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  1. Well I met my first hurdle and not sure what to do from here... Tried to compile with Visual Studio 2005 Professional, Doom3 sdk 1.3 ------ Rebuild All started: Project: Game-d3xp, Configuration: Debug with inlines and memory log Win32 ------ Deleting intermediate and output files for project 'Game-d3xp', configuration 'Debug with inlines and memory log|Win32' Performing Pre-Build Event... The system cannot find the path specified. Project : error PRJ0019: A tool returned an error code from "Performing Pre-Build Event..." ------ Rebuild All started: Project: Game, Configuration: Debug with inlines and memory log Win32 ------ Deleting intermediate and output files for project 'Game', configuration 'Debug with inlines and memory log|Win32' Performing Pre-Build Event... The system cannot find the path specified. Project : error PRJ0019: A tool returned an error code from "Performing Pre-Build Event..." The only pre-build step is this ".\TypeInfo\typeinfo.exe" (Both projects are the same) I do not have this file anywhere on my system. Well its late im off to bed hopefully I can at least compile it tommorow night.
  2. Noblewoman: Female mitten hands New legs New AF http://forums.thedarkmod.com/index.php?showtopic=5050 Citywatch: Legs rigs fixed (not on cvs yet) - the lower legs needed to be weighted into the upper legs in the back.
  3. Just as a note, here is a link to a website trying to create a bank of common creative license sound effects. We may qualify for usage of some of the sounds. Also, the creators are attributed so we could track them down. Also, the forums have tons of discussions on the issues we are talking about here, with input from copyright attorneys etc... http://freesound.iua.upf.edu/
  4. Having worked for companies that have seen patent and trademark lawsuits, this is not a small deal. If anyone with a lawyer thinks they can convince a jury in the US that their copyright was infringed, they will bring a suit to garnish wages from whomever of us have jobs. There are district courts in Texas that are very amenable to such cases, and they will be filed there. Note that all they have to do is convince a jury that their revenues may have been diminished... not that the party breaking copyright actually made any revenue. Also keep in mind that if any materials or planning related to copyright infringement were hosted on a service, such as these forums, they could go after them as well, so long as the country they are in has a copyright treaty with the US, which most countries do. Basically they will go after whomever has the deepest pockets. Please be careful about this as I don't want to have to drop off of the project for legal reasons. Yes, usually this just begins as a cease and desist letter, but you never know where it will go from there. What I would reccommend doing is using the collections of sounds as a basis for getting ideas on what types of things can be recorded. Sometimes you can listen to a sound effect and say.. ah, they are hitting a slinky with a ruler! (not that the sound is good if you do that). Also, as many of the people here do, I've got considerable experience with making sounds using combinations of synthesizers, trackers, filters, and effects in Buzz. If there are particular sounds we want, I may be able to make some using some simple samples and a bunch of effects.
  5. Update: I couldn't track down the error to a distinct point, but this is what I could find out: The problem seems to occur when trying to create an entity that has a md5mesh model. The crash occurs at this line in ModelResource_load() in referencecache.cpp: model = loader->loadModel(*file); I checked if the loader is NULL, but this is definitely not the case (this gets checked anyways). Strangely, the ModelLoader_forType function responsible for returning the pointer to the ModelLoader for a given type returns a non-NULL pointer, but it doesn't seem to point at one of the three candidates (NullModelLoader, MD5ModelLoader, PicoModelLoader, with MD5ModelLoader being the most probable candidate). I implemented a virtual debug() method into these three classes that outputs a test string to std::cout to see which of these gets called, but the call loader->debug() crashes as well, so the pointer must be pointing at some crap. I'm kind of stuck here, any advice what I could do to check the sanity of the ModelLoader* pointer?
