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D:\Games\Doom3\Doom3.exe +set r_gamma 1 +set r_brightness 1 +set r_mode 5 +set r_fullscreen 0 +set r_multiSamples 0 +editor Thats my shortcut to the doom3 editor. To explain what each does: +set r_gamma 1 - sets the gamma to default (you need proper colours and gamma for editing maps) +set r_brightness 1 - sets brightness to default (again, you need natural brightness, or it will look off) +set r_mode 5 - sets screen size to a 10x8 ratio +set r_fullscreen 0 - makes it windowed, apparently the editor has problems running fullscreen or something +set r_multiSamples 0 - sets AntiAliasing to 0 (having it on when editing is just stupid) +editor - the actual command to open the editor Hope this helps heXen. BTW, as Spar said, this works for any Doom3, including the demo as far as i remember.
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To fingernail - you are No 2 member. Who was No 1?! Speaking of saves - most games ported from consoles has problems with saves. Anyone played turok 2 around here? The game is just WEIRD. But a cool game too, one of the rare ones that have hub system. THis game has a habit that in the console version, you could save only in certain places, that were very far. Also, if you die, but have "lives" left, you are ressurected at the beginning of the level but had to kill all the monsters again. Well, you had to kill them again every time you changed levels. Same with the saving - don't save yourself in the wrong place, or next time you load, there may be a bunch of raptors running at you.
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Tap creeping is niether bug nor exploit. It is using the mechanics of a largely open and well designed game system. In a game where movement is so important, the least we should be able to do is define/control that movement speed. And we are given what? Run, or walk. Later, a slower walk. Well, I choose to have an even slower(!) walk. One so slow that it is the equivalent of stopping, balancing, then heel-to-toe next foot placement, and so on, or even foot shuffling. I can certainly do it VERY quietly in 'real life' (ignoring the joint cracking ) and I'm not even a master thief. As for forward lean blackjacking - it's so glaring and obvious - why would they have left it in if it wasn't intended? That's like, "it's an exploit to jump to a ladder instead of climbing it from the bottom - it allows you to get to the top faster, or even use it to get to places you shouldn't be able to - they left that bug in by accident." Nonsense. It's using emergent design dynamically. Or better, "you're not supposed to strafe and move forward at the same time - that makes diagonal movement possible - that's an exploit." What? What's so bad about moving at a rate of 1 foot per second (or less) if it's useful to the situation, and I can time it correctly? Or leaning forward before swinging my arm? I can sure do it, again in 'real life.' Unless this 'master thief' has serious hearing, balance, or locomotive problems, these are not difficult tasks.
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Well previously we were using the font's topic to talk about the main menu, so I've decided to make an actual topic about the Menu with status and pictures when forum uploads are back on from the move Currently the status is as follows -Font's created but are unable to be implemented ingame, waiting for more information -Options main buttons implemented, with placeholder menus put in -quit implemented fully with "are you sure you want to quit" -background music implemented on a loop (tyrots trailer theme currently) -credits implemented with basic list of designers as placeholder I'm still having problems with the sndshder files to get localsound effects (not the music) to play. If any of the music speciallists know anything speak now. thats it for now
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Hmmm, I don't know if this could be causing some confusion for poor old doom 3 but I believe that for mods and such, Doom 3 has problems with directories that have spaces in them. For the mod to work properly, I thought we were supposed to use something like....c:\games\doom3\....
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Well, I think you know that, but actually, there are 95 Windows, and NT Windows, and 95, 98 are 95 version, closer to DOS, with excecution by turns, and NT - ME, XP, NT - are fully independent from DOS, so if a program says I'm NT, this does not mean I have NT, this means I have a NT TYPE Windows, but actually it's XP. I'll go try with that panel. Works! Problems again - I load it, when I start to play, it's just black screen, after I choose - training mission.
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I would have gladly buyed it, but I'm not the owner of my families monty - just some 15 year old girl that likes games for some reason. Maybe, if I convince them that both the X EoC and DM are great, and require a full version of DooM 3, they will but it. Nevertheless, I have $50 of my own pocket money, but I wanted to buy The Elder Scrolls IV Oblivion. I did buy DooM 3, but back in Russia (I'm Ukrainian), and the Russian copies are usually illegal, with no working multiplayer and problems when installing patches or expansions - which DooM 3 proves - I can't put RoE, because it requires the original key - I enter the key, it says - invalid.
