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  1. I've only done a few yet, I didn't want to do more until I was certain of the workflow to Doom. I'm not sure how to show them to you inside doom. Can you record moives in doom or something? Using a screen capture program just gives you a stuttering mess. I put one on the FTP, I made an Animations folder, I can split it up into smaller animations, the looking from side to side after hearing a noise etc. It's quicktime format - anyone with sense should have the free QT alternative codec. If we don't need a character now, or no one's for writing an AI script there's not much point in doing more animations at this point.
  2. Ok, well I'm happy that I can get any character with any animation into doom now.... ..so, do we need a test character with a set of generic animations at this stage? Of course, it hasn't got an AI file ATM, so it just stands there and you can cycle through the animations. I still have to work out the ragdoll shit yet. I'll take charge of the character's mtr, def, md5mesh and md5anim files, but the AI files are nothing to do with me guv'ner -though it has to be said some of the zombie AI scripts look pretty simple, I could almost write my own Thief zombie script from looking at these. The rest of our AI will be...slightly more complex I imagine.
  3. It's not a mailing list. I just wrote a simple python script that is called from CVS whenever somebody checked something in and it will directly send mail via gmx.net (my mail host). That would be great. Only problem is, that this is only a small task and I don't have that much to do for you. Unless we find something else to occupy you, that is. Yes. And currently I create a new user, install the key, add it to the cvs group and add the mail adress to the list. All manually. What would be much more better, would be something where this would be kind of automated.
  4. Nothing fancy really. I could even do it myself, but I have so much other stuff to do, that I don't have time for it. I like coding in Python over Perl anytime. Currently I have a server runnig for our mod. It provides among other things CVS services and everybody on the team gets emai notification. I just wrote a very simple script for that because I just wanted it to get working, but it could use some improvements. Like making a daily digest for some members. Or some other thing would be to write a little webinterface where teammmebers can upload their ssh key themselve because currently I have to do this all manually. Stuff like that. I guess it's not THAT much to do and I don't know if you would be interested in something like that.
  5. @ Fingernail: Actually no, as most of my stuff has been lost in the apartment shuffle and the sands of time, but I can get some made. What I'll do is work up a small script (the acting kind), and get some stuff recorded. @ Sparhawk: I can certainly test anything on Linux, and I may be able to help with some coding there, if necessary. What kinds of stuff are you looking for on the Linux side?
  6. dear oDDity I can see that...YOu are fan of peaceful music ..You are having a true artist heart and mind...There are so lovely lieds from schubert im sure you know them..He was a very good fella.. ..Well As you can see im a fan of magnifico orchestral works. Especially late romantic era..After Wagner shortly For me he is milestone..before and after wagner.... (By the way im sure you listened alread felix bartholdy Mendelhsonn's 4th (italian) symphony.Although i dont like italian classical music..His understanding is awesome..I wrote this because MENDELSHONN is the guy between big orchestra works and BACH..Before him Bach was little bit under the shadow..HE really promoted BACH endless cycles...If you didnt listen it I can upload to FTP..He is really using whole orchestra just like two instruments...Amazingly good variations..Breathtaking finale.... BUt please give a try to Jean Sibelius (the Finnish composer) 2th symphony. Amazing amazing stuff... and Anton Bruckner's 8th symphony...Also out of this planet.. And i aint Polish Im a complex hybrid product.. BEST "are we one ofthe most intellectual MOD team or what ? " We have classical music fans, metal fans..(he knows himself) script writers..inspiring artists.....man what a TEAM...I think we should make a documentary about the team..and a book...and a classical concert..a tv discussion program..a music video.. "ladies and gentleman..nobles....welcome to second annual the DARK MOD meeting..We'd like to thank you....you all for coming from High societies from all around the world....This year we will not steal anything from you at least in first day...so you NOBLES enjoy your wealth....for one more day....."
  7. Yeah, but when you run the script it adds the export option. Or, it did for me...
  8. hm..thats a script,not a plugin anyhow i cant see an NMF export option..:\ nowhere
  9. I'm online most of the time so I don't count. I forgot how to switch off my fake-being-online script.
  10. I on't know, what it is exactly either. but the ASE export script complains about it...
  11. Should be no problem to implement. I think this can be already done with the current code. Just needs a frobaction script attached. I wouldn't even need to change the SDK code for that. It would need a seperate model for the sphere though. then you must place the two objects together and you can frob the globe. The spinning can be done from a scriptfunction.
  12. Is there a batch program for Windows/DOS that can do this? I don't mind writing a batchfile that does this. Quite easy with a shell script under linux, but of course I would need an app that can convert the images to/from jpg/tga in a dos box to make this work in Windows for all our devs. Ok. The only consequence of this would be that we have to streamline the process of distributing the textures. We must have somebody who is responsible for the textures, and when enough new are added he should create an archive and upload a new version. Like Renz did before he vanished. I can do the batch scripting but I don't really want to keep track of the textures. Of course, putting them into my CVS would solve that problem quite easily, but curently my bandwidth wouldn't allow this.
  13. Having some troubles here. I can't find the exporter file to save an altered lwo file as a .ase file. Anyone know where to get this plugin script?
