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  1. Okay, that looks like the right thread to handle this (among the other) issues.
  2. Dram

    Gah...

    ok lol, basically, i tried to reply to NH's pm. when i pressed send it said "permission denied". So i was like wtf? anyways, then i tried to write it on the forums, that didnt work either, another "permission denied". In those i tried copy/pasting. so then i wrote it out and not even in the same way and again permission denied. So then i wrote "jesus fucken christ. that worked, why the fuck can't i add the pm i wrote. fuck man. maybe if i write it in a wierd way. edit: oh my fuck. this is a controversy. i write the pm in just words like this and it won't post it up. i remove the pm bit and it works. i am going fucking crazy. this is like an encounter with a wtf computer bug. edit AGAIN!! FHBXGHBCIJXDFH mapdone installingftpsmart pboostsmall doneasap" and then it finally let me. After that i actually tried to write it up again and it didnt work. it was fully wierd. Anyways, thats my story.
  3. There is no def_vocal_set defined for entityDef atdm:ai_nobleman02_armed. It inherits from atdm:ai_humanoid_newskel which also has no def_vocal_set. That in turn inherits from atdm:ai_humanoid which has the base vocal set. The vocal set for entityDef atdm:ai_nobleman I take to be civilian and not appropriate. I think I was warned not to use a civilian voice in the other thread? atdm:ai_nobleman_armed is the one I have just committed and I gave it atdm:ai_vocal_set_base which is the reason for this inquiry.
  4. Yeah... can we move this thread to the level design forum? Hopefully more mappers will see it there...
  5. As XP SP2 is a pre-requisit for installing VC2005, I had to fight with my computer and with google to get XP SP2 running on my AMD64 computer. I would install SP2, reboot and the computer would not start up. Thankfully I found a website mentioning a patch which Mesh produced. http://www.cybertechhelp.com/forums/showth...30&page=7&pp=15 http://www.meshcomputers.com/downloads/sp2fix.zip
  6. Hi and welcome to the forums Yes there will be pretty much everything and a few other things from T1/2. Yes, mantling will be there, so will leaning, and so will rope arrows, water etc. This is where it's a bit different. As far as i remember, there will be 2 methods you can use for lockpicking, choosable in the main menu. #1 is the T1/2 classic style and #2 is a more complex, realistic way, in which you have to get the right torque etc to get the pins to set; basically based on RL lockpicking. Tell me about it lol, the movies like to stuff up often lol. Yeah, the story is kickass. Thanks, and no, your English is fine
  7. Variations of this issue have come up a number of times (at least twice by me) so I apologize in advance to all reading for bringing this up again. As you know, the forum search function leaves some things to be desired; hopefully this thread is named in a manner that makes finding it in the future easier. What this is not about: the known issue of why some properties have no descriptions in DarkRadiant. Solution: they need descriptions added in editor_var fields in def files. What this is about: an issue that came up for DarkRadiant a couple of times, and was fixed for troublesome cases. But it seems like we're not over the wall yet. Perhaps it is not a DR issue at all though, and instead is another case of lacking documentation. The problem: the Add Property dialog does not present to users all valid properties for a given entity. Example: atdm:mover_door lock_pins lock_picktype frob_peer None of these are listed as selectable properties in the Add Property dialog nor even listed as inherited, and these are only three properties (there are definitely more) grabbed at random on a single entity type of many, noticed because I was putting a chest prefab to use. As such, this is probably the rule instead of the exception. How many other properties exist on other entities which are not displayed to the user? In the example of frob_peer, it is a very general property which should be listed for anything frobable, but it is not. Basically, how can we expect mappers to know about these properties, and thus the abilities designed into TDM, if they don't even know they exist? These can't all be memorized or gleaned from a wiki page every time they're needed. If this is in fact a DR issue of displaying properties (inherited or not), is a fix possible? If it is not about DR, where is this documentation located? Searches of all text files in TDM's folders have not revealed a definitive answer (some are kept in defs, others are not), so I'm guessing that it is compiled into the DLL in many cases. Most importantly though: even if we don't have wonderfully written descriptions for every property, we at least have to give users a complete list of which properties exist for them to use, and I would think that should be programmatically possible. We should be careful not to make the same mistakes id made, prompting us to complain that they didn't give us enough information on how to use their engine.
  8. oDDity

