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nbohr1more

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Everything posted by nbohr1more

  1. I guess I should also have mentioned that Chown should be applied to guis/assets/purchase_menu/parchment_background but I presumed that this has been covered... I'm sure that I'm digging myself in deeper but as I always say: "I post before I think"
  2. I hope it's not as silly as: "Found 0 mods in the FM folder." TDM should still launch right?
  3. Sorry... I know... It's often blind leading the blind when I post
  4. This seems to be relevant (according to Google) : Ubuntu 10.04 changelog
  5. Recursive Chown? (errors about accessing files?)
  6. Is EAX 4.0 enabled? Have you tried disabling it? Also, a conDump may have some details (probably not though as everything is running...)
  7. Are you sure that the driver you have installed supports Normal Compression? TDM ships with DDS only textures (see the Linux TDM thread under the "I Want to Help" category).
  8. Heh, I see that the water tutorial at modwiki has the fresnel shader in it... So perhaps something like water with a Marble murk... (yeah I'm talking to myself... )
  9. Biker, I believe Serps is simply saying to "rebuild rebuild rebuild, until you get it right" rather than use the "noFragment hack" (...unless you are cross-posting from a PM???)
  10. From TDM Wiki: So you would follow those steps then add the "noFragement" parm to the file you created. Example: textures/darkmod/stone/brick/redbrick_with_mortar { noFragment qer_editorimage textures/darkmod/stone/brick/redbrick_with_mortar_ed // editor image diffusemap textures/darkmod/stone/brick/redbrick_with_mortar // diffuse map bumpmap textures/darkmod/stone/brick/redbrick_with_mortar_local // normal map specularmap textures/darkmod/stone/brick/redbrick_with_mortar_s // specular map }
  11. I think you will find examples in the Materials sub-folder in the base01.pk4. You would need to create a materials sub-folder for your FMS and put your new material there. (All sloppy speculation, my apologies... )
  12. I wont claim to have a clue but I've been going over this 2 part tutorial over and over again to try to glean some insight: Part 1 Part 2 And if that is too remedial, you could try poking around in Sikkpin's Shader pack: Shader Pack Or perhaps rebb or JC Denton will chime in???
  13. I like this idea. I cannot speculate how hard it would be to implement but I would be grateful for anything that makes the process easier.
  14. Yep there's extra bells and whistles there but a material definition is where this attribute would be found so: textures/example/example_texture { example_path/example_texture.tga noFragment { I think that would be the minimal declaration? Global Key Words
  15. Yes, I see the philosophical reason to discourage this method but I fear that many beautiful designs have landed in the scrap-heap due to this kind of frustration. If it helps, here is a material shader (from our wiki) with the noFragment attribute (I havent gotten around to serious searching on this topic yet...): textures/env/water_pool { qer_editorimage env/water_pool_up.tga noFragment noshadows noimpact nooverlays forceOpaque nonsolid { forceHighQuality blend add cameraCubeMap env/water_pool texgen reflect } }
  16. "noFragment" From what I can tell, you would need to add this attribute to every texture variation for the affected geometry, correct? Maybe a scripted action in Dark Radiant could do this for us lazy folk so we could paint the "no Fragment" attribute with ease ? (Or maybe it's in DR already and I'm really out in the river... )
  17. nbohr1more

    Piracy

    This is why I postulated a two-tiered controlled economy as a teen (believe it or not ): Tier 1: Essentials for living. Material goods, Food, Water, Electricity, etc. This tier would be managed in a Socialist or Communist fashion where everyone would be provided for. Tier 2: Luxuries and Arts TV Programs, Books, Paintings, Music, Video Games, Large Homes, Sports Cars This tier would be much like our current capitalist system but there would be provisions for artists or creative people to be voted-in as benefactors for endowments. Huge databases would keep track of the origin of creative works and derivative works would have to portion some of their earnings back to the source. The public could vote for creative works that they feel should be public domain due to some strong universal theme. The people who create these works would automatically reap the benefit of endowment through public taxation. Both Tiers would have their own money systems that would be illegal to exchange between.
  18. Great shots killhour! I am afraid of those FPS values though... (My P4 3.0ghz is in the fetal position )
  19. Well reasoned Sotha. I think you would find that Aidakeeley is generally amicable in cooperative endeavors like map testing but he has STRONG opinions about a great number of things. So, yes, there is a decided risk that some seemingly innocent small-talk will land you in one of aida's many despised categories of people (and he will certainly inform you when you've landed there). But once he feels he has proven that he has "exposed your flaw" and shown his moral superiority, he generally becomes amicable from that time forth. I cant conjecture what would motivate someone to behave that way other than the possibility that aida is an intentional malcontent designed to keep this forum interesting to read ... (because everyone else is way too polite). Well enough from me. I cant criticize anyone too far. I'm nearly the internet equivalent of a raving homeless man screaming about McDonalds conspiracies...
  20. Cool! Also, so that these problems don't seem so mysterious, modwiki has an illustration of the Brush shapes that Doom 3 doesn't like: Brush Shapes (yeah, I'm sure you guys know this one but us newbs read this forum too )
  21. Can you set "optimization exceptions" for specific brushes or models? It seems you can globally disable dmap optimizations via cvar: Modwiki dmap cvars I know that Mortem Desino used "special" qualifiers in the dmap compile for NHAT 3/3....... It'd be a shame to loose some brilliant designs to these "optimizations"...
  22. Sorry for further OT: Aida you need to stop projecting your beliefs about members' motivations. I am nearly 100% positive that Sotha was simply trying his best to comply with the wishes of the community. Is that always the best thing to do: No. Is that a wise move for someone who does not feel ingrained into the community enough to violate their stance: Yes. If need be, lambast me for towing the line for a "hypocritical" community if you must (God knows I deserve a little negative rep for my foolish postings... See the end of the Doom III Co-Op thread for a recent example...) but don't tear down Sotha just because he was trying to avoid breaking a social taboo of a community he doesn't quite understand (who speak in a language he doesn't quite understand... ). I agree, on principal, that all sides should be vetted and people should get a fair shake... but you should respect that it would take some non-trivial amount of investigation to get all sides of the story for our non-English speaking members (even for our English speakers... there's a good number of threads here with your 2 cents in 'em). I'm sure if you had graciously PM'ed Sotha with an appeal to check one or two threads where you had acquired your Rep he could review the merit of your status for himself. Instead you take umbrage that he didn't either: A) completely disregard your Rep in a full liberal embracing way or Scour the forums for evidence of your behavior. That just screams too much emotional investment. I wont fault you for being a passionate fellow but I can see how that attitude would cut across the grain for a fairly logical and measured community (AFAIK). But we lead by example Aida: Just because Sotha may have been following route and drawing quick conclusion in a way that you find repellent, doesn't mean that you also should draw a quick conclusion in like fashion (in retort). (...not that I'm a Saint who always tries to lead by example ) I've had my ramble. I'll go back to my side of the Lunatic Asylum.
  23. Looks great! I cant wait till all these contest entries are out!
  24. Combine Infinity's work with Voxel Octree techniques: and we could be playing Powers of Ten the video game ! Of course, perhaps the guys from are telling the truth and have superseded all of this...
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