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Well, it seems that SotSR and Thief are in alike positions - SotSR is dead and Thief 3 is not what is expected. I played something like Thief, or maybe even Thief itself, but I'm not sure, besides, it was a quest. Can you give a link to demo of Thief 1 and 2? I hope that game was Thief, I sure liked it, but lost it. I have no problems playing old games - I still can't gat away from Heretic I-II, heXen I-II, can't get them of my PC, even though my computer is powerful and I enjoy DooM 3 which engine you are now using. I'm happy you use it, not Source, I like the DooM III bamp and shadows. And, I'm glad you are not hiding, like X EoC. And, another question - I don't want to be sued, bu does this mod requires a fully legal copy of DooM 3 bought in USA?
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And specifically, where to stick them. Priorities: we have to keep them separate somehow, and make it obvious precisely WHICH textures are from realtexture.com The best way to do this is to give them an extension, RT_ to the filename. If it's a prefix it won't interfere with the _local and other suffixes. Additionally the material files should be separate. Again, an RT_ prefix should suffice. ie. rt_walls.mtr and textures: rt_wall1_d.tga That should help make it obvious which are which. I'm starting on pack 3 (the largest one, I have them all now). All come with heightmaps which I'm converting to normalmaps with not much tweaking at the moment. The priority is to get them ingame and working. Then if there are problems with how they look, we can alter them. But I think most should be perfect.
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I might have your answer. I recently had a HD crash and had to redo all of my data crap. Well, I was similarly having problems with the nvidia command line DDS tools, where I'd had none before. Are you by chance using new (recently downloaded) versions of the photoshop/psp tools? I wrote to the developer (address is in the readme) at nvidia about it and he was very receptive. He listened to the problem, took some debug info from me, and within a weekend, he provided me with fixed (and improved) command line tools. So, there's a possibility the plugin versions are broken too, and you might want to drop him an email...
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Why does this matter? Thief style maps are by their very nature not really wide and open. Most of the time it doesn't make sense. Also you can't judge the framerate for an unfinished testmap against a polished release version of the same map. Dram, one of our mappers also presented us a really big map (only the first part though, so it's still growing, and it had frameratedrops. With some simple adjustements we already gained about 5FPS in the most problematic areas, and this is only the tip of the iceberg. Granted, this can't be really compared, because his map is a traditional Thief map, but the outdoor area is also not THAT small and there are no problems so far. And we already have soundpropagation in this map running with several AI running around as well and the lightgem also doing it's stuff. So I don't expect any bad surprises by now, because these three are the biggest performance killers.
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Hah, I would never have picked that. I liked it overall. I was hoping they would stick more closely to the book though. But they kind of went halfway between the book and the old movie. What I liked most was the "disturbing" stuff thrown in, the puppets melting and they're eyes falling out, and the first moment you see Wonka go "Dad... papa...?" like he is disturbed, and everyone is thinking "whoa... this guy has problems..." heheh. Because I felt those things were done in a humourous way - how its meant to be fun and playful but in reality is isn't quite so. I don't quite remember the ending of the book but this ending was more satisfying than the old movie. I really liked the part where the boy asks if his family can come, and Wonka says happily "Oh, my dear boy! Of course they can't."
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Funnily enough the topic marksystem always worked fine for me, without any problems. It was rarely that I came home and I saw opics as unread which I already viewed at my company machine. In 95% it worked flawlessly. So what exactly is this supposed new Topic Mark System supposed to do better?
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I don't have anything in particular against Microsoft- actually I'm a rare graphic designer who prefers windows to macs. I can't stand AOL beause of the problems I've seen with it from a .com retailer's point of view and my own short unpleasant stint with it.
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Aren't lightmaps usually 2D? (ie, they only calculate the lighting of geometry surfaces instead of the entire empty space) I was under the impression that one of the problems with lightmapping, is that it's hard to figure out how the lightmap would affect portable objects, since the lightmap doesn't say anything about the 3D space they occupy. So while the geometry might look nicely lit, anything else such as NPCs/items/barrels would have lighting that's inconsistent with the geometry. Of course, one possible hack would be to make it so that an NPC has the lighting of whatever its feet are touching. (IIRC, the Source engine has this problem - shine a flashlight at an NPC's feet and the whole thing lights up) Or, you could maybe make a lightmap of the entire 3D space, but that would probably use up a ton of memory. In any case, Doom3 supports images that determine how bright a light is in different places, so with a lot of thought and planning you could have lighting that looks similar to a lightmap but effects geometry and models the same way.
