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  1. Hmmm, I'm getting an error when I try to build the latest source. scons: Reading SConscript files ... /usr/bin/ld: cannot find -lboost_regex collect2: ld returned 1 exit status scons: *** [build/debug/brushexport.so] Error 1 scons: building terminated because of errors.
  2. Hi there! Great to see you stop by. I'll set you up with contributor status, so you can see the inner contributor forums. Thanks for helping out, we really appreciate your time.
  3. No kidding I was reading about this on ttlg: http://www.ttlg.com/forums/showthread.php?t=109239
  4. Yes, the game settings are already stored in the registry, you can use the registry() method for access game information from now on. I did not change anything of the "old" CGame* interface, so there exist both possibilites at the moment. edit: There is a debug method called registry().dump(), which outputs all XML content of the registry to the console, if you ever need it.
  5. Exactly. The levelling system is the single most stupid decision in the elder scrolls games. And, most everyone on their own forums bemoans it, too. Tons of mods attempt to fix it. But will they do it yet again in Elder Scrolls V? You can probably bet on it. Most places should be off-limits to n00bs. You should have to work up to it, otherwise where is the challenge and reward? Where is the sense of "wow, he kicked my ass... but I'll be back later and he'll be sorry!", or "I can't wait to see what's in that mountain"? It's all about stupid "open endedness" (lame wording for chaotic haphazard design) and reaching broad audiences with "let me have it NOW!" gameplay. The fact that you can go into an Oblivion gate and actually face similar level things and get out alive, as a first level character, is so moronic that it should automatically bring down all review scores by 20%.
  6. Incorporate Ishtvan's dynamic attachments to AI. AI Dropping objects: http://forums.thedarkmod.com/index.php?showtopic=4697 Attachment Updates: http://forums.thedarkmod.com/index.php?showtopic=4369 Discussion: http://forums.thedarkmod.com/index.php?showtopic=4352 * One concern is having different offsets when transferring from the hips to the hand
  7. Is anyone taking care of these? http://forums.thedarkmod.com/index.php?showt...amp;#entry87842
  8. I would like to welcome my friend, beyondGAMER (Phil), to our humble forums. He is a man of many talents, but I'll step aside and let him introduce himself and have a general word about what he would like to offer the mod. This is a brief sampling of some of his older work, but he hopes to have new examples for us in the next week or so. Here is a video sample of some walk/ run cycle animation he did for a Half Life mod a couple of years ago. The frame rate has been slowed down. http://www.philmacnevin.com/Invisible%20Ma...alk%20Cycle.mov
  9. ad 1) I didn't wait too long, but the tree did not appear in that time. How long does it usually take to load the tree? (If this normally takes more time than the average mapper is inclined to wait, we should have something like "Loading Texture Tree - please wait" appear in the window instead.) Don't know if the memory usage went out of hand before or after clicking the context menu. Will check that when I get home. ad 2) There was certainly nothing selected, as I couldn't select anything. There was just a blank white space spanning over the whole tab content. Maybe this is related, but I can't say. The context menu worked however. If you can't reproduce it on your system I will try to debug this on my system.
  10. Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either. edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.
  11. Now that our attachment system is up and running, we need some more things that AI can wear! Specifically, we could use medieval-style hats and different helmets. You would need to use one of the D3 heads (head_player is good by default) to get the size right (leaving some room to avoid clipping is desirable). If making a helmet, please use the same metal textures as used for our current armour where possible. Reference pics (hats): http://www.globaleffects.com/C_pages/Renta...hcHat514_hi.jpg http://www.medievaldesign.com/cappelli/cappellolanabig.jpg http://www.medievaldesign.com/cappelli/felthatsbigg.jpg http://www.medievaldesign.com/cappelli/baghatbig.jpg http://www.medievaldesign.com/cappelli/pointedhat.jpg Reference pics (helmets): http://erif.org/3dmodels/images/helmet_roundtop.png http://mywebpages.comcast.net/calderon/image343.gif http://forums.thedarkmod.com/index.php?showtopic=1014 We're also going to be looking for other things that AI could wear that could be attached to them separately. Ideas off the top of my head-- braids/ponytails mohawk large beards horns/antlers (pagan head-dress) bear or large bird skull (pagan head-dress) Bracers/bracelets Spectacles hoods
  12. I just got my mail and opened up the import box sets I ordered from UK - the Icewind Dale "3 In 1 Boxset" and Baldur's Gate "4 In 1 Boxset", so now I have them all! should I play the BG series, or IWD series first? I'm leaning toward BG Should I use the BG1Tutu deal? Are there any problems with that program? Is BG2 engine/graphics really that much better, or what would I be missing/getting? From reading their forums and stuff it seems that it works pretty good but is not perfect.
