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  1. I suppose it doesn't matter much if he can't see this thread anymore, but can someone give him access to the modelling and texture forums? He's working on a model right now and really should have access so he can post shots and ask for advice.
  2. I don't know what the proper permissions are...it doesn't make sense to have a contributor status that doesn't let them see the applicant forums though.
  3. Did you play with the Alias settings? Don't know if this was only in Doomedit, but I seem to remember that it can cause problems.
  4. Domarius

    Zombies

    It's been de-railed long enough. Take it here http://forums.thedarkmod.com/index.php?showtopic=3778
  5. I think TTLG's biggest problem is its age. Some people have been around for 7 years, and this shows especially in the lore related forums. At some point, you've seen the new threads that pop up all before. Another thing is that TTLG has, like every board, its own memes. Older members like to make reference to fun stuff of the past, or fool around in general - not very translucent for new members, who neither know the meme nor the member. I think a lot of the percieved aggression in ComChat originates in that. The actual number of the "omg stfu j00 suck l0l!!!!" people on TTLG is very low. At least of those who mean it like that - I'm getting somewhat tired of the (mostly) predictable LOL FUNKY INSIDE REFERENCE responses, too.
  6. yeah, it's the people once you get in, you can't stop also I find that no other forums can compare in the same way, somehow.
  7. I tend to agree. It's a long time since I remember there being any interesting dicussion on TTLG, either in the Thief forums or the general ones.
  8. oDDity

    Ttlg Down?

