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  1. What do you think that thinking is? Anytime you think about something it changes the configuration of your brain and the more you think about it, the more it is changed. And yes, this can cause even halluzinations. Or do you claim that all people, which have halluzinations, have them from excessive alcohol? There can be all kind of reasons why this starts and of course it also depends on your overall state wether thinking abuot something cause you halluzinations. My neighbour needed some medicals because when he didn't got them, he started all kind of halluzinations and became violent as a result. No difference to a drunk man there. And concerning halluzinations - you are doing it all the time. Or do you think reality exists? Any time you think how nice it would be if you would win the lottery or what you would do with a big amount of money, or what you would say if that nice guy over there would started to talk to you, you are halluzinating. Of course usually this are rather mild forms, and you are aware that you are actually halluzinating. Dreams are another form of halluzinations. That's what I said. The circumstances as well as the dosis are what creates the problems, not the fact of using itself. Well, if you don't have antisepts handy and you need it, what else will you use? You can use fire and alcohol. Apparently because people find it enjoyable. Why do you play computer games? For the same reason. Anything that is enjoyable can cause compulsive behaviour with all the associated side effects. That doesn't neccessarily mean that that the process itself is the bad part of it.
  2. Define 'too much'. Is that the point where to start to slur your words, the pont where to start to talk crap, the point where you can no longer maintane your balance, the point where your decision-making and judement become impaired, or the point where your liver can no longer properly filter the alcohol you're forcing through it. Alcohol, like religion, is for the weak-minded. Acolcol. because it gives people the courage to do what they are afraid to do while sober, and religion becasue it gives them a fantasy crutch against the harsh reality of life and death. Here's a nice long, list of the effects of alcohol on every part of your body Just because alcohol has always been a socically accepted drug, doesn't mean it's a good thing. As well as the negative effects on the drinker's body, there's also the wide variety of social problems it causes. There's no point saying 'it's ok in moderation', because that's not a valid argment. The simple fact is that alcohol has no good purpose, it has no laudable or redeeming features whatsoever, like nicotine, there is no good side to balance the bad side, it's all negative, and therefore there is no reason for it should be accepted. It survives only through thst most pathetic of human traits - tradition. I dont' believe that, but even if 1 or 2 units does increase your reaction speed, it impairs your judgement, so the effect is negated. You really think fighter pilots down a few cans of beer before taking off? I doubt it somehow.
  3. We don't really have to frob the handle separately if that creates problems. It worked in previous games by frobbing the whole door. If it's unlocked, it opens. If your lockpicks are selected, then you enter lockpicking mode. I'm not sure there's any benefit to frobbing the handle, and it would make it harder to go through doors while running.
  4. OrbWeaver

    Reactos

    It depends on the number of developers and the amount of time spent on the project. There is nothing "inherently" slow about OSS development; if a project is slow it is because not enough time is being put into it, perhaps because few people are interested in it. Projects like Blender, FireFox and Linux move very quickly. It was only a few years ago that there was no decent web browser available for Linux (most of them had problems with rendering in some way), and fonts looked absolutely crap. Now I use Firefox on all my computers and fonts in Gnome look way better than Windows.
  5. obscurus

