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  1. That title should about cover it. I haven't used S/R much before now (I've been really quite afraid of it, I admit! (in a good way)), but I used the no frob zone development in progress as an excuse to give it a go. I've got a chest set up with goodies inside, which uses a no frob zone (at this time it seems to be working well) - http://208.49.149.118/thedarkmod/temp/srtest.rar To be absolutely sure I couldn't frob the goodies out with the lid closed, I wanted to frob like a maniac. Of course, I can't do this, because the lid is rather easy to get in the way. So I wanted to make a button which disables the frobability of the lid (yes, there's an easier way to test this: just make the lid non frobable and use a button to open/close the chest - that works fine. But that's now irrelevant to what I'm asking here). So I held my breath, closed my eyes, and jumped into the world of S/R. One thing I tried works great: turning a regular button into a S/R button. I made a button, gave it a Frob response of Trigger on the chest_lid. And just like that it works, this isn't so hard afterall. But the next thing, I just cannot get to work. 1. problem: New button, with a Frob Response of Set Spawnarg of frobable to 0 (note that I also tried it with quotes, but that appeared to break the button) on chest_lid. I don't know if I'm interpreting something wrong, or there's possibly a bug, but this doesn't seem to work. Everything is spelled correctly, the targets are set up the same as the previous button, which works fine. I became concerned - can spawnargs only be set at time of spawn? To not have the very powerful ability of changing keypairs on ents with S/R would be most unfortunate. Beyond that, I aimed to set up a third button, with which to actually toggle the frobable value on the lid on and off. I assumed this would work, provided I could get button#2 to work. However, it currently doesn't seem possible: 2. suggestion/request: A way to deactivate and reactivate stims and responses on an object (including self) by index, rather than type, because more than one instance of a given type can exist. With the new, third button, I built a Frob Response of Set Spawnarg of frobable to 0 on chest_lid (as before). I then duplicated that response, and modified the new version to set frobable to 1. I then tried to employ two more Response Effects (on each Response) to toggle the activity of both of the Frob responses. To illustrate: -Frob 1 fires, which disables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 2 (initially disabled). -Next time, Frob 2 fires, which enables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 1. So basically, a simple internal toggle within the functionality of the S/R button. The problem is I couldn't find any way to distinguish Frob 1 from Frob 2, in the Activate and Deactivate Response Effects. The only option is to choose them by type (e.g., Frob), and not by index number (1 = Frob, 2 also = Frob). If it's possible, this would be a powerful addition. 3. problem: a possible issue I just noticed in preparing this post. The user is apparently not shown internal indexes. For example, I just set up an Activate Response for Frob (shown as #1 in the UI list to the user) and the S/R editor shows, "Activate the response with ID 0..." Not a big problem, but if the user reads "1" while internally it's actually "0", it will likely cause some confusion for users. If it cannot (or should not) be forced to use 1 as the base, then I don't think there's any problem with showing the user lists starting with 0. 4. problem: Finally, I then changed the values by hand (I believe I got them right; activate 1, deactivate 0... activate 0, deactivate 1). When I then tried to open the entity in the S/R editor again, DR crashed. So for now, all activate/deactivate Response Effects in the map linked above point only to entry 0 (1 on the display, a Frob). I cannot confirm whether or not the by-hand editing actually works in TDM (beyond the DR crash) because of the functional problems in #1 and #2. Defect entries will be created if you want 'em.
