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  1. Dram

    Vampire Gurl

    Hi and welcome to the forums Just a quick reminder, please post off topic threads in off topic otherwise we'll all have a messy forum
  2. Welcome. May have been better to put this in GD. Are you on the TTLG forums too?
  3. Yeah, it's a player clipping issue the was supposed to keep the player from getting stuck forever or from falling through the whole world, but has problems. It's known and will get fixed later on
  4. Not to stir controversy, or anything... but if I didn't happen to mention fading frobs in our internal forums and support / re-iterate the beauty of them, it might've been ignored. And Zylon & I would be left without our beautiful, fading frobs forever (or at least until release). The majority of the programmers who could actually code the fades were initially pretty against it and would've liked to see the idea die a certain death.
  5. No, the texures don't show up without manual editing of the .md5mesh file in a text editor to point each object to the correct shader (in a .mtr file), which, if they don't exist, have to also be created. Yes the sword is parented to the hand because you used the sword drawing animation. Look at the Motion Builder tutorial video made by oDDity to find out how to change this. http://forums.thedarkmod.com/index.php?showtopic=3563 (If the info isn't in there then I will have to track it down when I get home.)
  6. Thanks for the pm STiFU - yes, I missed your post here. I've added your idea to my todo list - though images of all the surfaces of the chimney would probably be overkill as it got rather complicated. But I'll look at adding some images to help clarify the Texture Tool. Bearing in mind that I'm still a novice with that myself. I've been using it a lot in the last day or so trying to make a kind of washtub stand out of stonework and it's a bit of a mess and I may abandon it. Too embarrassed to put a screenshot here else you'd fall on the floor laughing. So I'm not exactly your ideal patch texture alignment expert. Incidentally a curious thing happened with the chimney/fireplace prefab. I loaded it to an adjacent house in my mission and it was fine except one bevel had a beads of transparency along it where the firelight came through. No amount of grid-snapping would remove it. Then I noticed I had a visportal overlapping it. When I removed the visportal then the bevel was fine. Anyway, at the moment I'm a bit tied up with some performance problems but if and when I get it sorted out I'll take another look at the Texture Tool tutorial. Glad it was of interest anyway.
  7. That's what happens in every episode. The writers create a problem, and then they escape from it at the last minute by thinking up some totally ridiculous solution. It's no better or more intelligent writing that the A-team, where they would always escape at the end by making a tank from some old carpet tiles and coat hangers they find in a shed. Star Trek just uses a lot of big scientific words, but completely ignores their meaning or any logic. It's ultra-simplified, easy entertainment, and there are a million and one fundamental problems with the star trek universe, and it is perhaps the silliest show ever made that wasn't meant to be a comedy. People look back at the original shows now and laugh at their naivety, but I do the same for all star trek shows, the newer ones are just as stupid, they just look better.
  8. Thanks for the comments guys. Fidcal: Could you explain why it looks like it doesn't fit? Is it the Architecture, lighting, too open/cramp? I've also added iron textured supports to the arches to hide the texture seams at the corners. I was having problems with dimensions and texture alignment before I took those screens, but I took another look at it today and fixed it up. I lowered the floor in the bare area, since I figured this would be a good area to try out water. angua: I love patches. They are one of the main reasons why I'm liking Radiant over UnrealEd (Which I feel is too restricted to static meshes). STiFU: Thanks, and I'm assuming you mean the openess and lack of objects? Dram: Thanks. New Horizon: Thanks, Downloaded. Springheel: Thanks and the reason they were so low was because of the many changes that the halls went through until I was happy with the current look. But I did raise the torches and it does looks better now. plasticman: Yes I was being metaphorical when I said carving. I use the room tool and then add solids and patches. The niches so far have been the only place I've used subtract.
  9. http://forums.thedarkmod.com/index.php?showt...amp;#entry78432 This thread has all the stuff you need, I finally uploaded it to our FTP - that needed doing ages ago, but I forgot about it.
