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  1. Tis always a nice surprise when you try to decompress a giant 7z archive of backed up files to find out that it is corrupt. An untested backup is a worthless backup!

    1. Show previous comments  2 more
    2. Lux

      Lux

      Or just store everything on a 2TB internal drive and mirror changes to it with robocopy /MIR every night to another internal 2TB drive :)

    3. Lux

      Lux

      I do want a Synology NAS though...

    4. Bikerdude

      Bikerdude

      If your not picky like me, then a DS213J is a bit noiser (no isolation mounts for the drives) but more importantly £75 cheaper!

  2. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  3. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  4. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
  5. I tried to download "The Builders Blocks" just now (in game). When I entered the available Missions view it had downloaded "Crystal Grave v2.1" instead. Builders block is gone from the missions in the online mission archive. Crystal Grave is still there. When I check for more information (mission details) on Crystal Grave it gives me black screenshots.. Somethings off here me thinks... Enjoying the mod though, Cheers...
  6. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  7. Hello guys, Hope the following output can be useful. It's happening on training mission (I just started to play TDM), I was having a few fights practicing swords. To a point, 2 dudes appear. I was killed, then the game crashed. combatround = 4 idAudioHardwareALSA::Write: 67 frames overflowed and dropped idAudioHardwareALSA::Write: 34 frames overflowed and dropped idAudioHardwareALSA::Write: 142 frames overflowed and dropped idAudioHardwareALSA::Write: 784 frames overflowed and dropped idAudioHardwareALSA::Write: 736 frames overflowed and dropped guard 1 defeated idAudioHardwareALSA::Write: 754 frames overflowed and dropped signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:/home/fab/jeux/tdm/tdm_base01.pk4/script/tdm_ai_base.script(2747): Thread 'ai_darkmod_base::response_visualStim': Door atdm_mover_door_23 is not within a valid AAS area WARNING:/home/fab/jeux/tdm/tdm_base01.pk4/script/tdm_ai_base.script(2747): Thread 'ai_darkmod_base::response_visualStim': Door door_96x48x2hinge_1 is not within a valid AAS area ModelGenerator memory: 6 LOD entries with 3 users using 1518 bytes, memory saved: 720 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 zsh: segmentation fault ./thedarkmod.x86 Finding this in dmesg: [209521.694082] thedarkmod.x86[30801]: segfault at f7249740 ip 0000000008373110 sp 00000000ffcb9580 error 4 in thedarkmod.x86[8048000+4c3000] I run debian testing, intel drivers, with mesa-dri from experimental and S3TC enabled through driconf since it helps for not having an unplayable game with the all dark menu.
  8. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