    Reactos

    that is the biggest thing going for Reactos, and will IMO give it an edge over linux when it is finished - if you can install any windows driver or software without problems, people will start migrating en masse from Windows when they realise there is a functional clone of windows for free. The only thing is, Microsoft will probalby try to tear Reactos apart with the lawyers... after all, isn't it a violation of the Windows EULA to reverse engineer Windows? I'm sure Reactos must be doing a fair bit of reverse engineering to clone Windows, so they might get themselves into a bit of legal trouble...
  6. yeah, I read this here: http://www.spiegel.de/netzwelt/politik/0,1518,385496,00.html some days ago. This is really frustrating - our country has got thousands of problems, but the politicians don't do anything but populistic laws against gamers. Of course why not? Gamers don't have a rich lobby in Berlin such as the other media or the car industry. There are a lot fatal accidents on german 'Autobahnen' (highways) every year, but there's not a single conservative politician who calls for a speedlimit (there are still a lot highways here that don't have any speedlimit). Why? Well because DaimlerCrysler, Porsche etc. contribute millions of Euros for the parties election campaigns. I think the youth protection laws are really good - but if parents don't care about what their children are playing on their PC/console, the best law won't prevent the kids from playing adult games (no I don't mean sex games imho: adult games = games with lots of violence). I'm of age, I am responsible for myself - so it's over to me to decide what I want to see on my screen.
  7. According to Napalm there are several ways to animate things in a GUI and before we decide how to do it, I'm guessing we want to create pretty detailed/high-res concepts (animated) first, and then figure out how to best get them into Doom 3. Also, a complete set of which screens we need would be good. Edit - Oh, and is it maybe possible to use blendmodes from within the GUI editor? I noticed you could do fadeins and such, and if you could do different blendmodes that would solve a lot of problems
  8. OrbWeaver

    Reactos

    Chicken and egg problems do get solved, it just take time. OSS use is increasing, and more and more companies will take advantage of it as the market becomes viable. There is certainly a place for projects like ReactOS, but I would see them more as a stopgap measure rather than a permanent solution.
  9. Isn't "Add and Remove Programs" is normal deletion place? I remove evreything there and never had any problems.
  10. Okay, to get footsteps in, most of the code is already in vanilla D3. All I have to do is: 1. Modify game_local.cpp where the surfaces are defined (Id choose to do it this way, not me ) to put in our list of surfaces (I think I'll put them after the existing ones in the enum so that the D3 maps don't break). 2. Modify the appropriate soundshader (which one would this be now that it's changed?) to put in footstep_wood, etc. 3. Modify the player.def file, propagated sounds section to include the numerical volume offsets for walking on different surfaces Right now I'm still working on adding the damn jiggling to the rope arrow though, ran into some problems.
  11. Dram

    Coop?