  6. I was chatting with namespace and Shaderman last night on IRC, I think they are basically Doom 3 which is good. We are so far ahead of GtkR for Doom 3 support that I don't think there will be much code worth merging, although namespace has written a new version of the OBJ export plugin which might be of interest. Shaderman also has an interesting feature which allows tagging of textures, so you can search for "all of the red textures" irrespective of how they are organised in the VFS tree (provided you have added the correct tags, there is no automated identification). I didn't ask what the precise political issues were, particularly in a public GtkRadiant channel, but I am fairly sure we will learn sooner or later.
  7. You may want to look at this thread: http://forums.thedarkmod.com/index.php?showtopic=5035 There are new rigs for animations with heads & weapons for Maya & Motion Builder. Full body IK too.
  8. All of the current AI now have full body ik for animation purposes. Included in the rar archive are files for maya (mb) and motion builder (fbx). There's a maya binary with no ik for fbx importing. Each character has their own folder with 3 files each. Original files: http://208.49.149.118/TheDarkMod/models/In...ask_animref.rar Updated citywatch (stand alone): http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar Files (AnimRef_idles are posed in the idle position): AnimRef_idle.mb (maya binary with full body ik - fbik) AnimRef_idle.fbx (motion builder with ik ready for animation) fbx_import.mb (af_posed ready for fbx importing with no ik) All character have their weapons & heads attached via parent constraints. The Maya version with fbik has floor contacts for the feet. Known Issues: When importing an fbx, the origin might be resized. Follow these directions in Maya: http://forums.thedarkmod.com/index.php?s=&am...ost&p=93477 The head & sword mesh might be off their original position in Motion Builder if exported from Maya. In Motion Builder use the Navigator window & double click the constraints. Uncheck "Active" then click the "Snap" button: This will align the mesh to their proper position. The head & sword mesh might be off in Maya. Delete the parent constraints in Maya, reposition meshes then reconstrain. You may also want to look at oDDity's Motion Builder tutorial: http://www.pixelwerks.be/pictures/MB_tut_01.avi The full body ik (humanIK1) in Maya is parented under the skeleton so if we need to move the origin for walking/running then the fbik will move with the whole thing:
  9. Well I can't reproduce any crash on Windows, with either debug or release builds. However, the spider queen model which displays lines going off to infinity in debug mode, causes a lockup in release mode, which I think could be related to the inline-sqrt() issue I encountered early on. I don't see how this would cause a segfault, but it needs sorting anyway. I will try to get rid of the infinite lines on Linux, where I can debug properly, which should hopefully solve the lockup and might POSSIBLY solve the crash but I am not confident of this.
  10. I just received a PM on TTLG from namespace, one of the GtkRadiant developers, who said that they have some issues (of the political variety) with the administration of the project and that he and a couple of other developers (Topsun and Shaderman) are going to be leaving. Namespace was very positive about the development (and documentation) of DarkRadiant and expressed an interest in working together to continue the Radiant legacy. I suggested that he register on these forums, and could perhaps get set up with permissions to view this forum so that discussion and cooperation could take place. What form such cooperation will take remains to be seen -- although namespace wishes to support older games, including a personal project, I mentioned our goals for modularising DarkRadiant so that other games could be supported via different plugins (rather than different code paths in the main executable).
  11. Hm. DR 0.7.x crashes on both angua's and my machine, I will try to debug this as good as possible using text outputs.
  12. It's a forum with an off-topic section and a thriving community (even if the community is mostly made up of members that hold most of their conversations in private forums - it's thriving behind the scenes!). These things will happen.