  2. Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor. I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed? CM "1.00" 0 collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" { vertices { /* numVertices = */ 8 /* 0 */ ( 10 -4 24 ) /* 1 */ ( -10 -4 24 ) /* 2 */ ( -10 6 24 ) /* 3 */ ( 10 6 24 ) /* 4 */ ( 10 6 0 ) /* 5 */ ( -10 6 0 ) /* 6 */ ( 10 -4 0 ) /* 7 */ ( -10 -4 0 ) } edges { /* numEdges = */ 13 /* 0 */ ( 0 0 ) 0 0 /* 1 */ ( 0 1 ) 0 2 /* 2 */ ( 1 2 ) 0 2 /* 3 */ ( 2 3 ) 0 2 /* 4 */ ( 3 0 ) 0 2 /* 5 */ ( 4 3 ) 0 2 /* 6 */ ( 2 5 ) 0 2 /* 7 */ ( 5 4 ) 0 2 /* 8 */ ( 6 0 ) 0 2 /* 9 */ ( 4 6 ) 0 2 /* 10 */ ( 7 6 ) 0 2 /* 11 */ ( 5 7 ) 0 2 /* 12 */ ( 7 1 ) 0 2 } nodes { ( -1 0 ) } polygons { 4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision" 4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision" 4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision" 4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision" } brushes /* brushMemory = */ 140 { 6 { ( 0 0 1 ) 24 ( 0 1 0 ) 6 ( 1 0 0 ) 10 ( 0 0 -1 ) 0 ( 0 -1 0 ) 4 ( -1 0 0 ) 10 } ( -10 -4 0 ) ( 10 6 24 ) "solid" } }
  3. I think there are some incorrectly weighted vertices. There is a vertex on the butt area that doesn't seem to be weighted to anything at all (just stays there wherever the body moves) so if you move the hips foward, you'll see part of his back get left behind. Something is screwy with the left hand vertices. In my new combat_idle animation that I committed, you can see the left hand is doing some strange thing with the fingers. It's possible this could be an error in the animation, but I didn't immediately check that because I didn't put keyframes on any fingers, only the wrist joint for each hand. If you can't reproduce this I'll have a closer look at it.
  4. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  5. cool i knew brown barn spiders are worth something.
  6. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  7. I've been looking to start with BLender but when I go to the DL site, I get error messages, both for the installer and for the zip package. ANyone know whats up?
  8. Today I started up my computer as usual in the morning, it sat there for a couple hours doing nothing and then just now I was trying to play Age of Empires three. Suddenly everything looked all wierd, polygons were stretching flashing, things were green ect ect. I quit and immediately went to the ATI display panel and checked the temperature of my graphics card. It was at 94 degrees C. I read online that it shouldn't even be hitting the low 80s. I've played AOE 3 plenty of times in the past and never had this problem. The outside temperature got up to 30 degrees C today, so it's fairly hot in the room where my computer is. Could this be a factor? I'm worried because I don't want to damage my computer, the only thing I've done to it since getting it is upgrading the ram from 1 gb to 3 gbs could this also be a factor? I know I have a sufficient power-supply for my graphics card, we had it installed at the store and everything. The cpu looks like it's cooled very well, it has giant heat sinks and a large fan on it, but the card is just a card. If I was going to buy additional heatsinks of a fan for the graphics card how would I place them in my computer so they are used properly? I can take photos of the inside of my computer if necessary. My specs are: 300 gb hard drive 3gb ram Pentium core 2 duo 1.87ghz ATI X1950 pro 256 With the latest 7.4 drivers Right now it's idling at 65 degrees C. I think I read it should idle at 40 :/ I also haven't overclocked it or anything ever, the same goes for all other components in my computer.
  9. I've been working on making the AI use the throw animation (which only the elite city watch has at the moment by the looks of it) as part of getting acquainted with the AI scripts and Doom 3 modding in general. It's just about working (except the projectile doesn't always spawn... odd), but there are a couple of problems with the throwing animation that need addressing: 1. The animation is rotated 90 degrees too far to the right (the guard's right). 2. The sword sort of floats up between his hand and his belt. It should stay on his belt, in the same position as in the idle and walking animations. Could someone fix these please? While you're at it, I'd also like to know the frame number at which the projectile should be launched. (Just as his right hand stops thrusting forward.) I've made a rough guess (frame 50) but it doesn't look quite right. Thanks!
  10. I don't understand this at all. The problem is my brush which has the entity atdm:mover_door keeps reshaping itself after I tries to add detail geometry to it after compiling. Here's what I did, I think it is likely to be repeatable: 1) create a brush give it the atdm:mover_door property, compile the map and go. It should work fine. 2) Try cliping the edges of the opening side of the door so they are beveled. The door should turn into some kind of triangle or weird shape upon compiling but still rotate around the same axis. In my case the door was a weird wedge like protrusion but still managed to block VIS. 3) Try manipulating the vertexes of the door and you will notice similar consequences. Another problem with creating entities from brushes: I tried to add a door knob which was a simple brush to the door. When I textured the door knob and everything the only way the textures would stay on it after I gave it the entity properties of atdm:mover_door_handle was if I disabled texture lock, otherwise the textures re-arrange themselves. Also, how come with the atdm:mover_door often times a square black box [which I think represents the origin] is visible in-game. And is there a better way to move the origin rather than constantly re-shaping the brush?
