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Posts posted by Fidcal
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Maybe there's an error in the path? The engine path should be the path to Doom, eg,
E:\Doom\
D:\games\doom3\
If yours looks correct then maybe set it directly in the config file which for Vista and Win7 is...
C:\Users\<yourWinUserName>\AppData\Roaming\DarkRadiant\user/xml
Use a plain text editor.
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Try Full bright textured mode in DR? (top of camera window.)
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DR not Dark Mod/Doom? Has DR and DM worked together before this? Any change to your system/useage since then? How much RAM have you got?
Try running some other big programs at the same time: Web browsers, Word, Paint program. Do they crash as well?
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I want to clarify which are the definitive latest versions of the missions and what others are working on.
The one for Thief's Den I just started to look at came down from SVN when I set up 2.0 but it had another error not listed so I thought I'd better check.
SVN log shows Den last updated 18 June 2010.
ftp for download site on fidcal.com shows 21 November, 2012.
Clearly, I'll use the one from the download but I'm just wondering if anyone else doesn't realise this and is working on an SVN fm.
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Okay, now disabled to see if that helps... Thanks.
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Mmm... that just seems to be an enabled/disabled option for all usb ports and it's enabled. You mean the one in advanced power settings?
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Thanks. That's what I wanted to know. I'll probably get the 360 version but I've not decided yet.
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No, the only option in Device Manager is the write-cache enable/disable.
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Thanks for info; some interesting stuff there. I see now the general time-out for drives in Win 7. I couldn't even find that before! It's set at 20 minutes which surprises me but just about believable. Of course, that might not work on usb drives but I'll give it a try and see if it makes any difference.
Meanwhile, I downloaded that HDDscan but although it lists all my drives, the option I want is feinted out for usb drives.
If the Win7 power option is not satisfactory then I might consider writing a simple program that creates a random number and writes it to a file on the drive every N minutes. That should keep forcing the drive to restart its natural time-out.
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One of my usb drive spins down about every 5 mins or so. That's not long enough. If I'm using it every few minutes it's fine but if I don't access for ten or fifteen minutes then it hangs while it spins up.
I thought there used to be a simple setting in the power setting in Control panel but I can't see it now. Tried right click drive - properties (that shows all drives so not easy to tell which physical drive this is,) tried google, even as a last resort tried Windows help (haha!) but no luck.
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I thought I saw a brief section without hands in the vid at IGN.
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I had no great expectations so I like generally what I see. Most main elements there: water arrows, mantling, light gem, shadow stealth. I'll enjoy it for what it is.
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Dumb question but I've searched quickly around in usual places. Where do I find 2.0? Is it just a matter of updating SVN? A different branch of SVN perhaps?
And where are mappers putting the modified maps? I saw a thread but that wasn't resolved.
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Okay, I've marked the wiki for Den, Storm, Alchemist. I will look at these maps when I can (but if anyone wants to volunteer then great - but check with me first in case I've started!)
First off, I supposed I'd better get v.2.0....
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I haven't got 2.0 installed yet and no time tonight. I'll try to take a look over the next couple of days.
Obstortte: Thanks. If you want to fix that paper wad in HoLS then I'd be grateful. As I recall it was that screwed up love letter behind the bed in the housekeeper's room. The shape and detail isn't important.
In fact, if anyone wants to fix any of mine, go ahead but if not I'll make time.
That elevator thing in Den is, I think, a really simple alternating dark/light texture sequential cog thing up the wall.
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Wild guess: Maybe the thing that sets a corpse frobable is a catchall script but the original ragdoll definition has frobable set on it already?
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TylerVocal: Each script event name must be unique. Perhaps you've accidentally copied and pasted it so you've got it twice or perhaps you've chosen a name that is already declared either in the doom3 or darkmod scripts.
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Sounds like a bug, Moonbo and probably needs putting on bugtracker.
If it were my map and I wanted a quick workaround I would do a quick test and connect the two sections by a long brush stone tube with a kink in the middle with a visportal in it. If that solves it then I would do some imaginative concealment of the two ends, perhaps even reduce the tube to a tiny narrow cross-section. But first I'd do the quick test because if it doesn't work then no point in wasting further time on it.
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Put s_waitfortrigger 1 on the speaker
If it repeats when triggered then also add s_looping 0 but if that doesn't work then you might need to copy the shader file and remove the looping in it so it only sounds once. Post again if you need help with that.
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Erm... But that's why I said turn the patch over which you said didn't work! haha!
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Not sure but try turning the patch over.
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Sounds over-complicated compared to just having the forcefield in the game itself and turning it on and off. But one advantage of your method I can see is that the object(s) can be anywhere, ie, not within a certain limited volume, and still get a kick so it sounds a useful technique. Another advantage is that other objects including AI or the player won't be thrown up (assuming that makes sense in the situation.) So, it all depends on the actual game situation which to use I guess.
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Maybe teleporting leaves the effect where it was first spawned. Forcefields can be toggled on and off rather than teleported so see if that does what you want. You could have 3 or 4 together at different angles depending what effect you need. Maybe even bound to a mover, say 4 angled forcefields of different forces spinning around a rotator.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
grayman can best answer that but I suspect it could be a problem. Try a couple of neutral test AI patrolling between two path points to test it.