    Who gives a fuck, there are a million forums on the net, a lot of them better than that one. Take your pick.
  9. Okay good idea. Yeah I forgot to bring up the stretching - this rig has weighting problems I think - 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) and something is screwy with the left hand vertices.
  10. Hello there! I go by the nick Spitter in TTLG (and in your darkmod forums) and I'd be interested in joining your team as a beta mapper. My previous work with dromed can be previewed from my site http://thief.interstellarburst.com/levels/, with the T2 FM 'Saints and Thieves' being my most recent and showing most prominent signs of my skills as an editor. I've used Dromed since 1999 or so, so I have my share of editing experience with it. However, I'm quite sick of it by now so it's time to move on. As for Radiant, I picked it up a few months ago and I've been practicing it in form of a deathmatch map. I've reached the stage of an early beta release on it and I must say my interest in it is starting to fade, considering that the doom 3 deathmatch isn't exactly the sport of kings. Screenshots can be viewed here: http://www.interstellarburst.com/doom3/dm_totty.html and the beta itself can be downloaded from http://www.interstellarburst.com/jani/baet...totty_beta1.pk4 (just place it into /doom 3/base/). A word of warning: it IS still a beta, nevertheless, and it needs some cleaning up if I ever bother to actually release it. Hence there are some issues, namely odd disappearing brush surfaces (yeah thanks a lot for that, doom 3), no clip brushing (have your noclip ready if and when you get stuck), no sounds (it's a bit quiet) and the lighting in the yard needs work. Oh, and it doesn't really show up in the Create Server screen which is really odd and I have no idea what I fucked up in the .def file. All in all, however, it was great practice and I now feel very comfortable with Radiant. Waiting to hear back from you! Spitter jani@interstellarburst.com
  11. I just noticed the new anim in the commit notification, thanks. I'll have to give some thought of how to embed it into the scripts (maybe a one-liner is enough, maybe not), but I can't do it immediately. I noticed some weird vertex twitching in the left hand and there is something on the back of his boots, but otherwise it's more than acceptable for rough usage. edit: Come to think of it, we have an idle_sword too (which caused problems). Is the new anim a replacement for that one? If yes, we should rename the new anim to idle_combat or idle_sword to stick with the naming conventions.
  12. Yeah I know - but in the first post he's talking about the first person view_models, that was what my question was about. Are they needed right now? I just committed a combat_idle for the citywatch for now, let me know if there's any problems. I noticed there's a pause in the loop, that's because I just realised I need to export one frame less in the final anim because the first and last frames are identical.
  13. Hey, if they want to go ahead and draw lots of things with no expectation that they'll ever be used for anything, feel free. They can post their work in the public forums or you could post it for them here if you'd rather.
  14. Highres? I'm actually not sure whichever one is the real one. Isn't the highres stuff the really big bloated stuff? Like, 4Mb textures we panned a long while ago due to ridiculous sizes? Also, should we separate this stuff out of this thread and give it its own? Hold on, let me find where we jumped off the tracks. Edit: it looks like everything from here onward (or perhaps the next, but this is what started it): http://forums.thedarkmod.com/index.php?s=&am...ost&p=73270 is safe to move into a separate thread. If anyone would be willing/able to do that, of course.
  15. Oh, you presume so much. I got the graphs through google image searching and they are not there to prove a point but to demonstrate my theory. I certainly don't think my theory is watertight - it's just my opinion. I agree that people with certain very low levels of intelligence are disabled, but where are you drawing the line? If you are talking about people without diagnosable and demonstrable problems that place them outside the normal ranges then the very unintelligent may be socially disabled - in that they will never improve their standing in life - but I think that perhaps you and I have a different take on what the word disabled means. To further my point about Asians in the UK, and in conjunction with your "double whammy" suggestion - which I kind of agree with, it's not unfeasible after all - there are kids in these families with low intelligence who suffer from lack of motivation and, as you describe, poor decision making ability. But if they are made to work hard by their families they will slowly learn, yes? And they could reach that intelligence threshold that allows for increased motivation or decision making (whatever "threshold" that is). I just don't think you should write anyone off as a lost cause which is what you are seeming to suggest. --------------------------------- In my job I do not pass any such judgments as you suggest. Of course if there is clear cause/contributer for an illness or something that will make an illness worse in someone's lifestyle I'll let that person know, but that is only because it is in the best interests of that person and it's my job to act in their best interests. If people who've had a heart attack choose to continue smoking that's entirely up to them. Lifestyle choices are hard to change, for anyone, and of course I recognise that. In fact, and you may surprised to hear this, neither I nor any of my colleagues pass judgement on even the drug addicts and drunks that roll into A&E and are violent or abusive. We just deal with it, even though we recognise that the high levels of drug and alcohol related A&E attendances are a drain on resources. I actually have a lot of sympathy for people with bad starts in life who end up wasting away (that's why I think that the situation here is akin to that in Africa, as I mentioned in a previous post). People are free to make mistakes - utilitarianism in health care only extends to specialist stuff like expensive cancer treatments and the like, people with sporting injuries - which can logically be thought of as self-inflicted - aren't treated any differently to the spontaneous heart attack where there is a strong family history/genetic pre-disposition. People aren't born with medical degrees and even things YOU might consider common sense, like regular exercise and a healthy diet, aren't apparent to everyone and they may just be ignorant. But, like I said, I don't like to write anyone off as a lost cause. Why you suggest I have any "attitude" at all is odd. I've not used an insult when referring to the unintelligent, so why should you suggest I do it with patients? Anyway, you're going down a needlessly inflammatory route, once again. Yawn. It's a little immature tbh and if you wish us to continue discussing anything, at all, I suggest you think about growing up a bit or I'm just going to essentially put you on my ignore list. That would be a shame because you often seem to discuss things I'm interested in, but you know what? - the choice is yours.