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Yeah, maybe this was not enough contact with water? I also found it quite amusing that this highly advanced race apparently has problems breaking into doors sealed by simple wooden planks.
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"dark waters" is a really great Japanese ghost movie, its been remade for Gollywood but dont waste your $$$, see the Japanese original, it will make you soil your Under-roos. I too read "Signs" has having a strong religious theme and that was only the beginning of its problems. For one thing, an alien species that is poisoned by water? Well, I can assure you all the aliens would have been dead as fried chicken when the encountered all the WATER VAPOR IN THE AIR here on Earth. Oh, I guess the director/writer forgot that little fact.
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Hitler can happen any time again. I have no doubts about this. When I was younger I thought that something like this can not happen again, but I don't think so anymore. Simply because the people are the same. You can see teh edges of this in your very neighbourhood, because these people are the candidates to follow him first. The poeple who spy on their neighbours just to find something that they can talk about, or even better, report it. You can find this kind of poeple everywhere, and this is exactly the base. They are properly schocked when they hear some bad news in the TV, but will happily report you without thinking of the consequences. And a goverment like Hitlers has no problems harvesting this. Even in Germany they are mongering the fear or terrorits. I doubt that terrorists will really attack in Germany, especially since Germany did not suport the war and took an opposit position. Well, we can not know what's in the minds of these people, but I'm not really afraid right now. But we still get "biometric" data in our passport. Isnt't this a nice word? Sounds much better then "taking fingerprints" as they do for criminals. Fingerprints are taken from criminials. All other normal people are just giving "biometric characteristics" to the authorities. Isn't language a wonderfull device? And the biggest joke is, that biometric information will NOT help to hunt terrorists. The bigegst problem they have, when looking for terrorists is, the they have no special characteristic to go by. They can loive for years near you and suddenly they are activated. A real help to have their fingerprints somewhere stored. Call me paraniod, but I think all this crap is done to ensure that there are two classes of people remaining. I was following some of the speeches that Bush did during the war, and when I read the speeches of Hitler I was schocked that they are almost the same. The reasoning is following exactly the same pattern and even the choice of words sometimes is the same. So don't fear that Hitler can not happen again, because it can.
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Agreed that the thin wire doesn't have to be visible, we can just play a "spooling out" sound from the player when the arrow is in flight. There may be some problems showing the thick rope going up to the arrow though, if we want to show that. As SH said, if the arrow arcs and falls below a railing or something, the rope going in a direct line to the arrow would clip thru the railing unless we made it follow the path of the arrow and drape over (actually, maybe that could be done with a particle effect.. it just has to follow behind the arrow, so a delayed particle trail that looks like a rope might work) Just for the point of anal realism, conservation of energy means that the spindle would have to have some extra spring loading when it spins back the other way, because the thick rope is going to weigh more than the thin rope, and also it needs to spin around more times than it spun out to pull in the thin rope + a few winds of thick rope. That's no problem tho, we could just have another assist spring that's idle until the spindle unwinds the first time and it's going back the other way.
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That worked. Good. This took away at least one of the problems that I have. One tiny step nearer to the new lightgem. But there is still the issue with the model not showing up when I want it.
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Won't we get into the same problems we talked about for the grappling hook? If the rope is trailing behind the arrow, it should really drape believably over anything between the arrow and the thief. And then for it to be pulled up to the arrow itself.... That all requires some pretty significant physics. I think we should just have a normal-sized rope fall from the arrow like everyone expects, and not worry about whether there would actually be enough room for the rope or not.