  10. Man, no way is this the low poly version of the Thief. Each stitch on the black jack is fully modeled round and taking up polys. This guy isn't finished. Also, why does the Bow need to be removed? Because of the nature of the 3 letter word "bow", I can't really search for this on the forums... >
  11. Well, good news. I tried the "RightHips_Dummy" joint, and didn't have to do much tweaking to get the objects in the same position. Better still, this joint barely moves during the walk cycle. I'm hoping it will work as a default 'belt attachment' area. I've uploaded all the relevant files and a test map. http://forums.thedarkmod.com/index.php?act=S...st=0#entry78347
  12. Well, yes and no. The system does support multiple attachments, so the mapper can add as many as they want and call them def_attach_<whatever>. However, that's just a name, it won't determine a joint or anyything. Due to how Id's system works, we'll have to make entityDefs for each attachment, because that's where it's stored what joint they attach to, what orientation they should have and what offset they should have. So right now you can't just put in a joint to attach to and an entity to attach in the AI spawnArgs, you have to make a separate entityDef that contains the thing to attach (via the "inherit" keyword) and the attachment information (joint, origin, angles). Maybe we'll change that system later because it is a bit inconvenient, I don't know. Btw, people were asking how to set the frob distance lower for a specific item, so you have to be closer to pickpocket. This documentation thread should cover that (and everything else about frobbing): http://forums.thedarkmod.com/index.php?showtopic=4205
  13. I've looked into this issue report http://bugs.angua.at/view.php?id=443 which deals with some editor_* properties not showing up. The problem in this particular case (atdm:mover_door) is that the editor_bool trigger_on_open is encountered after the actual trigger_on_open. ... "frob_action_script" "frob_door" "trigger_on_open" "1" "trigger_on_close" "0" "editor_bool trigger_on_open" "If set to 1, blah." "editor_bool trigger_on_close" "If set to 1, blah." ... DarkRadiant eclass manager parses this definition and inserts the first trigger_on_open, the second editor_bool trigger_on_open is ignored as it is already existing in the map. I'd say we need to change the way the editor_* stuff is handled so that they are explicitly tagged as editor_* spawnargs. OrbWeaver, I think it was you who wrote that part - is there anything that needs to be considered, any problems you wanted to tackle with this approach? I don't want to rush in changing the current design without making sure that it's safe.
  14. Heh, I wasn't too clear in my first post really. What i mean was, we know you guys are busy doing what you do, a search on the doom3world forums gives quite a few clues to how things are going I was merely appealing to non group members who are interested in using the tools upon release... to hear their ideas
  15. Doh, there it is - trying to do too many things at once If you can help me with this http://forums.thedarkmod.com/index.php?showt...amp;#entry78064 then I can get started right away...
  16. If your parents read this and it helps, then I'm putting my 2c in even though I said I wouldn't post in the off-topic forums; 1. Playing a female character is no different than playing an orc character or a horse character, or a skeleton character - it's just variety. 2. The main reason I choose a female character in a game is to look at her. Like Spar, given the choice of what I'm going to be looking at on screen, I like to choose the attractive female. Let's face it. Pretty much every single playable female video game character is designed to look attractive.
  17. Oh, nevermind, I didn't see the materials for them earlier, and just saw them in gleeful.mtr. Like I said, I have no idea what I'm doing. As for ASE vs LWO, I don't know but I just saw a thread where New Horizon said we should use LWO. Something about can't have multiple materials on an ASE? I guess the first thing would be getting the target and wall models up. Someone will probably correct me, but these would be the tentative places I'd put them in the CVS directory structure if I had to choose: justice wall model: /models/darkmod/architecture/ target model: /darkmod/models/darkmod/props/misc ?? Actually, just found a thread that explains this stuff (for models at least) : http://forums.thedarkmod.com/index.php?showtopic=1559 It looks like you should make a separate material file for each model. Also in the material files for the models, make sure to put the surface type in so that arrows stick in the targets, either wood for wood, or surftype15 description "straw" for straw. (Also you can put whatever you want after straw in the description, as long as it's separated by a space). As for non-model textures, and in particular textures specific to the map like the yardage markings on the ground, I'm not sure where those should go. You might want to ask Gildoran since he's the texturing lead. Sorry I can't be more helpful, but maybe someone from modeling/textures can explain it better.