  14. What I have seen so far from the Physics, didn't impress me really. From HL2 I have only seen Demos. It have to be seen if this is for real in the game in realtime. The plate I already mentioned was scripted and there was no real physics involved. Or if so the script interfered. And I did some test with a box that I found in some room. When shooting at it it didn't move very realistic. Or it was modeled so badly that it gave a much lighter impression that it was. From the visual feedback it must have been VERY havy but it looked just lika a paperbox. And I found a small plate in some surgery room. It fell down all right, but when I tried to kick it, it also didn't move very realistic. As I said. It is realistic enough for our game, but it is not THAT impressive so far.
  15. Just to clear things up. This happens before the model is exported/imported. Scaling happens in Blender. The .ase export script we are using with blender is a bit pants and will ignore attempts to scale, rotate or move an object, unless you press CTRL+A to 'confirm' the changes. If you need to scale a model after trying it in Doom then you'll need to make the changes in blender and then repeat the export process. Doom3 Radiant allows patches to be exported as .obj files. These can be imported into blender and can be used as scale guides.
  16. This may be applicable to this idea, I don't know: If you want to trigger the built-in animations just add a "target_ai_followalternatepath1" and Ctrl-k it with the character you want to animate. Then add a "path_anim" and give it a Key "anim" with a value of whatever anim you want like "cower" or "run" or whatever anims that character has. Select the character and give him a Key of "alt_path_1" with a Val of "path_anim_1" or whatever you named your path_anim. When you trigger the target_ai_followalternatepath1 with a trigger_once or you trigger it in a script, your character will perform that animation. If you're using this animation in a cinematic make sure you give all entities the Key/Val Cinematic/1. I was going to add this to my cinematic tutorial, but I'm too lazy.
  17. I don't think it is a Blender issue, but then again it might. Of course you can resize the mesh in Blender and render it, but when you export it with the script the size is the same as before.
  18. For something like this I can imagine that the FM author would set the player up in the lead in objectives, saying that the Sceptor is in the throne room. Once the player starts making his way to the throne room however he would stumble upon a notice or overhear a conversation that the sceptor was lost, perhaps while Bafford was out for his evening stroll...while the note would only have the facts that it was lost...the player could overhear a conversation that it was lost while Bafford was on his DRUNKEN stroll of the evening. It would then be up to the FM author to not only Spawn the Sceptre in a different place, but also script clues that would be tied into each outcome in order to help the player find the way to the lost item. This could mean that Bafford took a different route in each circumstance. Perhaps he was found passed out in a different location in each instance...this would raise the question of how many routes should there be to each location. Could be very fun and add a LOT of replayability!
  19. intelligent ai behaviors, such as in far cry, ai rush to an injured friend, draw weapons, then start searching, you hear them shout commands to each other as they move. the entire search is systematic. convincing keepers assasains, come on, silentsleep did better in equilibrium with the dark engine then ion storm could do in their fancy engine. a wider variety of weapons, i made gas bombs in dark, i almost made moss arrows choke ai like in deadly shadows in dark, the motions were wrong. it would be interesting to see the player pick up a mechanist mace and smash in a door instead of just throwing it at the door until it opens. a simple scripting language for scripted events. there are many times in dark where i could write a script to create an effect but have no idea how to. so resort to a rube goldberg system of buttons, emitters and s/r in a blue room to do it. yet if i used the simple construction language of a TI-85 calculator i could do all the same things in a flash. a shame really that the most powerful tool in dark is still the least accesible to the common dromed user.
  20. Renz: Since you wanted some feedback on this. The filestructrure looks quite good so far as I have seen it. The only thing is. You must rename everything to lower case. Actually I can do this quite easily on my linux box, if you want me to. If you have maps with upper case names, I can convert them as well. It's just a simple script on Linux and saves a lot of typing. Just drop me a note.
  21. lol, we really need to quit reediting our posts and just start making new ones...I keep waiting for new responses and don't look up at the previous replies til later. I'm all for Spar's idea. It's easy to do and adds has a nice style to it. But the actual menu options itself still needs the most work...something beyond the font to flesh it out a bit and give it some more character. Like we could make it look somewhat like an old Victorian scientific journal. Leave the text where it's at but have a nice little diagram drawn next to it that's somewhat connected to the option itself. Like a diagram of an eye with a few very tiny lines of text drawn underneath it (that can't be read, but look cool) next to the resolution settings. Something like that, and maybe a few little notes dashed in the corners of the pages to make it look like someone was using it for research... Oh, and maybe assign page numbers next to the options to make it look more like a table of contents. For the FM's we could do a simple script that assigns random page numbers to them in ascending order..like... The Seventh Crystal Pg. 104 The Inverse Manse Pg. 206 Or even simpler, just make the numbers static and have the first FM on the list placed next to it.
  22. Here's a crapload of more stuff. Most of this is from high school, I do better stuff now. Mechanical Designs Various Creatures These are concepts for a film script I'm writing that IS NOT set in the thief world, but has been influenced by the steampunk style of Thief 2. These exact designs would not be what i would use, I would do others specifically for this mod. Mecha Creatures And some new random stuff- http://img.photobucket.com/albums/v140/god...sh/100_4464.jpg http://img.photobucket.com/albums/v140/god...sh/100_4463.jpg Will draw new things tonight and tomorrow for this mod specifically.
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