  13. Good news: I could add three child nodes from three different XML files to the node. One of these was the node from doom3.game, and the other two contained tags, so I ended up with two tags under . The result looks like this: <darkradiant> <game type="doom3" ... patchtypes="doom3 def2doom3"> <filesystem> <shaders>...</shaders> </filesystem> <defaults></defaults> <entityInspector></entityInspector> </game> <ui> <toolbar name="standard"> <separator/> <toolbutton name="open" action="OpenMap" tooltip="Open a map file" icon="file_open.bmp"/> <toolbutton name="save" action="SaveMap" tooltip="Save the current map" icon="file_save.bmp"/> <separator/> </toolbar> </ui> <ui> <toolbar name="test"> <separator/> <toolbutton name="test" action="bla" tooltip="Open a map file" icon="file_open.bmp"/> </toolbar> </ui> </darkradiant> This whole xml::document is stored in memory and can be assembled during DarkRadiant startup. I could retrieve the toolbar named "test" via the following XPath: ui/toolbar[@name=test], so the concept works. Basically we can throw just any XML file into this global document and use it as registry - as long as the container structure is the same, it doesn't matter which XML file the information originally came from. I would suggest writing functions that allow random XML files to be added with a single function call during program start, so that this unified XML structure is created. The second part is writing a small API additional to findXPath to make value lookup and manipulation easy (the findXPath method is fine for lookups but its result still has to be interpreted). I would prefer to have two functions like getXmlRegistryValue("ui/state","show_light_radii") and setXmlRegistryValue("ui/state","show_light_radii","1"). All the safety checks could be delegated to these two functions, which would be much more convenient for the handling of a global variable. For more complex queries like the ones in the EntityInspector the findXPath() can still be used. Nothing of my suggestions is implemented yet, so what's your opinion on this?
  14. Yeah, I'm keeping a list of problems & stuff as I find them: http://forums.thedarkmod.com/index.php?act=S...t=4651&st=0
  15. Yet another thread about progress or the lack thereof. Models listed are at least started. Builder Guard As taken from Springheels thread. - clipping of legs through armour when walking (in progress) - hand texture needs modifying - hand size is rather small (in progress) - walk animation is borrowed from proguard so reposition sword bone so it doesn't go on the hip. walk animation is no longer going in circles but now he wanders & changes direction randomly City Watch - rigging touchups (messed up mesh, detached triangles, where the chain mail material is applied FIXED) - more mesh to the neck - fix idle & other animations. The arms & hands clip through body. - cvs commit - figure out why head is showing as black box - separate mesh where chainmail material should go - has mitten hands & head detached City Watch Elite - figure out why head is showing as black box (bb-head) Stupid mistake. I had an older, conflicting def file using the same head mesh - may need to add more mesh to the neck on the main body after fixing bb-head. - update on cvs - has mitten hands & head detached Proguard - resized - detach head - mitten hands - delete weapon from mesh Thief - rigging tweaks may need more tweaks but it's good for now - mitten hands - detached head General - spinning"helicopter" AI (walking animation problems) - WIP (borrowed from proguard) http://forums.thedarkmod.com/index.php?showtopic=3916&hl= - fix head meshes to better fit bodies.
  16. Also I'm not really in favour of locking thread just because they go offtopic. I always hate it when this happens in other forums, but human discussions are not as narrow minded as a forum tries to induce.
  17. There should be a separate mage character, though I can't remember what stage he was at in development. This isn't an in-game shot, by the looks of it. There are three mage*.lwo files in Odd's pack. http://forums.thedarkmod.com/index.php?showt...411&hl=mage There's an eliteguard.lwo was well, along with all the textures. He's the one on the middle in this in-game shot: http://www.mindplaces.com/darkmod/guards.jpg Oh, and I forgot to add the noblewoman to the list. She was already in-game with a couple animations at one point.
  18. Ok, I just wanted to try it out, but it seems the new brushexport plugin is not compiling: gplusplus -Wl,--kill-at -shared -o build\debug\brushexport.dll build\debug\contrib\brushexport\plugin.os -Lbuild\debug\libs -Llibs -llibxml2 -lz -liconv -lglew32 -lglu32 -lopengl32 -lgdi32 -lglib-2.0 -lgobject-2.0 -lgtk-win32-2.0 -lgdk-win32-2.0 -latk-1.0 -lpango-1.0 -lpangowin32-1.0 -lgdk_pixbuf-2.0 -Wl,--output-def,build\debug\brushexport.def c:\programme\mingw\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: cannot find -llibxml2 collect2: ld returned 1 exit status scons: *** [build\debug\brushexport.dll] Error 1 scons: building terminated because of errors. I tried to use "brushexport_env.useXML2()", but that didn't help. Is this just me?