  16. Vista is one of the problems since it alone racks up the system requirements. I run Vista fine though but I would prefer Xp with DX 10 since it's faster. Stupid Micro$hit. Anyway here are the official system requirements. I suggest you put your system is a nuclear proof bunker for this one. Reason being your pc is about to get nuked just by reading what i'm about to post. The list of minimum system requirements is as follows: Supprts windows xp/vista (only) In order to play this game properly, your PC MUST meet or exceed these minimum requirements: Supported OS: Windows XP / Vista (only) Processor: Dual core processor 2.6 GHz Intel Pentium D or AMD Athlon 64 X2 3800+ (Intel Core 2 Duo 2.2 GHz or AMD Athlon 64 X2 4400+ or better recommended) RAM: 2 GB (3 GB recommended) Video Card: 256 MB DirectX 10.0–compliant video card or DirectX 9.0–compliant card with Shader Model 3.0 or higher (512 MB video card recommended) (see supported list)* Sound Card: DirectX 9.0 or 10.0 compliant sound card (5.1 sound card recommended) DirectX Version: DirectX 10.0 libraries (included on disc) DVD-ROM: DVD-ROM dual-layer drive Hard Drive Space: 12 GB Peripherals Supported: Keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended) *Supported Video Cards at Time of Release: ATI RADEON X1300-1950 / HD 2000 / 3000 series NVIDIA GeForce 6600-6800 / 7 / 8 / 9 series Laptop versions of these cards may work but are NOT supported. These chipsets are the only ones that will run this game. NOTICE: This game contains technology intended to prevent copying that may conflict with some disc and virtual drives. Altair says, get owned. I won't get owned, the system I built is more than capable of handling Altair.
  17. I think it's pretty interesting too oDD. But the reason I do is because I think that unless you have a sub-normal capacity that is easily demonstrable it's really down to learning that makes anyone "stupid". In the film Trading Places a bum and a trader swap places. The point of the film isn't idiocy per se but I think that anyone, given the motivation and the opportunity, can be as "intelligent" as anyone else. Of course there is the bell-shaped curve/Gaussian distribution but let me put it this way: For my example I'm going to use, instead of the questionable IQ scale, a theoretical Definitive Quotient scale that I just made up. The DQ is not testable since it is only theoretical but it is Gods Own Truth in terms of someone's "intelligence" at that moment in time. At present we have a bell shape with 100 DQ as the mean and 50 DQ just at the bottom, 150 DQ at the top. The curve looks like this: Most people have DQ around the mean, but the people you are talking about oDD are towards the bottom of the scale, getting to around 50 DQ. We are not including people who are born with chromosome disorders, brain damage, developmental problems etc. Now I think that the people with under 100 DQ have the potential to increase their DQ (as does everyone else) but they either don't have the chance or don't want to. People cannot be bothered. People have all sorts of "reasons" for not trying. In my highschool we had "sets" for Math, 1 as highest to 5 as lowest. 1, 2 and 3 had the people who would be allowed to take Math at 'A' level, 4 and 5 were essentially remedial classes. The people in set 1 were those that would probably take higher A level Math (called S level I think). I was in set 3. I worked hard and became top of set 3 and was "promoted" to set 2. I never made to set 1 though. I believe that most people in sets 4 and 5 could make it to the higher sets but I remember those kids and they were all the laziest kids, the ones who messed around all the time, never played sports at all and were generally just unmotivated. The ones who would copy homework off the next one and so never learn what was right or wrong about it. These are the guys who had DQs closer to 50. I was slap bang on 100 to start with and pushed myself up to the 120s. I'm not the golden example though. There were kids in my school who were chronic underachievers who came back from summer holiday with a different attitude and excelled from then on. And there were some guys who were in the top sets up to 15 and then just dropped because they were too busy being "cool", smoking pot and partying. Alot of this is to do with family, encouragement and culture. In the UK there are a disproportionate number of people of Asian origin, relative to the population makeup, in Medical School which, in the UK, is notoriously difficult to get into. Why do these kids get in? Is it because as a race they are brighter than us white Britishers? I don't think so. It's because they have the drive and the encouragement at home. Most degrees are not hard, they just require hard work. If you put in the effort you will most certainly increase your DQ, and I think that if everyone put in the effort the lower end of the DQ scale would by more like 85 or 90 with no-one scoring less than 75. Sure, there are those that innately learn better, but mostly it's down to hard work.
  18. I'll help with textures! Look see, http://forums.thedarkmod.com/index.php?showt...=1878&st=50 I will make you textures! No maps or anything, but I can help in some way. The ones I made today are remincent of Thief Gold. A bit like the floor in http://www.mindplaces.com/darkmod/screen24.jpg. (I felt a "noes! I am guilty and must help these poor burdened people!" I just really want TDM to be as good as possible). And I will learn to map. Ordered D3. I'm no programmer though.
  19. The left foot has a tendency to turn to inside & the handles for the feet/legs were hard to find (that might be my setup) but otherwise I like it! I'm comfortable with animating with Maya too. The motion builder files were there for people who are more comfortable animating with . . . well . . . motion builder . . . Oh yeah, the pauldrons always gave me problems so that's normal.
  20. ascottk