  18. Yeah, I could swear that not too long ago someone was having problems getting DR to work with Linux. Windows are good, living without them is like living in a cave Ah, whatever
  19. Fire elementals -- http://forums.thedarkmod.com/index.php?act=S...st=0#entry77767 stuck trying to identify the last mesh to set to nodraw Handed it off to scripters to make it take damage from water and to fly.
  20. It's amazing how many Linux users have the annoying ability to turn any thread about a specific Windows problem into a childish "my OS is better than yours, ha ha" discussion. It's not terribly helpful, I might add. It's not like Linux users don't have problems, and no Windows user is coming to that thread saying "ha, why don't you use Windows?". I'm not affiliated to MS or whatever, but the occasional MS-bashing doesn't increase the coolness factor anymore. The notion that MS programmers are stupid just because they work for the company that made Windows is political bullshit.
  21. Heh, I think what we're discovering here is that it's actually harder to use windows than linux, so windows users are actually the clever, adaptable ones who have to work around various problems, while linux users have a simple, hassle-free existence.
  22. You need the 64-bit version to address all 4 gigs. I believe all you'll need to do is pay Microsoft a few bucks to send you the 64-bit version...so you can encounter even more problems with your drivers and applications! Do you have a spare XP license? If you have a license that isn't currently attached to an existing machine, you can re-use that serial on a new installation, and I believe it'll validate as being genuine (though it may request that you call Microsoft to inform them of a major hardware change). All you'll need is the CD. EDIT: Failing that, OEM copies of XP Home 32-bit are about $90.
  23. I usually stay out of discussions like this, mostly because they keep coming up every month or so. However, this time I feel I have to add my two cents. First, the irony of this thread is hilarious. People keep on discussing how long it can take to discuss a simple feature. Perfect. Now, please, you know we're still mixing the dough, no use to ramble on about the decoration of the cake yet.We're well aware things will need ironing out, and if ZylonBane mentions something like how the frob highlight fades in and out in the Thief games for example, we don't just ignore it. We care as much about these details as anyone else, we're fanboys too, after all. We care in fact so much about these little things, that we decided it would enhance productivity to push them aside for the time being and revisit them later - do you honestly believe we wouldn't be eager to put all the fun stuff in there right now? I tell you it's fucking hard to hold back with the storyline, blingbling, decorations, enhancements, improvements, and new ideas. Basic functionality of the Thief games is our event horizon. New lands lie beyond there - I believe I can say that everybody on the team eagerly awaits that we reach this line so we can start with the FUN stuff. Ok, now I'll say a bit about the Wiki Dark Mod Universe blurb. As you know, a toolset should be something versatile that allows for the most freedom in productivity for its user. The amount of "but if someone wants to..." posts in the team forums is insane - I almost pitty the people (especially the coding department), because every time they announce they're done, somebody thinks of a possibilty not covered by the functionality. And they go back to work. (Ishtvan even turned somewhat masochistic lately by challenging people to come up with things the Objective system can't cover) My point is: Even if we try to create a "neutral point of view" toolset, there is a minimum of guidance we need for the developement process. Think artistic consitency, for example. It's either that or you people get unskinned AI, objects, no textures and no sound - to exeggerate a bit. That's what this setting is for. We will indulge in happy hours - nay, days - of squabbling about stuff like faction names and story when the time for this has come. One more. The Thief fan community is a beacon for smart and observant, but unfortunaly also incredibly thick-headed and pedantic people. Put those characters together on a team, and you'll have to agree that a consensus to cover the basics and then go into the war about details is the only way of getting things done. I guess the *ahem* touchy reaction by some people is due to the fact that they would love nothing more than to put in all the little trinkets right now, but have to cope with the self imposed ban. It's like discussing sex infront of a monk who knows sometime, sometime he'll bang through the entire choir eternal. End rant.
  24. I agree with you SneaksyDave. Production has been done professionally by most of the TDM guys before. You can have your cake and eat it too. It will be done - WHEN it is DONE. And yes they already commented on the builders when I asked earlier so search the forums under "Builders" to get your results and don't be so lazy.
  25. You are the one claiming spending time on the forum cuts into other work. Changing a name doesn't equal arguing on a forum. That's what people do in any good business, their job. As a graphic designer for a magazine I manage to do my job and interact with my coworkers and even spend time browsing and posting on internet forums. Imagine that!
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