    Dark And Light

    IF you want to play Settlers of Ganareth, you have to join the forums and sign up for the beta of Dark an Light. With Oblivion being delayed until the middle of next year, I hope this gives me something to play for a while, becasue there's absolutely nothing else I'm interested in.
  9. Well, I could be imagining it if while for weeks as I worked on the stealth area, going through an increasing number of individual stealth sections over and over while trying to tweak the gameplay, not to mention any other separate testing (I use my own local temp7.map frequently which always includes taking out one guard facing away), never having any problem KO'ing anyone, in fact it seemed too easy as I swung from what felt like 6 feet away and still took them down, without a single failure, every single time... ...and then suddenly, some day in the last week, I became much less skilled at it. Night and day. Not sure how else to put it. To me it seems far more likely something changed with all of the recent changes to attached items and rigging/anims. Anyway, I digress unless/until someone mentions a likely cause (see other thread). For the record, I think the current method is too difficult and people will complain again as they did in the past.
  10. Hey All, I've been viewing the boards as a guest for quite some time now and I hate for this to be my first post, but it is what it is. I'm a huge fan of the thief fanchaise and I'm tickled to see this group investing their lives into a mod that resembles the feel/formula that made the orginal Thief such a masterful game. Anyhow I want to say thank you to everyone who has contributed to this mod's development. Its a great achievement and a jewel to the Thief Community; keep up the fantastic work! Now onto the subject of my post. I didn't see an offical technical problem thread so I figured I'd start one in the hopes that it would consolidate such issues for future troubleshooting for the users and be a means of tracking them for the mod developers. I've just recently installed the TDM: St. Lucia Mod/Map =D. The problem is I'm suffering from some issues. Background about my Rig & Doom3 w/o St. Lucia. - Rig - Make / Model: Custom OS: Vista Ultimate - 64bit - (SP1) CPU: Quad Core Q9550 Graphics Card: ATI Radeon HD 4870 X2 - (Drivers: Catalyst 8.10) RAM: G.Skill DDR2-800 - (8gig) Motherboard: Asus Rampage Formula - (Chipset: Intel X48) SoundCard: Asus Supreme FXII - (PCI-x card shipped w/ mobo) Monitor: Dual Monitors **Hardware Drivers Updated: 1 month ago. Doom 3 Specifications: Doom 3: Version - 1.3.1.1304 *verified using console* -Able to run Doom3 w/o any problems. St Lucia Video Settings: Screen Size: 1600x1200 Aspect Ratio: 4:3 V-sync: No Antialiasing - Off Ambient Rendering - Standard When I loaded St. Lucia, all the menus / load screens worked well. As soon as I entered the level all the ground / terrain & most building textures were Black. I could see vegetation, static mesh objects like wagons / barrels / pallets / boxes, and the sky box appeared error free. I could also see 2 different building textures, a cross hatched wood type texture and a wood grain texture, the rest of the building textures were black. I would have taken a screenshot of it, but I don't know how =D. I tried adjusting the gamma but it had no affect on the ground / terrain textures. Then after I tried to exit the game for the first time, it crashed and left a light grey screen and I had to hard reset my computer because it was completely locked. There was no error message that I could relay to you either. Since then I have not been able to repeat this crash. I hope this is enough detail to start with. I'd be more than happy to provide more details. I'm just out of ideas and would need a bit more direction. On the topic of screen resolution, are there any plans of supporting widescreen such as the 16:10 / 16:9 resolutions in the future?
  11. @Forsaken: Welcome to the DarkMod forums . As you can see, everyone has gone waaay off topic. This always happens Even i have lost wtf they on about lol EDIT: just read your tag, hello HeXen
  12. we discussed this, texture wise a while back. It'd be quite easy to make a little program to rip assets out of a Thief install and into D3. More useful for soundbites than textures though, given the small resolution and lack of bumpmaps and what have you. So yeah, pretty much possible, but it's not on our priority list right now. Also welcome to the forums.
  13. So is our little online excel document the latest list of required animations? Doesn't look like anything important is really left to go... Please check out my update to our document in the other thread.
  14. Most people will only fight back against oppression when it directly effects something they deeply care about. Most of the 9-5 tools are being oppressed from useful thought by being conditioned throughout life to get an education for a job in which they repeat the same meaningless cycle everyday and only spend their offtime recovering or entertaining themselves and giving no effort to expand their mind or change their wasted life. The same is with most of us posting from work. Posting on forums accomplishes very little, and is mostly for venting. If you truly hate the measures taken to 'protect and prevent' terrorism, do something actively about it. Posting on boards about it won't change it.
  15. Does everyone want more than one? If Arcturus and I were any indication, we might prefer the single Arcturus animation. A vote thread would clear that up, but Im not going to make one since im just a contributor. Lookng at that video brought up a question. Near the end of it, when the character looks up to the right, would there be any easy way to add an acceleration to the random movements so that they start and end slower, and would it look good, and would it be worth the effort?....just thinking out loud....trying to live up to my name.
  16. Vadrosaul