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I respect the engineering effort that is going into trying to make a realistic rope arrow, but you'll still have problems with putting enough load-bearing rope on the arrow to span any sizeable distance and not have the arrow fly like shit. This is using modern polymer processing to make the rope, let alone what they had back then. I'm just going to quote my post from over 6 months ago: Old Post: The problem I have with realistic rope arrow is the added mass of all that rope to the arrow. A heavier arrow, when shot from the same bow, will not fly nearly as far as your basic broadhead. If you don't believe me, here's the physics explanation below: [Physics Explanation - Skip this if you already understand why this is] The bow can only impart so much kinetic energy to the arrow. In the most simple model, think of the bow a system of several springs. The most kinetic energy it can impart to the arrow is equal to the potential energy of the springs when the bow is fully drawn (in reality it will impart a little less, due to friction losses, etc). Okay, so we've got some number in mind for the most kinetic energy the bow can impart to the arrow. Now as some of you may remember from high school physics, the kinetic energy of the arrow is 1/2*mass*veloctiy^2. Set this equal to the max potential energy of the bow when fully drawn. max potential (bow) = 1/2*mass*velocity^2 (arrow). Solve for v: initial velocity = sqrt (2 * max potential / mass ). [1] Since the max potential is always the same for a given bow, you can see that increasing the mass of the arrow decreases the arrow's initial velocity when fired from the bow. [End explanation] Now, think about how long a rope you need to climb up 5 stories (~50 ft / 15 m). How much do you think that rope weighs per unit length? With MODERN polymer materials, I got some numbers from this climbing rope company site: http://www.yatesgear.com/climbing/wallropes/ . It weighs 55-77 g / meter. So for a 5 story rope, total modern rope weight = 15 m * {55-77 g/m} = 0.825 - 1.16 kg Now for MODERN broadheads, "Minimum arrow weight was determined to be 25 grams." [ref: http://www.bagjakt.org/study_eng.htm ] So now we have enough information to calculate the fractional decrease in speed when going from a broadhead to "broadhead + rope" Plug everything into [eq 1] : velocity_ropeArrow / velocity_broadhead = sqrt( 0.025 [kg] / (0.025 + rope_mass [kg] ) velocity_ropeArrow / velocity_broad = 0.17 (based on lightest modern rope) velocity_ropeArrow / velocity_broad = 0.14 (based on heaviest modern rope) Conclusion With MODERN materials, adding 5 stories of rope to an arrow will decrease the initial arrow velocity (and therefore how far it can travel) to 14%-17% of a broadhead's initial velocity! This means shooting a rope arrow from a shortbow would be like shooting one of those NERF bow and arrows, compared to the broadhead. There's no chance in hell that you'd be able to shoot that 5 stories up (maybe with the Bow Upgrade ) This analysis didn't even consider the heavier tip you would need to anchor on to things. Also, all the numbers used were for MODERN materials. Polymer ropes, aluminum/graphite epoxy composite arrows, etc. Rope arrows would fly even worse using the technology they had in medieval or even Victorian times. I guess you could make up something about using "spidersilk" rope or some crap like that... but at that point, might as well use magic.
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I want you to describe exactly how the magic rope arrow design works. Are you saying that it's just a wooden shaft and a broadhead, and when it hits a surface, a rope magically materialises from nowhere, the wooden shaft it strong enough to hold a man's weight, and when you manage to prise the head out of the wood, the huge thick rope magically dematerialises again? How many ropes is this arrow capable of spawning exactly? I suppose it's everlasting magic is it? *rolls on floor laughing* And you have the nerve to say you have problems with my concept?? *goes back down for another round on the floor* The corkscrew arrow won't use many polys, alpha maps can be employed. IT CANNOT be reusable, since you can no more put the rope back inside the arrow than you can put an egg back together once you've cracked it. THough I suppose I'll have to conceed that one, since everyone wants it to be reusable, even if it's silly. The arrow is NOT too heavy. It is hollow remember, not solid metal, and and it doens't have a big fat broadhead tip either. You don't need to shoot rope arrows long distances anyway, so having a reduced range is fine. As for what the rope is made of - take your pick. There are materials availble which could make a thin cord that was light and perfectly strong enough to hold your weight, there's no problem there, and you are wearing leather gloves on your hands for grip.
