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AluminumHaste

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Everything posted by AluminumHaste

  1. Okay I got it but 9 succeeded and 29 failed.
  2. yeah it came to 3.05GB and 274,472 files......shit that's really going to increase the virus scan time
  3. I'm using tortoise to checkout darkradiant source to do some local compiling, but it's at 400 MB and still going. How much is left?
  4. Yeah I was just looking at the wiki and found this: The bold part should also mention that you can stop tessellation optimizations by using the patch inspector and forcing subdivisions. link = http://wiki.thedarkmod.com/index.php/...ther_References
  5. Go for it, free to use. Title: How-to fix holes in your patches
  6. Shouldn't they be taken out for a release build even though it's an alpha?
  7. Komag, don't ever stop rocking!!
  8. I noticed this while playing thiefs den: loaded collision model models/darkmod/junk/broadhead_broken_tip.lwo loaded collision model models/darkmod/junk/broadhead_broken_back.lwo Hmm, that isn't right! A weapon! Hmm, that isn't right! A weapon! Hmm, that isn't right! A weapon! Hmm, that isn't right! A weapon! loaded collision model models/darkmod/weapons/broadhead_collision.ase WARNING: script\weapon_arrow_result_base.script(85) : Thread 'thread_619': idAF Body::SetDentity: center of mass not at origin for body 'idMoveableItem_ammo_b roadhead_small_39425952' Hmm, that isn't right! A weapon! WARNING: script\ai_darkmod_base.script(3748): Thread 'ai_darkmod_base::respons e_visualStim': Entity not found for event 'processVisualStim'. Terminating thr ead. WARNING: script\ai_darkmod_base.script(3748): Thread 'ai_darkmod_base::respons e_visualStim': Entity not found for event 'processVisualStim'. Terminating thr ead. Hmm, that isn't right! A weapon! These showed up when I was attacking a guard with my bow and arrow. He was saying these things.
  9. Tried splitting into 2 90's but did the exact same thing, which is why I tried making it out of 1 180 degree patch.
  10. How do you stop patches from doing this?
  11. The Legacy of Kain series is still one of my favorites. It's story may be a trifle convoluted, but it's excellent stuff. I can never stop playing those games and the voice acting was top notch.
  12. Yeah I was following the tutorials (A-Z basic one) and forgot to use the "create entity.." command.
  13. That's probably what I did too because I was selecting a lot of things and reverting to worldspawn.
  14. Okay I found out what's wrong; I had created a guard model instead of a guard entity. It's working now lol.
  15. The mission ran fine without errors. Don't know, I will try playing thief's den again.
  16. Here is the error: idRenderModelMD5::InstantiateDynamicMode l: NULL joints on renderEntity for 'models/md5/chars/townsfolk/townsfolk_thug/townsfolk_thugmesh.md5mesh' Okay just tried it in a brand new map just a small room with a door and getting the same error.
  17. Thanks, will try that.
  18. I added two AI a guard and a thug. I made some patrol points and attached them to the thug. They are both on my team and the guard just sits there. I didn't give them a head as I'm assuming that they all have a default head. But when I run the map, the AI aren't there, and in the console there are just id:render errors with NULL exceptions for ANIM I think. Didn't save the text sorry. Do the AI's that come with the demo work completely or do I have to use only certain ones?
  19. Yes I forgot it was monday
  20. Yeah that is probably a good idea.
  21. The original gtkRadiant back in Quake 3 days had duplicate offset, which I personally found annoying as it would offset one grid unit on the z axis. I'm glad that this version doesn't have this but now I'm not so sure the tradeoff is worth it.
  22. Well create a huge number of patches, say 2000. Select them and hit the spacebar. Then move them and rotate them arbitrarily, say by 90 degrees or 45, and undo it and then copy it to clipboard and delete them and then exit while saving. Somewhere in there is where things go wrong for me. That and for some reason when selecting entity groups of geometry (patches and brushes) and cloning them, and moving them, for some reason they get the same entity name so that when you compile the map everything goes fine (if a little slow), but when you go to run the map, you get a game shutdown and it says that their is "more than one entity with the same name" and it gives you the entities name such as "entity 34". But there are dozens of these duplicates, but not usually more than one duplicate of the same entity. For example, there will be 2 entity 34's 2 35's, 2 36's etcetera.
  23. Hmm for some reason it was taking 29 minutes to compile in doom3 So i went back in and noticed that almost all the brushes and patches had been cloned over their parent geometry. Holy crap what a lot of work that is to go and find all the clones that are over top of their original geometry. Is there a faster way to get rid of those? Like make a small program to parse the .map file to find those things with the same vertex points and delete the first one? Do you guys have anything like that?
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