    Crossbow

    http://forums.thedarkmod.com/index.php?showtopic=2732
  17. Dram

    Parkan II

    ! Just noticed in the forums there: Woohoo! Guess i only have to wait a while. Btw, for those who can't be stuffed checking the review, the game has a good graphics engine on the lines of x2 or x3. Also, it has very good gameplay apparently.
  18. No idea, I'm just a sucker for hype. If dog shit was preceded by a massive advertising campaign I'd probably buy it. It's just one of the few books everyone reads, so it's good for talk at work, on forums, ecetra. Da Vinci Code was also quite crap but made for a decent discussion.
  19. Stay sharp, people. My sensors detect a ridiculously large signature-to-actualpost ratio somewhere in this thread. It must be close, real close.
  20. I've had not a single crash since I installed Vista x64 back in October, neither any problems I couldn't solve. I cannot follow the "dumbed down" arguments at all. It took me a few hours to tune it according to my preference, but that's the same for every OS you're not used to. (And for the records, for me this thread is the same as those popping up when XP came out back then: babysitting the user, comic blue desktop, not safe, I want my Win98 back).
  21. Greetings, Firstly, let me express how much I admire TDM. Since T3 it was so reassuring to know that "there are guys out there who make a huge effort to make/modify a great engine for all the Thief fans". Kudos and lots of respect! I finally decided to give TDM a try. I'd like to install it and try it out. I read about Thief Den and Tears of St.Lucia maps provided to the community. As I didn't find all the installation answers in this thread, I'd like to ask if I need to buy a full version of Doom3. OtoH, there is a demo version of Doom3, which can be installed instantly. Will it do? What else do I need? Any section of this forum where I can read about it more?
  22. First of all, i would like to say that i appriciate all the effort you have put into this new mod, it looks stunning. (guess i'll have to opt for the doom3 engine now instead of the halflife2!) I am really dieing to play it!!! (especially since i am on a thief diet ever after finishing all three games in expert modes, and splinter cell being a poor comparison) Well after coming across your link in the thief 3 DS forum i decided to become a member of your forum... in order to give my opinion on some things i would like to see in the mod Now here it goes you might think ! another looney! However some things have ever bugged me, for example the lockpicking, i found it lacking that whenever you picked a door with an AI standing behind would not notice you picking it. (it makes a hell of a noise in all three thief games, i wonder why the guards never heard it!) Now here is something i wonder if its possible to implement that the AI reacts to you picking locks if they are standing close to the door thats being picked (i.e. on the other side) cause that would make it harder for garrett and the user would have to think of different ways to accomplish missions. Another option towards doors is that if the user could skip to 3rd person view he could open a door stealthly and peek through the halfopen door, instead of opening a door full out as in the case of all 3 of the previous thief games Furthermore on the topic of knocking guards out and garrett being to light build to carry a heavy bloke around, i cooked up (read: rip off from splintercell 3rd person) the next idea: wouldnt it be cool to give the user the option to Blackjack a guard or to grab the guard while sneaking up behind. The grab option would mean something like the splintercell series grab only not a threat with a gun but hold the guard under threat of a knife then move towards a dark spot where you could knock out the guard with the pommel. This would then solve the problem of garret being to light build to carry a fully armoured guard as the guard would walk on his own. One more question could the revive BJ guards option by other guards ... as in splintercell ... (damned i like the thief games much better but these options would compliment the thief series only to the max !!!) be implemented as well? Well since i never have played anything running on the doom3 engine yet i really dont know what is possible and what is not... so i hope you could take that into consideration... (me being ignorant etc... ) Sorry about blameshing these forums by quoting/snatching good features from splinter cell, but i really think they would compliment the dark mod/ Garrett very well (and it really was something thief3 lacked in my opinion) Greetzzzz |M|adhatte|R| p.s sorry for the long post
  23. Okay, cancelling attacks implemented. This also allows feint attacks, I'll post about that in the main thread.
  24. Leet Character Emporium is down atm. What's up? And yeah, what is the score with NightBlade atm? It's been aaaaaaages since anything new was announced. I've all but given up on it now. I know it's there but I'm not even looking forward to it because there has been no clue as to what is going on. I did actually think it had been cancelled at one point, but then someone posted something at BCG forums about MP testing.
  25. There is a bug in the Thief game engine that causes it to misread the amount of available hard drive space used for virtual memory. What you can do is try deleting some files on the HD where you have installed thief, or alternatively, adding files (about 40Mb worth) - this will make the game engine think you have sufficient space (I have used this method, it works - I had the same problem on a drive that had 65Gb of free space)... this bug exists because the game was made at a time when hard drives were quite small, and they obviously never conceived of 100Gb plus HDDs at the time and so hard coded a sloppy way of reading hard drive free space. There is more info available somewhere on the TTLG forums, don't have an exact link at the moment...
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