  19. Update should be fine. You don't need to checkout, becuase that is supposed to be done only once. After that update is enough. But you should look through the options and check the options that make sense (like resetting any sticky tags, deleting old stuff and creating new directories). Most options should be pretty obvious anyway.
  20. So yep, to sum up - she can check the forums in the evenings, and she's given an email address and an MSN chat ID, which she's on most of the time too (outside of office hours). Plus she sits next to me at the office. So she's pretty contactable.
  21. Spar I'm not lazy or unmotivated I want to work on this , I create stuff all day and night because I'd rather be doing something creative then wasting my time , I'm onto my 3rd 250gig external drive of artwork. I tend to get carried away some nights and will forget to post a reply. If you give me some things to do I can get started on them but till then i'm still making my own monsters until you want me to do something.I can also do environments as well. I can do what you guys want me to do( i enjoy creating, so it doesn't matter what you want me to make i will do it, probably generally prefer characters), I don't hang around forums alot cos most the time i'm doing my own artwork at the same time and I don't log onto it at work because if i do the ceo will think thats all i do all day I thought clint could let you know things cos was just easy sit next to me at work an on the forums. No need to get up in arms about my forum habits, you can always email me or msn which is most time easier because its direct contact rather then stickynotes. shannon.kirsten@gmail.com is new one or msn is kirsten@ashaki.org. My main mail account Kirsten@ashaki.org is dead because an overload of spam so works for msn but don't bother emailing that account cos i'll never recieve it. time i contribute would usually be weekends and some weeknights , depending if i have my own contract work to finish. I can only check forums after work too. And i'm still figuring out where everything is meant to be posted so don't eat me >.>
  22. You can use mine if you want, but I warn you; they are really not that small. Assume 1024x1024 min, some are a little smaller, but most are bigger. You can find the link here: http://forums.thedarkmod.com/index.php?showtopic=4622
  23. There aren't spoiler tags here... .... ... Mauritz Cornelis Escher's "Ascending and Descending" I mostly knew because just a few weeks ago I spend an hour or two staring at this: http://www.voidgamers.com/channel/HirstArt....356.r.386.html
  24. Hm, I still get a linker error. Is there some LINKFLAG missing? The md3model.env is already using the useOpenGL() command. gplusplus -Wl,--kill-at -shared -o build\debug\md3model.dll build\debug\plugins\md3model\plugin.os build\debug\plugins\md3model\md5.os -Lboost.w32\lib -Lbuild\debug\libs -Llibs -Llibxml2.w32\lib -Lzlib.w32\lib -Llibiconv.w32\lib -Lw32\glew\lib -llibxml2 -lz -liconv -lglew32 -lglu32 -lopengl32 -lgdi32 -lmath -Wl,--output-def,build\debug\md3model.def build\debug\libs/libmath.a(aabb.o)(.text+0x263): In function `ZNK4AABB6renderEj': G:/Dark Mod/darkradiant/libs/math/aabb.cpp:49: undefined reference to `glVertex3f@12' build\debug\libs/libmath.a(aabb.o)(.text+0x2b2):G:/Dark Mod/darkradiant/libs/math/aabb.cpp:50: undefined reference to `glVertex3f@12' ... build\debug\libs/libmath.a(aabb.o)(.text+0x3ee):G:/Dark Mod/darkradiant/libs/math/aabb.cpp:56: more undefined references to `glVertex3f@12' follow collect2: ld returned 1 exit status scons: *** [build\debug\md3model.dll] Error 1 scons: building terminated because of errors. Regarding coding guidelines: This is a good idea, I will put them on the Wiki, as soon as you have them ready. At the moment I'm imitating whatever coding style I find in the existing source. Most important to know for me would be some naming conventions, upper and lower case and opening/closing brackets indentation guidelines (after if, else, while, void blabla() statements).
  25. Hi, I am working some textures that may help. They should be uploaded soon. http://www.ttlg.com/forums/showthread.php?t=109122 I had intended them for Thief DS, but I suppose they will work for The Dark Mod. I was going for the 1600-1800 look that was used in Thief 1. Take Care, BrendaEM
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