something in the way and then it tries to go around it but there is nothing there, not sure how it works.
  22. anyway to alt tab darkmod without it crashing and without using windowed mode. I've never dealt with code this huge before but perhaps maybe I could fix it myself and post it on their svn?
  23. would anyone be interested in helping me do a little reversing on the new thief since there are no mod tools? I have an ok understanding of assembly at this point and have some very fancy tools to work with. If anything I would like to be able to see how their map file format is laid out and then maybe work from there.
  24. Thanks very much. As far as I could see, the wiki didn't say this anywhere. I look forward to attempting the making of fms in the future.
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