  9. Guys i recently played thieve's den, and when i was behind this guard: i turned on the light is that whole dark mod ai problem (they don't care about light from player) or its thives den specific?
  10. Pretty screens collected as I go. I like to keep the gamma and brightness low so when you're hiding in the shadows it feels legit. Good for immersion. Careful because some of them may spoil maps that you haven't played yet!!
  11. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  12. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  13. In TDM, the mapper can make their custom entities. This thread is for discussion, generation and sharing of custom mine entities. There are a bunch of ready made effects, the mapper can play with. Imagine making a custom noisemaker mines for AI distraction. Or hitman-style deadly "RU-AP" mines that can be detonated with a time delay or alternatively using a remote control. Or a crazy ass holy water mines for silent undead takedowns. Or anti-thief alarm mines that do nothing else but cause a loud noise if the player steps on them. Since TDM lacks a gas mine, I decided to make one. It seems to work just fine. It uses the gas arrow effects, but I had to make a separate gas result for the mine. The radius is larger for the mine, so that the gas reaches the AIs noses immediately upon mine triggering. Enjoy! Let me know if you see something to improve! It could use a slightly larger custom gas particle effect. Entitydef, version 1. A testmap:
  14. Hey guys, as suggested by Demagogue, I'm creating this thread to answer things I come across while creating my FM. I'm sure you guys/gals are familiar. So this is brought over from my other thread where it was misplaced: ______________________________________________________ Hey, I noticed in the Radiant editor when I select "P" for preferences > Camera > uncheck "Enable far-clip plane", everything in the Camera view window turns to the "Shader not found" texture. I fixed it by exiting and reloading the editor, however after changing this setting, when the DarkRadiant editor launches its asks me again to configure the Engine path. I've subsequently noticed that if I change the Camera Settings > Movement Speed (game units) slider from the default to anything, e.g. moving it 1 notch either direction, it does the same thing to the camera view. I'm assuming this is because I have Doom3 and TDM installed in the Steam directory and its looking in the default location C:/Games/Doom3 and can't find it. After editing the path back to the Steam directory and then reloading the map I was working on, now the setting is correctly enabled/disabled however the picture I hung on the wall shows the "NoDraw" texture for the picture inside the correctly textured frame. The Necklace on the table is just a green blob which I'm assuming is the "collision" texture because it has been added to my Texture Browser. And the stone and wooden floor textures have been scaled way back and are now tiny repeating textures. Pulling up the Surface Inspector and re-selecting the brushes and clicking the Modify Texture > Natural button fixes them. Default Scale is set to .3, I believe it was .5. It appears its a good idea to set the preferences prior to starting brush creation? If a preferences change is made later will this create many issues on the map? It appears I was looking for "cubic clip the camera view" and instead changed the camera option in the prefs instead. Repeating this causes again all textures in the camera viewport to render as "shader not found", checking the game engine path again in Preferences > Game > , it has been blanked. Relocating game engine path using the "..." button restores all textures except the picture in the frame (no draw texture) and the necklace on the table (collision texture). Is this a known bug? The map complies fine with no red error messages and the textures are there once the map loads. Also the necklace looks fine and is frobbable and not jittering around like its colliding with the table. ______________________________________ Not sure if that is just Nvidia's latest WHQL driver issue not updating the 3d viewport or something that pertains to a Steam installation or what. First of all, thank you Fidcal for an excellent and methodical tutorial! Also, Im guessing either I'm misreading directions or some of the info on the A-Z tutorial is outdated because of 1.08 game engine update changes? I've run in to a couple issues so far and these questions will pertain to the A-Z tutorial. 1) Fog - bottom of page 3 Created as indicated in the testMap yard. Create a light in the normal way in the centre of the yard and drag out its box to fill the yard north to south and from the east wall the wall with the door. It should have the height from floor right up to the sky. J for light properties Give it a brightness VALUE 25 On the right is the list showing fogs and lights so choose fogs and select delta1_fog. You can try others but there is not a lot of difference and some do not seem to work. J to close light properties. In Entity Inspector give it the property shaderParm3 and a value of 600. This is the distance in units beyond which the fog is completely opaque. Our yard is about 640 units long so if you look from one end then the farthest wall is whited out. Take a few steps and it starts to appear. When this renders it looks like you're walking through a solidish block of translucent white/grey z-fighting mess. Tons of flickering and no puffy areas or clearish areas, etc. Very homogeneous throughout the air. Does an alpha mask need applied to this? Have the settings for this changed or is this graphic driver related? 2) Performance: Hiding Distant Rain If you change the rain and splash patches to func_static entities you can add some properties that hide distant rain so improving performance. I used it in the extended released version of Thief's Den but it is not critical in this small yard so I will only mention it here briefly... hide_distance n = distance in n units beyond which a rain patch is 'switched off'. dist_check_period n = how often in milliseconds the distance is checked. Too-frequent testing reduces performance; too-infrequent will cause a visible delay. For rain I used 0.25. dist_check_xy n = if 1 then only horizontal distance is tested not vertical. Set to 1 for rain/snow. Hung up here on changing the Rain and Splash patches to func_static entities. I Alt-Shift select them one at a time and the Entity properties are "classname: worldspawn". If I select that I get the "Choose entity class..." at the bottom where I can select Func_Static and hit the Add button to close that dialogue. Nothing is apparently added though. The classname remains "worldspawn". Also tried altering to func_static after adding the 3 parms above however no change is apparent. I also tried typing it in directly in the lower entry boxes with no change. Also, I noticed at the bottom of the "choose entity class..." dialogue when you initially open it and "worldspawn" is selected, it reads, "Every map should have exactly 1 worldspawn". So now after I've added the three parameters, they're obviously being applied to all brushes classed as worldspawn. If I alt-shift select any brush in the world now, they all have these three parms, hide_distance, dist_check_period, dist_check_xy, so clearly I'm doing something wrong in that I can't get the Func_static class to apply to the rain and rain_splash patches. EDIT: Looking at a door that I have added the "mover" entity property to and changed the classname to "atdm:mover_door", I see "func_static7" is added to this Entity, so in the same way do I need to add the parm "name" and then assign it the "func_static" value? Does the "classname" remain "worldspawn" or does this need altered? Note: The rain and rain_splash patches are correctly rendering in-game and compiling without errors to my knowledge. Note2: When I launch TDM and pull up the console I get 147 warnings about file missing, various sounds (Thunder), materials, etc. Note3: When I dmap my test map, the only warnings I receive are are (3) Warning: Node without a volume under the "TreePortals" section of three different areas.
  15. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  16. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  17. http://www.ttlg.com/...ad.php?t=130680 This is a fun read. My favourite post is 108. You dont have to read the entire post. You can just glance over it to get the idea. Thankfully there doesn't seem to be any 'Us vs Them' in the Thief community anymore.
  18. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
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