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  1. It's been a while since I looked at the entity code (or anything else to be honest) but I can do some debugging if it is causing serious problems. That is, assuming that it is actually a DR problem: has this been determined, or is this looking like a problem with the DEF files missing values?
  2. As I recall, you have a fairly decent system. I'm pretty sure that map wouldn't play very well on my X850 XT, let alone the Geforce 5900 XT I'm having to use at the moment. This thread should really be called "AluminumHaste's PC doesn't have any problems pushing polies". I don't think anyone was suggesting that the Doom 3 engine itself imposed some kind of limit.
  3. Yes I was definitely thinking about that, but so far no problems with collision. Yeah and making that ceiling with a simpler collision map is pretty damn easy too I have the tools to do it and I can replicate that geometry exactly and just reduce the subdivisions to make it less complicated, it would take about 2 minutes.
  4. Hehe. Dram loves himself some bloom effect. (Me, I keep it firmly turned off, which is of course the default, and will remain so. I likes my graphics sharp and clear. Thankfully this is not a gameplay-affecting preference.) As for ladders, there are a number of ways to detach from them, mostly thanks to Ishtvan's work on climbing. You can press crouch to drop off the bottom (my personal favourite touch), mantle up onto nearby surfaces to climb out of the top, or just get your feet onto solid ground which will automatically detach you (this only works if the mapper has put the ladder texture far enough down that you can reach). Jumping off should also work, if you're facing away from the ladder. Once you get used to it, it's quite a natural and flexible system (and usable for things other than ladders too - vine-covered walls anyone?). Ladders are always tricky to get right in games; there's a subtle balance between making it difficult to fall off accidentally, but easy to detach when you want to. TDM nails this closer than any other game I've seen, including Thief where I always had problems with getting on and off ladders. There will certainly be some maps released. At the moment we're planning for each one to be standalone, as they won't necessarily fit together thematically or story-wise. I don't think anyone will really miss that though; you'll be too distracted by, well, everything else.
  5. There are some bugs in the alpha but im sure they have all been fixed. that was the point of the alpha. as for FPS i havent clocked it but 100% smooth for me. ill run fraps on it later. but my system is AMD X2 5000 BE clocked at 3.0 ghz Nvidia 8800 GTS 512 PCI ex 2.0 3 GIG's of DDR2 800 MSI AMD spider platform mother board 4x PCI ex. soon to be two ATi 4870's. lol Definitly no problems running Doom 3 or the the dark mod alpha. all on ultra with full AA Looks very nice seeing thief's den to perfection. everytime i talk about the alpha i just have to say how awsome it was. this game has come so far and its a real acheivment for the cult following of thief. if there is a thief 4. i think this will be more thief then eidos can make THIEF. even thos its really thief lol. great job. what i want to know about is will there be a offical campaing/game that release's with the mod? all you guys need is to take the best coolest thief like beta maps. including largest and nicest and make a storey line that intreveins with them.. would be awsome!!!!!!!
  6. So I've got a problem. For some reason, (and I submitted a bug report for this), I cant create brushes in DR with my map. It only happens with this version of this map, it works fine with other maps. I can however do anything else, like clone brushes etc, so it might just be a little annoying but I can work with it. Should I, however, prefer to stick with D3 editor for some things (like if I've got to create a lot of brushes and I cant do it with DR), how can I use the thiefs den materials? When I load my map up in D3 editor all the thiefs den textures are black, but DR seems to have access to the stock D3 textures. I tried running my map in thiefs den but it wouldnt run, it compiled fine but wouldnt load. I can load it with D3 but half the textures are missing. Any ideas? Since all I'm really doing now is building the architecture, I don't know if I really need to be running in the dark mod, if that creates extra problems (although it might not), I'm fine with running around in D3 for now if I can do that. Thanks
  7. Hmmm, I tried exporting the thief model using the same "keep" options as the citywatch, and then played the citywatch animations. They worked, so I know that I successfully gave the thief the same joints, in number and name, as the citywatch. Yet when I play the animations, there are some obvious rigging problems, which suggests that the thief model is not *rigged* to the same joints the citywatch is. I don't think I can proceed with this anytime soon without some assistance from an animator. I don't understand why models that are supposedly using the same skeleton and same animation rig don't have the same number of joints with the same names. I thought that's what "using the same rig" *meant*. If they did have the same joints, then this method would be no problem at all. But at this point I'm not sure if the characters actually SHOULD have the same number of joints, or whether there's actually a good reason why they don't.
  8. I submitted an article to Digg.com about the Dark Mod and I really need everyone's help to get this on the front page. If we can get TDM on the front page of digg, that means hundreds of thousands of people who didn't already know the mod even existed will now know.... including people that could assist in the development of the mod. Which means we may get to play it sooner.. and could end up being 100x better. So please... DIGG IT (link fixed, thanks Vadrosaul) http://tinyurl.com/mle5v Now I'm off to the Eidos forums to post the same thing. UPDATE: I guess there isn't a timeframe on Digg... but I read the TOS and I must have read it wrong... digg says it's still there after 1 day and 5 hours. I guess they just meant there must be activity on the topic within 24 hours. It's still going strong after 30 hours!! Keep them coming guys!! Keep digging it until it can't be dugg anymore
  9. 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
  10. You might find this thread useful: The Short List: the Best Gaming Videocards for the money - Tom's Hardware forums Obviously, you'll need to go for one of the AGP ones if you want to use it in your old board, and AGP cards are something of a dying breed now. All the newest inovations are PCI-E only.
  11. Yes, the "correct" way to distribute software is to pre-build the configure, Makefile.in and config.h.in files on the developer's machine so that the end user does not need to have autotools installed. I plan to do this later in the process, but at this stage the build system is too new and subject to change to make this worthwhile. All of the necessary autotools packages are in the repositories, so I suggest installing these in any case ("sudo apt-get install autoconf automake libtool" should be more or less all that is required); this would enable you to fix any problems with the build scripts that arise from your own machine's configuration.
  12. Ok, will try with one of those. I already read that thread as I can see those internal forums (since Wednesday I think). At first I thought I could have a try at Task No. 5 (Addition of "all light volumes" toolbar button), but it may be safer if I tried my marvellous skills at something that's not so mission-critical.
  13. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  14. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
  15. demagogue