  13. Menu Issues: --check out updated fog swirl on mission_success and mission_failure. Possibly add an extra layer to the material -- replace 'back' text with Main Menu button -- add parchment for load/save screen -- sort out credit screen (low priority) -- create overlay for up/down arrows -- modify colour of text highlight -- explore Carelton scale--possibly need bold version -- confer with Ish about control functionality --look at mouseover effect for input 'box' http://forums.thedarkmod.com/index.php?showt...amp;#entry94984 As well: -- work on design of New Game screen
  14. It may be a closed beta, but he had posted the link on the polycount.com forums which are public, and did not restrict who could download it. I'm trying to find the links to the forum's topic, but I can't find his thread. It had some cool screenshots. EDIT: Found it http://boards.polycount.net/showflat.php?C...an=0&page=0 Some screens: Here's a quote from one of his posts:
  15. Heya Orbweaver, Might have another hand for you. Dark Mod <darkmod_apply@hotmail.com> wrote: Hi parsonsbear, I received your email about wanting to help. What type of programming background do you have? Just need some details so I can create an application thread for you. If you're interested, there might be some programming for you to do on the main mod...but if Dark Radiant is your true interest, we can certainly use the help there as well. I can't find your username on our forums. Which forum are you registered on as parsonsbear? Thanks. N.H.
  16. Actually it's pretty easy to get things to spin, it's just one line in the projectile def to give it a launch angular velocity. As for special mapper-placed tags for everthing to take cover behind, we usually try to avoid solutions that make the mapper place tags everywhere for things, when possible. If we did that for everything, the mapper would spend all their mapping time placing special-case objects. Also, the AI should be able to know that they can take cover by going around a corner if the player is on the other side, but it would get pretty tedious to tag every corner in the map.
  17. I was wondering about the "rudimentary 'take cover' behaviour" will it be anything like the behaviour in fear? cause what they did in fear is giving the items in the 3dworld id-tags so that the AI knew what to do if there was any object in the neighbourhood to take cover with. This also reduced the need for raw CPU processing power. If you could implement something like that then you could focus on the animations of the characters instead of writing something like this behaviour completely anew. greetz p.s. i dont know anything from coding but webbased coding, so it is rude to asume it will be easy to implement into the dark mod and you probably have your priorities somewhere else p.s.s. the update is looking good
  18. greebo - if you need some grave models for your map, you might want to use one of the models I have made recently. They should be on CVS by the end of this year. Take a look at this thread to see what's in the set so far: http://forums.thedarkmod.com/index.php?s=&am...ost&p=91243
  19. I would assume it has to do with bounds checking. D3 only renders a model if its screen bounds intersect with visible screen/portal space. What do the bounding boxes look like? Try checking with r_showViewEntities to see their bounding boxes. I think r_showInteractionScissors is intended to debug shadow culling, but it may also be applicable to whether or not an entity is rendered on screen. I also agree with Solis that a poorly placed origin might have that effect.
  20. I didn't see anything on the forums about the compass designs so I made a poll. Here's the reference pics for a compass: http://www.100thpenn.com/compass.jpg http://www.pewter.it/400X400/0096601B.jpg http://www.smartstart-toys.co.uk/images/Compass.JPG http://www.stanleylondon.com/compass.jpg http://gallery.hd.org/_tn/std/maths/compas...OVray-by-BG.gif http://www.qpindia.com/pcat-gifs/products-small/compass.jpg If anyone has other suggestions or reference pics, post it here.
  21. drumple's info on getting .roqs in game is on wiki http://forums.thedarkmod.com/index.php?showtopic=3504&hl=
  22. revisit house guards House Guards (might actually exist, check this thread)http://forums.thedarkmod.com/index.php?showt...guard&st=25 http://forums.thedarkmod.com/index.php?showt...=1455&st=25
  23. Add some default bounce sounds to moveable objects http://forums.thedarkmod.com/index.php?showt...4&hl=bounce Update website
  24. Don't know of this will help you, as you aren't using lightwave, but here was a thread I had on the same issue a while back: http://forums.thedarkmod.com/index.php?showt...p;hl=chamberpot
  25. Yes, 7000 is a little high. That's actually significantly higher than our most complex AI models. There is a smoothing feature that will allow you to simulate roundness, but I'll let people who know more about modelling help you with that one. Now that you have access to the modelling forums, you might want to take a look at our online model webpage, where we keep track of our completed models. It needs to be updated at the moment, but it will give you plenty of examples of the style of models we're making. http://www.tjoff.com/jens/darkmod/gallery/
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