    ehehe, yeah sorry for taking this thread over guys hehe.. But yeah, i will fix those problems tomorrow afternoon or evening and then so a few more mp tests to make sure it works perfect and all. Anyways, i should have it good to go tomorrow Now you can have your thread back guys..
  12. There are some problems with the shape, though most of them are minor. Things like the rounded forehead could easily be explained away by normal human imperfections (not every face has to have classical proportions). The three-quarter view does reveal a problem with the cheekbones, however. The cheekbone on the edge of the face should definitely be sticking out further than the eye does.
  13. My favourite setting would have to be The City, the twisting of the streets and the general crowdedness and make shift nature of it all appeals to me. Breaking into mansions or museums or banks is cool n all but they tend to be the same, the street can have alot of surprises. My favourite setting would be something thats Grand Theft Auto like, the free roaming nature of those games, thats why i liked T3 in some ways. Obviously that would become difficult to do in the doom 3 engine. There used to be a trend to upping the polygons in a scene, surface mapping wasn't used. But this has changed due to animations and the shear effort of having to translate the polygons in real time. There have been several systems for optimising on animations but along with optimisations you have problems. Ragdoll bodies can't really be optimised much. Surface mapping techniques can optimise alot on rendering highly detailed models. dynamic shadowing also takes a performance hit from abundant polygons and the majority of situations detail is just wasted over surface mapping. Considering that the silouette of the shape is what needs to be found and not everything inbetween then when you go to render if the object has alot of polygon detail that can be replaced by surface mapping then the time spent processing those polgons to determine the shadow will be wasted. I believe in Quake 4 they added in lightmaps (or i guess re-added). It's almost the same engine too...
  14. I agree, this has to be fought both in your computer and at the point of purchase. Unfortunately, your average computer user is like your average eater of mass produced foodstuffs: 1. They dont know and dont care to know about the problem. 2. They know its garbage, its poisonous in fact, it will hurt you but they dont think about it, dont like people who think about such things and who point them out. 3. They will breezily dismiss it with a "what can you do?" Im showing my political stripes here, but the masses of people will not move until material conditions push them. If this spyware causes major problems with peoples systems, there will be a lot of static. If the spyware quietly does its dirty work but lets you do the majority of shit you want to do with your computer anyway, your average mook is going to simply drive on with it and ask no questions. But I think an important distinction needs to be made: In the software world, fighting with your wallets can have an effect, especially with a smaller company or publishing house that can directly feel the impact. But fighting with your wallet against Sony, unless you get a LOT of people on board, will almost certainly be fruitless. Im not saying dont fight, but its crucial to understand where to apply pressure, where to lay off, and where to say "Cant win that particular battle." in any struggle against power.
  15. We all know you have problems with your vision, you can't seem to see anything in any picture - ghosts, veins or degree of smoothed edges. I think this is selective blindness to avoid admititng you're wrong. DO the test yourself if you want, you can clearly see different amounts of smoothness applied in doom depending on the smoothing angle in lightwave.
  16. The physics engine is fully contained in the SDK, which means you can exchange it with any other engine. Of course you must keep in mind compatibillity, so this is not a small task. Since the code is not clearly seperated, because it is not an API, it will be a lot of work. There is a commercial-free physics engine (I think Nova or something I would have to look it up) where they said they already included their engine into Doom 3, so it definitely can be done. The question is wether it is worth it because from what we have seen so far the original engine looks not so bad. You shouldn't compare it with the things you see in Doom 3 the game, because it sucked. But there are clearely some problems in this egnine. There is an example of bricks stacked up and when you kick out one of the lower ones, the upper ones fall down one after another. This is not really important though unless you plan to build a stacking map. MOst of the time it looks ok though. If you enhance the physics, we would certainly be happy if you would share the code though.
  17. We're not really far enough along to say what types of problems we'll run into in that regard but since Dark Mod is in a different game engine, it probably won't be a problem. Yes, I believe iD supplies the physics code with the SDK. You should then be able to upgrade the physics.
  18. Making a realistic character isn't about modelling at all either really, its about being an artist. Modelling only takes you so far as to know how to place polygons the way you want them to form some sort of shape and avoid certain problems, and use the interface of the software you're using. After that, getting a good likeness of anything is just art, so you should look for information on life drawing tutorials or something.
  19. I've read his complete robot stories, which were great. Though you could accuse him of creating and solving his own imaginary problems, with no real relevance to the real world.
  20. sparhawk

    Ghosts

    There is a reason whatsoever. For one, it can be because they don't know how our body and mind operates, and so it is easy to come up with a ghost when you see somethign that resembles a human shape when you know it can not be. There are several problems here. *) It is easy to assume a ghost, because it is cheap and doesn't require much analysis. *) Our brain is very good at recognicing human shapes and faces. Of coure it is. Just like a sheep is good at detecting sheepy shapes and a horse is good at detecting horsey shapes. *) It feels comfortable to assume aghost because it reduces the fear from a mindless uiniverse where we exist and simply vanish without leaving a trace. *) We heard a lot about ghoststories and there is always this little nagging doubt that it may exist after all. *) Our basic instict easily tell us that what you can not identify immediately is a risk. This also explains why most ghosts are assumed to appear at night. Why should it matter to them? I don't say that all of these reasons are always at work, but surely a combination of these and others.
  21. It seems like it could be done, but would probably take some significant SDK modifications for the switching the viewpoint to the rat's view. Although, the functions to switch the viewpoint location and the ear location (for hearing sounds) do exist in the SDK AFAIK, so you might not even have to write your own. Switching back and forth is not a problem code-wise, once you have the single switch down, but you would need to work out the controls, like bind a new key for that, or use an inventory item or something. In terms of seeing the rat's forepaws and stuff, that opens up the whole 'body awareness' can of worms. Even rat body awareness would introduce some significant hurdles. That's why we decided to leave body awareness out of our first release, since it introduces more problems than it's worth (like having to do "suck in" animations that might pull you into a light when you don't want to be lit). Edit: If I had my choice in familiar though, I would have to go with venemous winged lizard.
  22. The problem is not that they're not similar to the T2 ones, but that you're on the one hand saying "TDM Pagans are not like TMA Pagans" yet the only reason they're like they are is because they're called the same thing as TMA (and TDP, sorry) Pagans! I don't want something identical to LGS pagans - they had flaws, and it would make this mod a clone. But the reason for making them celtic (or celtish, given that there are other concepts) seems to be an odd, tenuous one. And yes, the checked trousers DO cause problems for me
  23. _Atti_

