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  1. thanks for the info guys. I'm currently playing "Not an Ordinary Guest" and I'm loving the 3 different character thing. haven't gotten too much done mostly just exploring and such but I'm liking it a lot.
  2. Yup I have a nice clean install of the stand-alone and I agree that is a big thing. Thanks for the names I think I have all those downloaded and will have to try them out. Sadly I believe real life is going to keep me as nothing more than a player. Not enough time for more.
  3. it has been years since I played or really payed attention to TDM, shame on me but real life is demanding, and I'd like to know a few things? did the Dev team ever make the official mission series they were once considering doing? I can understand how a project like this sucks up the time but here's hoping. of the missions we have which ones have the best story? What have I missed that was super fantastic? thanks for all you guys have done with this, it is amazing that TDM is still alive and healthy.
  4. and that has me running 100% where I want it thank you guys. I assume if I change my screen resolution I need to change the above too but I'll deal with that when/if I need to. thanks for all the help
  5. nbohr1more got it right the first time. boy do I feel dumb for some reason I thought my version of Doom3 was pre-patched. yeah I'm a dummy today. so it is working now, thank you very much for the help but I have another question. I have a wide 18~ish inch monitor and the game doesn't display all the way out to the side. the top and bottom meet up well but there's close to 2 inches of black nothing on either side of the game. my screen resolution is 1680 x 945 the closest I can get the game setting to that is 1680 x 1050 but the black side don't seem to change any from me adjustingz resolution or aspect ratio. the game seem pinched side to side to me. is there any way I can get the game to display fully from side to side? thanks again
  6. I just replaced my old laptop and my new one is giving me troubles when I try to run Doom3 (gotta have that working before I can install darkmod right) I appologize for asking this here but I don't like Doom and I am not part of the doom community (I bought doom3 so I could play TDM). before we get too far here are my system specs: Toshiba qosmio X505 Intel Core i5 CPU m450 @ 2.4 GHz 4 GB RAM Windows 7 64-bit NVIDIA GTS 360M 1GB video card not too sure about the sound card I see something called connexant HD and NVIDIA Hi definition sound but I don't know if that means it's an integrated card or discrete. hopefully sound isn't the issue. . . any way I installed doom3 to C:\Program Files (x86)\DOOM3 I took out the space doom likes to put between "doom" and "3" because I remember reading a while ago that the space there could cause issues with TDM. I also notice there is an empty file C:\Program Files (x86)\DOOM 3 that was created with game install. the install seemed to work correctly, at least I did not get any error alerts and it said it was successfull but anytime I try to run Doom I get this error message very quickly: 2394 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 4016 MB System Memory 1024 MB Video Memory Winsock Initialized Hostname: Ian-PC IP: doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\Program Files (x86)\DOOM3/base C:\Program Files (x86)\DOOM3\base\pak004.pk4 (5137 files) C:\Program Files (x86)\DOOM3\base\pak003.pk4 (4676 files) C:\Program Files (x86)\DOOM3\base\pak002.pk4 (6120 files) C:\Program Files (x86)\DOOM3\base\pak001.pk4 (8972 files) C:\Program Files (x86)\DOOM3\base\pak000.pk4 (2698 files) C:\Program Files (x86)\DOOM3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 4966 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg couldn't exec DoomConfig.cfg couldn't exec autoexec.cfg 4966 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (640x480) Initializing OpenGL driver ...getting DC: succeeded ...attempting to use stereo ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- -------------------------------------------- ----- R200_Init ----- Not available. ---------- R_ARB2_Init ---------- Available. Cg not available. -------------------------------------------- ---------- R_Exp_Init ---------- PARAM bloom0 = { 0.199501 }; PARAM bloom1 = { 0.176059 }; PARAM bloom2 = { 0.121004 }; PARAM bloom3 = { 0.064769 }; PARAM bloom4 = { 0.027000 }; PARAM bloom5 = { 0.008765 }; PARAM bloom6 = { 0.002216 }; PARAM bloom7 = { 0.000436 }; Available. -------------------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: C:\Program Files (x86)\DOOM3\base\game00.pk4/gamex86.dll copy gamex86.dll to C:\Program Files (x86)\DOOM3\base\gamex86.dll could not create destination file ******************** ERROR: DLL extraction to fs_savepath failed ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL any help?
  7. I downloaded the new updater and it seems to be working fine. thank you very much for the help.
  8. I am still running darkmod version 1.00 I am running windows vista on an old lappy 1.5Ghz dual core 2 gig ram have had no troubles running the game I just can't get this downloader to work. any help is much appreciated.
  9. Komag, I think a percentage chance of arrow destruction on retrieval attempt would be perfect. would be even better if there was some way we could tweek it at the mapper level but not the user level. maybe make it a property of the arrow itself. what ever the answer is I think SOMETHING needs to be done about the broadheads to limit them a little more but only just a little bit. could it be set up as an arrow property so that when the mission is built the mapper can set something like "Destroy on retrieval: (yes, no, or x% chance)"? is that even possible? seems like the perfect answer as the mapper could make arrows act the way that works for his mission.
  10. I played this last night. completed on hard with a stealth score of 8 100% loot and a 100% kill rate. I loved the atmosphere and setting. the jail break itself was really cool and a great use of TDM's object handling. I think mission illustrates a problem with how broadhead arrows are handled. they do a lot of damage and can one-shot kill even the toughest enemies I have encountered yet if you hit them in the face or unarmored head. I don't really have a problem with the amount of damage but rather the fact that you can always retrieve your arrow after shooting a guy in the head. there were, what, seven AI in this mission? I killed everyone of them with a single broadhead. I don't think the mapper should have to rely on kill limits to control things like this. I think providing 5 arrows and 7 AI should ensure that the player will have to find some other way of dealing with 2 AI. besides in a mission like this one it would not make sense for there to be a kill limit or a kill forbiddence. it is my opinion that any time an arrow hits an AI it should break or if possible there should be a chance it breaks that way not all arrows are recoverable but you can get lucky sometimes. I really enjoyed this mission, big thanks to Railgun for building it.