    Bioshock

    Yes, I was just thinking how it's just like a dev to be dying to play his own game: http://forums.thedarkmod.com/index.php?showt...ost&p=85370
  16. demagogue

    Bioshock

    They've released another trailer for Bioshock and it's looking very good: ms.groovygecko.net/groovyg/clients/xbox/xbox_hb.wmv?wmcache=0 It's about 37 minutes in (right after the also very good looking Assassin's Creed demo, which is entirely in-game). for the ttlg thread on this: http://www.ttlg.com/forums/showthread.php?...447#post1506447 The Bioshock movie is prerendered, so you know; I'm not sure how much of it will make it in-game. But it's awesome nonetheless.
  17. In my opinion, features like script or material file editors should not be part of DarkRadiant, because (1) it is unnecessary creep; there are already very good text editors out there and attempting to duplicate small parts of their functionality in DarkRadiant for "convenience" is a waste of time, and (2) it changes the DarkRadiant workflow from "creating maps out of resources" to "creating both maps and resources", with all of the accompanying problems relating to synchronising PK4s etc.
  18. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  19. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  20. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  21. Hi Komag Your welcome mate, it was designed to make a point, I thought you might like it. So what execly is involved in doing a contest then..? would I be able to do it for you on your behalf etc, or is it far more complicated than that..? btw. ever thought of putting a forum on your website..? a nice simple one, no gifs/images/smiles etc so as to keep your bandwidth down etc.. I did think of this, but I didnt think you would have the editor ready enough for this..? Yet more support 4 u komag http://www.ttlg.com/forums/showthread.php?t=109033
  22. To save you the trouble of looking for it, the link to the full text of Abelard's memoir is here: http://www.fordham.edu/halsall/basis/abelard-histcal.html Aside from being helpful, I just enjoy the surreal aspect of linking to a 12-century tract as a way to "contribute" to a thread on the evolution of the eye. Gotta love these forums.
  23. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  24. It could have other problems, but this specific example, have you factored in the decompressed size of a bitmap? (Resolution multiplied by colour bit-depth)
  25. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well. Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details. Don't worry too much about making great textures for the model, I can always go over and improve them later.
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