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  1. already done, but there's not alot I can do until I get home in 5 hours... I'd like to move this into a Holy Properties discussion thread elsewhere, if you can repost the outline of what needs to be done in the appropriate forum and close this one I would appreciate it, I'm spending time now getting caught up on 4 years of TDM development forums (at least the important stuff) also I posted in the thread about the new church map about how nice it would be to showcase holy water as well :-D.
  2. Yes, we did, and I'm pretty sure the reasons have been posted in the public forums more than once if someone feels inclined to do a search for them.
  3. It's not possible to let a mover follow path_* entities, these are only for AI. We also don't accept feature requests for the mod in our current state, so you'll have to deal with the following: You can let the mover follow a curve (either a CatmullROM or NURBS curve). There is some info about this on d3world and DarkRadiant allows you to edit them. I'm sure you'll find it when you search for it on their forums.
  4. Hey there Firoso, welcome to the forums. The Dark Mod has actually two large coding projects going on: the first is the mod code itself (gameplay, scripting, difficulty settings, etc.) and the second is DarkRadiant, our customised editor. We need help in both of them, of course, but for my tastes, we need more help with the actual mod code. I recently found that we don't have holy water arrows (yet), so this might be a good quest for a starter like you. It consists mostly of D3 scripting, which you as a C++ coder won't have a problem with, I reckon. The advantage of this task is that you can do it with the Thief's Den stuff right away, as it contains all the weapons and script code you need to get started. It's complicated enought to get you familiar with DEF files, scripting, arrow results etc. We already have regular water arrows working, so you'd need to start from there. Let me know if you're interested in this task or if you have other preferences, I'm open to suggestions.
  5. They'll call it Thief because everyone who loves Thief will pay attention and possibly buy the game. We shall see what direction they take Thief in. I bet they'll have more info coming summer as was stated in numerous conversations I had in the official forums. Anyway by the concept art what I had said earlier was true. This time they are loaded with talent like in Deus Ex 1 .
  6. Thief 4 in the works. Told ya so . http://forums.eidosgames.com/showthread.php?t=76374
  7. Just to let people know about this TTLG thread which has information and links to what appears to be evidence of Thief 4 being in development. http://www.ttlg.com/forums/showthread.php?t=120596
  8. I think the intent is being misunderstood. The "itches and glitches" topics are for things minor or unsure (as the first post states). Things like "hey, if I put this here does it cause a problem? It's not solid anymore..." No one's saying don't make new threads for individual topics/issues. Cramming everything into the "itches" threads would also be inappropriate and not very user-friendly. The point (as with the thread of the same name in the member forums) is just so that there aren't 700 threads for every little question or clarification. As greebo mentioned, there was an entire forum page of new threads, most asking simple questions that could've fallen into such an "itches" thread. Anyway, it's no fast rule, do whatever you like. Maybe ask yourself "does this deserve a full thread?" If the answer is yes, do so without fear. If not, just stick it in the appropriate itches thread. No problems. Can't be more clear than that, because again, it's no fast rule, just a suggestion. The threads are only there for convenience of all. So you can also ignore it. It's based on how it is done behind the scenes, and it's worked well.
  9. There were some in the decals mtr, some test ones lying around buried, and one with monsters. Interesting, might have to look into that. I guess another cool mod would be to use them either on jointed sheets, so they could gently wave when brushed against. And maybe even a very subtle heat haze effect to simulate them waving.......... The new versions are now up on SVN. Gave the announce its own thread, since this one wasn't originally about webs. http://forums.thedarkmod.com/index.php?showtopic=7593
  10. Well, let's have a go then. You need a few things to compile the DarkRadiant sources, namely VC++ 2005 Express, the Platform SDK and the sources from SVN (you'll need TortoiseSVN or something like that to checkout the sources). There is a compilation guide on the wiki, which includes some instructions: http://wiki.thedarkmod.com/index.php/...mpilation_Guide VC++ 2005 Express should be available here: http://msdn2.microsoft.com/de-de/express/a...401(en-us).aspx It's a large download, so beware if you're on limited bandwidth. The Platform SDK is available from the MS website for free (last time I checked). I posted some installation instructions for the SDK somewhere in the internal forums, let me dig them out... ...here they are: Let me know if you need help, no point in chewing silently on problems.
  11. I agree that the perception of one outside the forums and the mod might be controlled by the news posted on the website, but it's definitely not justified to speak of mismanagement. Springheel is always busy with some mod stuff and he is one of the main driving forces behind the mod, so I can't agree at all with that accusation.
  12. I saw a post on the Doom3World forums from someone claiming to represent one of those haptic controller companies. They were trying to assess whether there was demand for making their controller work with Doom/Quake. So it might be happening. As for it being added to the mod, that sounds like something a dedicated third-party person could do once we've released the source.