  11. I cannot download this. can somebody host it elsewhere maybe SouthQuarter or the TDM main missions page please? I'm not sure why but I have not been able to download ANYTHING from mediafire recently. I'm in the states again now so I can't blame it on my location. anyway I hope this will get hosted elsewhere before next year so I can grab it before I have to get out to sea again. thanks
  12. I had my blackjack out and I tried to club a guard with it but I messed up and alerted him. instead of running for it like I usually do I just decided to wack him with it until he killed me so I could start over. funny thing is I knocked him out before I died. I didn't expect to be able to beat him senseless when he was in combat mode trying to kill me. is this normal? it's pretty realistic, you sure could beat someone sensless with a blackjack while they are trying to kill you but it wouldn't be easy.
  13. Nielsen74, I just wanted to say that I really enjoyed your mission. the story may have been a tad thin but it didn't bother me and there were some touches that were very well done. I had something funny happen. I know that it was possible to get the guards to fight each other in all the different versions of Thief but I wasn't sure it would happen here. a question for those who have played this mission:
  14. Carnage, thank you for the southquarter link I was having trouble dL-ing it too. maybe because I'm in GRand Cayman right now who knows. anyway, I'm very happy to have another FM to play underway. thank you Xonze
  15. to the OP I can only say: "Are you friggin kidding?" this question actually came up a few times earlier on with all sorts of engine suggetions and the Unreal engine was mentioned. even back when it wouldn't be a complete tear-down to change engines the team made the right choice: keep working with what you have. other mods have done engine changes and as far as I know it has almost always been the death-knell of the mod. putting this question up now is boarderline trolling. in the end Sneaksy Dave has put forth the best answer: "Sure go ahead and do it, we wish you the best of luck."
  16. When it comes to non-functional doors I really don't mind them looking the same as functional ones. sure it makes more work since I have to take the time to sneak up to it and try it but I always hated in the old games that I could look at a door from across the street and know it wasn't a real door. before long I just started seeing them as funky looking walls. TDM's non-frob doors look to me like what I always imagined they should = a jammed door or perhaps one barred from the opposite side so there is just no way to open it. I like that frobable and non-frobable stuff looks the same. well maybe not the small bottles and glasses and things, I'd like to be able to shuffle those around. but doors and windows don't bother me.
  17. The Dark Mod: Out Thief-ing Thief! I have played every single iteration of Thief including UT Thievery (I came late to it and was terrible but I played it anyway) and I have to say that from the view point of the player looking forward to what a game is capable of this is with out any doubt the BEST fantasy/steam-punk sneaker ever built. I have been watching this site grow since the very beginning chomping on my fingers waiting as patiently as I could. now I have played and finished all the missions that came with the original release and am almost done with "Patently Dangerous" and I am in taffer's heaven. I doubt I will ever build my own map but I will play all yours and love you gals and guys for it. I love the story you have built into the world and the potential it has for good strong story. I know I posted a quick thank you earlier but now I've played it I have to say it again: Thank You! TDM is the best world for taffing around ever made. A Masterpiece! send it to a store and I'll buy it. who needs Thief 4? I don't see it threatening your creation no matter what they do with it. Eidos would better serve our community by scrapping the Thief 4 project and redirecting all those man-hours into building maps for The Dark Mod. there gonna be a KOMAG contest soon?
  18. wow! I sure didn't expect the first FM release so soon. AWESOMENESS! thank you very much for the FM Demagogue, I will download it and play it tomorrow evening when I get home. I'm very excited, can't wait.
  19. I was in the jumping/mantling room and I ran up a plank laying at a 45 deg. angle and I fell right through the wall into outerspace. I tried to find a way back in but eventually I fell off of whatever I was standing on and I fell for all eternity through the black void. oh well, one less thief in the world (litterally) that should make most folks happy.
  20. that fixed every thing thank you LeatherMan and Fidcal now I am playing the training mission.
  21. I'm getting this error but I don't have that folder. it doesn't exist at all so now what do I do? OOPS! I see my mistake I was just blindly following and not thinking. I should know better than that, especially here. I found my folder now let's see if it helps. . . yp that fixed it. thanks
  22. ok I got no love with this efort. I copied all that stuf into he file and only that stuff and I ran the updater but the up dater doesn't run. it flashes some words so fast I can't read them and disapears. but it tells windows it is using the folder so I can't do anything to it but even if I leave it alone for an hour to work nothing hapens. after several tries I was just able to make out the words "Updater cannot" or that's what it looked like to me, before it shut down. so I thought I botched a file that tells it where to look so I removed everything from the file deleted the darkmod file, made a new file, copied everything back in except for the updater and redownloaded the updater and ran it. same problem. now what? how do I get the updater to run? after a few more attempt I ca better read a few words "updater cant locate URI.p(something)" there's more I'm just not fast enough to read it some fastfinger cntrl+printscreen-ing reveals a little more: "can't locate URI.pm in @INC <@inc contains: lib devel/lib CODE(0x35c65f4) C:\use . . . (that's all I can read right now) working on it
  23. thank you Fidcal, I'll give that a try.
  24. thanks fidcal, that helps about the PK4/zip confusion I guess I was figuring that anything left over from the demos would either not be used or written over, I can't tell you exactly what was in the darkmod folder but it wasn't empty, left-overs from the demos I'm sure. have I murdered my install? do I need to empty the darkmod folder and try again? thank you
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