    NewRig

    7. I'm still using the same plugin and maya version except I forgot what settings I used in the plugin. The problem is the mesh separates from the skeleton. Remember I was the one helping out other people when they were having problems with the conversions. There are four things that are complicating my setup now: a new computer thus I had to reinstall software, I don't remember the settings I used, it's been a long while since I did this, and school is taking time from the mod work.
  21. That's no surprise, silly. http://forums.thedarkmod.com/index.php?s=&am...ost&p=64447 It's weird how after most kills, or physics actions, there is always a brief fraction-of-a-second pause, where either the model repositions itself or something intensive calculates, or something... is that a side effect of Havok or just in every Valve game ever? I remember HL1 suffered from terrible stuttering. Either way, looks great, as expected from Arkane. Too bad about you-know-what.
  22. Ishtvan, in case you didn't see this: http://forums.thedarkmod.com/index.php?showtopic=3965&hl=
  23. Nisstagm

    NewRig

    Last rig update (some skin problems fixed): http://www.examplesngm.nm.ru/AnimRef_ngm3.rar Ascottk, can you describe what settings exactly you used when importing to fbx? And what tweaking you made in MB after it? My results are quite different from yours, and maybe not so comfortable to animate, I don't know. squill, I didn't move joints. I moved only vertices of model instead. Maybe thats why it looks like another idle anim. And actually thats why I asked to test it - its unusual to me to tweak model to match skeleton, not viceversa, and I didn't know if this method is working. PS What's is the sword cube for? Can I move it freely when setup rig? And can I move the "sword" joint to align it and it's rotational axes to "shortsword" mesh? Or it can ruin something?
  24. Wrong topic maybe? But thanks baddcog, finally somebody says something.... But I think Scope is having problems with the skybox itself not with the walls covered with the skyportal shader inside the actual map. I extraced the skybox of thiefsden as a prefab for later use as well and it works without a problem. It's a shame that the clouds in it don't use alpha though, 'cause I wanted to add a predesigned background behind the cloudlayers. So from my experience it doesn't matter how you texture the inside of the skybox as long as it seals against the void, since the texture isn't visible anyway through this specific type of cloudlayers. This info_skyportal system is very powerfull. You can do a lot of very nice things with it, but you have to be carefull, because it can hit performance a lot. At least that was the case in TDS and since the mechanics are the same, it's a good guess to assume the same for TDM. Doom 3 does also support the old quake skybox system, doesn't it? In that system you create a shader in which you add the 6 pictures for the skybox and a (sun-)lightsource maybe, to cast some shadows (and emit light of course). This skyboxshader can then be applied to the walls on which you'd normaly use the skyportal shader and the engine does the rest. I am not sure, but I think that you mustn't use these skyboxshaders inside the info_skyportal-box, because the skyboxshader and the engine already do, what the info_skyportal would do, which is rendering the skybox in the proper angle. Redundant! On the whole the new system is way easier to use and more flexible. After all you don't have to fiddle around with any mtr files for your own custom skybox.
  25. We almost certainly will not have guards reviving their KOed friends in the first release. It would be very technically difficult to do. (there have been other threads about this in the public forums)
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