  13. The Doom 3 box showing up is known. It hasn't been migrated yet (the box says #str7191 and "Please Wait"), I think it only happens when you load a map quickly after Doom 3 came up. One guy at the doom3world forums also reported this, I think he also mentioned where to fix it (message.gui, IIRC). I don't know what's planned with the gamma picture, maybe this will be replaced altogether by something else. The mantling bug is also a known one, sometimes you get drawn down quite a bit for mantling. As for the bugtracker: I enabled your account, you're enlisted in the DarkRadiant project now. The Dark Mod's section of the bugtracker is not available for the public yet.
  14. You're welcome I first encountered this last year, along with a thickening issue when using altered circles/cylinders: http://forums.thedarkmod.com/index.php?showtopic=6184&hl=
  15. Gets used as a chat, but for Mod related discussions. What horror stories? Take anything you hear with a grain of salt. If team members are sharing internal disagreements outside the mod, well...that's too bad, as I think it gives an imbalanced view of the team. People disagree all the time, in life and on forums...nothing new....we can't all run around holding hands and giving each other flowers all the time. Nobody hates anyone...at least not to my knowledge. In any case...that's just how some personalities mix. So turn that frown upside down.
  16. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  17. Huh? Why do you have to do this? I never have to do that when I'm adding props to a map. You just make a brush, go to models in the entity window, and choose from the list. Am I missing something?
  18. If that's the case, then your assertion that my system would require more nodes is incorrect. That seemed to be your main reason why you thought your system would work better, so now I'm confused about exactly what benefit you think your system has, or how you would address the awkward pathing issue. Yes, you can. In fact, that's exactly what a path_lookat does. It directs the AI to look at a particular entity, then plays an animation (or not). If you're saying the functionality doesn't exist, that's also incorrect. You can use a path_cycleanim to play an animation X number of times. If you're trying to point out that the D3 code for these paths hasn't been ported over yet, that's true, but I don't see how it's relevant. To be clear, I'm in favour of random probability, and have been ever since bringing up this concept back in 1994 (http://forums.thedarkmod.com/index.php?showtopic=463). I just think system #2 (variable chance to path to each node) is a better and more versatile way of achieving it.
  19. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  20. Well, I'm not defending EA by any means but I don't know if I'd call it a 'blantant ripoff'. One's Halflife and the other is Battlfield... It just so happens both a cartoon/cel shade rendered games. Both are multiplayer, ect... I think here it's more of a question of which major game studio released a cel shade type game first, anything after that could be labeled a 'ripoff'. And while the battlefield one looks cool I didn't know what all the Orange Box stuff was. I never cared for Halflife too much, I played a bit. It was also one of the first FPS games I had played so I sucked! Then I looked at Halflife 2 and you HAD to have internet, I didn't at that time so that turned me off to it. Over at Polycount forums there have been low poly remakes (very good ones too) of all the Team Fortress characters. I thought they were cartoony renditions of another game, I never realized they were actually duplicating the characters so well. Now after checking out the orange box page I think I want it!!!
  21. ... via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996 You guys must share a forum somewhere... he posted your pic before you did? And at a slightly different angle, no less.
  22. We all know the acronym for "et cetera", which is latin for "and so forth". In Germany, people use the acronym "etc." or "usw." for "und so weiter" , but on this and other multinational forums I see the t and c flipped very frequently to "ect". At first I thought it was just a typo, but since I have seen it so often by now I am starting to wonder whether the acronym is really spelled differently in english or other languages and more important: Why do you do that? Not that correct spelling is actually important to me, but I figured this is fairly good off-topic talk! Edit: According to this.. (german) page, the acronym is the same everywhere, besides maybe languages that don't use our typeface. Well, I can't read it. Browsing that page for "ect" didn't present any answers either. Is it maybe really just prevalent typo?
  23. So this is done for the models as well as the brush textures? Great, I'll cross it off the list.
  24. I only see two categories: "static" gas that is implemented as a brush, and used for traps, hostile environments or water, and "transient" gas that results from an explosion or gas arrow. Only the static variety would need a breath meter. There are gasses that can induce unconsciousness with a single breath, and it is reasonably to assume that a person caught in a gas explosion may be too startled to work out that they need to start holding their breath (in fact they would probably take an involuntary breath out of surprise).
  25. Gas als has to be breathed. There are no two differnt types of gas. And I'm not talking about rationalisation, because a normal human would also start to hold his breath if he realizes that he inhales poisonous fumes. And that is independent from where the gas comes from. So we have bascially three types of gas then. Gas that comes as a brush. Gas that results from the gas arrow. And gas that is used as a trap. Three "different" descriptions for the same effect. Sounds very efficient to me.
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