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Actually I'm not upset about bad ratings because I fear that my kids could go out of sync. But the rating should give me some indicator as a parent wether this is suitable or not. I still reserve the final word on what I present to my kids or not, but I would expect that the rating gives me some clue. I can give you some examples which I experienced in the last years. My oldest daughter is now ten years old. In the theater she is allowed to watch movies with a rating of twelve when a parent is present (which I consider strange anyway), because such a rating allows kids of six years to watch the movie as long as a parent is with them.Lord of the rings is rated at this level which I found rather strange because it is quite violent and considering that six year old kids could watch it feels wrong to me. On the other hand my daughter is quite realistic and as such she has no problems with such a movie anyway. But this is not known to the raters and is in my judgment. I know also that my other daughter will not be able to watch such a movie even when she is thirteen because she is quite different in that regards. Now last year I booked a ride on a steamtrain and at the same time Polar Express was in the theater, so I thought it would be quite nice to watch this movie with my kids one day before we gon on the ride with such a train. But that movie is rated for six years only, and my younger daughter was five at this time, so we were not allowed entrance. Now when I compare Polar Express with Lord of The Rings, which both can be watched by six year olds and above only, then there seems to be something quite wrong. I watched another movie on DVD with Lawrence Fishburne, which was really a good movie with a morally good story and this movie was rated adults only. Therefore I denied the request of my daughter to watch it with us. But after I have seen the movie I couldn't understand why it was rated 18. There was only one kill in the movie, and this one was veiled, so you didn't see more as you can see in movies like Indiana Jones which also are rated at 12. The language was normal, and the message of the movie was also positive. Compared to Lord Of The Rings I would again have said, that this movie would be much more suitable for 12 then LOTR. On the other hand I watched a movie with my kids which was rated six again. In this movie every second word was bitch, fuck, cunt, yank, etc.. I switched off after 15 minutes, because it didn't improve at all. I'm not a puritan, but I don't want my kids to use swearwords and they don't do this normally. If the actors would have used these words just because of the circumstances I also wouldn't have minded, but it appeared to me that they used them just because the whole "fun" of the movie was based on this and apart from that it was pretty boring otherwise. The latest example is Charly and the Chocolatefactory. It was rated free for all ages here. When I noticed that I thought this is quite fine because I could take all my kids with me. But when we were in the theater, we had to leave in the middle, because my daughter was so scared of some of the scenes that we had to leave. Apart from that, I don't think that the story itself is suitable for childrens under six, and they will also not really understand the stereotypes they used in this movie. All in all I would rather rate it 6 or higher. In that case it was especially annyoing because AT THE SAME TIME there was Howl's Moving Castle in the theater wich was rated for six but which was MUCH more suitable than Charly. So I'm not afraid of the consequences of ignoring a rating, I'm pissed of because I can't really rely on them at all, and they seem to be totally arbitrary at best. With computer games it is easier. I can play them on my machine and then I can see if they are ok for my kids or not. I wouldn't give them D3 to play, for example. But I can't go to the cinema to see each movie, I plan to see with my kids, twice just to get a realistic judgment. So the only chance is Bittorrent and see for yourself. I never played it. From the objectives it didn't sound intersting to me and contrary to Oddity's opinion (hehe) I'm not out for cyberblood to make a game interesting, just because I like to play shooters. That's exactly why I never even had the motivation to look at it. I mean, Thief is also a crime simulator, but it is the gameplay and the motivation that matters. Games like GTA where the primary objective is to be cewl and kill doesn't offer much to me. Go ahead.
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All the benchmarks done on the Pentium M so far have shown it to be superior to all but the fastest AMD 64s for laying games like Doom 3, in spite of the fact that it doesn't support hyperthreading or SSE3 and the Pentium M chipsets currently don't support very high memory bandwidth (there is an Aopen Pentium M MB that supports dual channel DDR2, but it can't use it at full DDR2 bandwidth). It comes down to being a very efficient chipset, compared to the P4, which is horribly inefficient - it is basically a glorified heater, and the AMD 64 is not much better in terms of heat output and power consumption. The best gaming CPU at the moment is the Pentium M 2.1 GHZ Dothan, and you can safely overclock it by 300 MHz or so with a negligible increase in thermal output. It can also be passively cooled with a decent heatsink, even when overclocked, and therefore makes for a quieter computer. I've been to LAN parties where people had overclocked P4s that sounded like a Boeing 747 taking off with all the fans... The Pentium M does run into some problems in some areas - if you multitask a lot or run software like Maya or Lightwave, you will be better off with a P4 or AMD 64, but for games, the Pentium M is king. Apparently, the next Generation of Intel CPUs will all draw around 20 - 25 watts of power (same as PM, compared to 100 - 120 at present for P4s), will be dual or quad core and probably based on the Pentium M (which is essentially a Pentium 3). Also watch the AMD Turion 64 (AMDs answer to the Pentium M - mobile CPU with low power consumption AND high performance)...