    Fahrenheit

    This game is surely a unique one among the games that comes out nowadays.. Playing it is like... making a movie happen as you would like it to happen.. the storyline however it has a lot of cliches and copy elements from here n there its served so good that its really motivating,and interesting to the end.. The graphics are moody the characters are quite fine however with hl2 like mimics it would have been better. Animations are all motion captured so no problems with that.. Its not too long to play it..but atleast its free from those frustrating elements that are in most games just to make it longer... if you ever felt like 'Aww why didnt he say "yes" ' or 'he shouldnt have done that' while watching a movie than you'll like that game.. /edit : http://www.atari.com/indigo/ website. And i forgot about that its name has changed..its original name was Fahrenheit now its called Indigo Prophecy
  24. I agree with Fish Face for the most part, and although you say Celts were pagans--and they were--all a pagan really is is: 1. One who is not a Christian, Muslim, or Jew, especially a worshiper of a polytheistic religion. 2. One who has no religion. 3. A non-Christian. 4. A hedonist. In short, it is such a broad concept that many many many groups of people were considered pagan. Springheel, it is obvious you already have an idea what the pagans would be, and although you have a say in the ultimate decision, in which we don't have any other then suggestions, I think all Fish Face and I wanted to imply was that we weren't so excited about the idea is all. We're just suggesting alternatives, and at least for Fish Face and I, when we consider what we would like the Pagans to be, we just don't see them as Celts, as you may well do. Should the Pagans be a warrior society? We haven't even begun to discuss their culture which would definitely be reflected in their appearance and customs. What is their agenda? The Elite Pagan definitely looks like a Celt, yet, I think one of the few problems I have with it is that it just simply doesn't seem unique enough. Fish Face is right, I don't see pagan; I don't see something in the thief world; I just sort of associate it more with the Celts in this world then the Pagans in that. I didn't like the way the Pagan's looked in Thief 2 either, but I do think they inspired a certain "spirit" about their culture that I liked a lot.
  25. I think I may have asked this before but Ill try again. The problem with AIs and ladders is that the player can use them to confuse the guards, climb halfway up and jump off, lead all the guards up a ladder then run away, leaving them searching fruitlessly while you plunder three rooms over. So what about if, in every five or ten guards, only one or two could climb ladders? A fully armored guard is not going to be climbing much anyway, one fall and you will shatter bones with 40 lbs of armor on. But in every group of five, for example, there could be one guard who is lightly armored and who will climb any ladder the Thief is seen scaling. It wont matter if the THief jumps off or not, because the guard is not just chasing the Thief, he is going to guard teh room at the top of the ladder. So the Thief is pursued by a gang of guards. He scoots up a ladder. One of the guards breaks off and climbs after him. The Thief hops down and runs off, the other four pursue him but the climbing guard continues to the top and then patrols the room up there. Maybe he wont even come down for the rest of the mission, he will stay up there to insure that the Thief wont try to escape his fellow guards by climbing up there. Essentially, the guards realize that they cant follow the Thief up ladders so one of them stations himself up there to preclude the Thief from hiding easily. I realize this doesnt address all of teh problems with ladder climbing but perhaps its a start? Of course this doesnt say anything about pagans, townsfolk, and servants who have nothing to stop them from climbing wherever they like. I do think that AIs NOT climbing ladders detracts from the atmosphere, nothing was sillier in T1/T2 then hiding from an ape-beast , who can obviously climb like devils, by climbing a ladder.
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