  11. I don't see a sticky thread on this...are there any instructions for how to install the editor? Does it have to go in a particular place? I just used the installer, but when I try to run it I get an error saying:
  12. I've had some problems with the server today due to the harddrive getting full. The problem is now solved. This problem also made the forum database corrupt, so if you were getting SQL-error messages earlier then it was caused by this. I repaired the database, and everything seems to be back in order now.
  13. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  14. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  15. In this picture: You can see light shinning through the roof and against the wall. The reason for this is that the faces on the brush that isn't seen by the player, have the "caulk" texture applied so that the engine doesn't render unseen faces. But this causes light to shine through everything. Is there another texture that I should be using that blocks light but is not rendered??
  16. Need some help with this in case I'm missing something blatantly obvious. I've been trying to create alternate skins for the proguard. I've done most of what I need: 1. made a new texture 2. made a working material entry for it 3. made a working skin file for it 4. added a "skin" entry into the proguard's def file. However, when I load him up, he still looks normal. I tested that 1 works by swapping the texture files. Load him up and the new texture works fine. I tested that 3&4 work by changing the skin to "common/textures/nodraw", and indeed, when I loaded him up those textures weren't drawn. So the skin file is fine and the def file points to it fine. I can't see anything wrong with #2. One test that didn't make sense...when I tried switching through the skin file to a citywatch skin, the proguard loaded and still looked normal. So switching it to nodraw worked, but switching to my texture and to citywatch didn't. The only connection I can see is that common/textures/nodraw is a D3 texture and the other two that won't work are ours. Any ideas what might be the problem? Here's the skin file: and here's the material for the alternate skin. The only difference between it and the original is the '2' in the first file.
  17. This seems like a useful model to use in prefabs, or for city environments, but it has some kind of lighting problem. Parts of the gate reflect light but the top parts remain black. If someone has a spare moment, could they check into this and see what's going on? The files are in darkmod/architecture
  18. Hey Dark Mod team, we're watching your mod turning out better and better. Now after your first ampshots and modelrenders you seems to continue sucessfully to give them motion. Well but taht's exactly our current problem with some of our models: We, the Recall to Hell team, have had massive problems recently with exporting animated models from Maya 6. The console prints the following error message: "Copymesh: Too many vertices on a face (4)". Here's a screenshot of the error: http://img483.imageshack.us/img483/4100/spidererror1ab.jpg Logically, we assumed that triangulating the mesh would solve the problem, but it didn't. As far as the export.def file and the bone setup are concerned, we don't expect any errors there, it seems to be something about the mesh itself. Do you have any advice for us how to alter the mesh so we can finally get it ingame? And do we need specific conditions for animating and importing? That would be very kind of you! Best Greetings, RTH Team
  19. I want to animate my gramophone, so that its plate and handle are actually moving when the device emits some tunes. This should add to the whole credibility of the game. The animation just runs fine. However, I ran into an odd problem: Shadow artefacts appear on the surfaces, even when I split the mesh into several parts and use smoothgroups. That is really awkward: - I used Blender to model and to animate the mesh. It has an origin armature. - As pictured below, I did split the mesh and applied smoothgroups in nearly every possible way. Even without these steps, the results remains the same. - Then I used der_ton's MD5 exporter for the D3 import. Can anyone please help me in this matter?
  20. I checked out BT's modeltxtmap, and noticed a couple issues: 1. The torch model needs to be resized--it is currently the same height as the electric light and should be taller. 2. The dining table needs to be resized as well--it is barely larger than the desk, too small for a dining room. 3. The painting currently casts only an outline shadow. The center seems transparent. This may not be an issue since paintings will usually be on the wall, but it might cause problems if a painting were leaning against the wall in an attic or something.
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