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  1. I see what you mean, but this would still not solve the problem with deleted colour schemes being re-imported on startup. With changed registry values this solution would work out fine, but as soon as keys get deleted, the XMLRegistry has a hard time distinguishing between items that are deleted on purpose and therefore missing and items that should be newly imported because they were never there. Additionally, IMO one of the strengths of using an XML tree is that I don't have to do tedious recursions when looking up or saving values. I would prefer a solution that does not require to walk the whole tree and touch every single XML node. I agree with you that the time-stamp method would introduce more problems. If we want to use time-stamps, we'd have to store them directly into the registry files, which can also be problematic or at least unconvenient to implement. I also thought of adding a "dirty" attribute to changed registry values, but I'm not sure if this would be practical or not. I think we should avoid altering the install/user.xml file, as all the default values are stored there. If we need to change this base file, we wouldn't need a local copy of the user.xml in the first place, would we? (Sorry, if I sound repulsive in this post, I don't mean to .) I'm somehow inclined to the option where we leave the base install/user.xml untouched after the initial import. We would need to add some version stamp to the base XML file (e.g. 0.6.0), so that the local user.xml is recognized as being outdated and the user can be warned that his/her changes are going to be overridden. Little changes could also be imported via a upgrade.xml file that could be added to the local user.xml. Would this produce any problems?
  2. As long as DSL is available there. On a sidenote: I can't get my ubuntu installation to work. It wont boot and always comes up with an error "No logical volume groups found". Well of course it can't find it, because I didn't want some. Seems others have the same problems. I have the impression that the initrd is wrong. Anybody knows how to fix this?
  3. Moddb is annoying to update. All I do there is post a new picture once in a while so casual viewers can see that we're still around. Anyone who is seriously interested in the mod would be checking the website, which is updated every month or so, or the forums.
  4. To start with I've looked through some new threads and I saw that you guys still seem to get low amount of feedback from users wanting to help and what not. Mostly texture and such. I came to think about Moddb and that you guys have a profile over there. I know that there ain't much more you guys can do on Moddb if you don't have anything to update with. I checked out your Moddb profile and as I see on it, it gives the feeling of "zombie mode", I mean. Dead but still not dead. I think a rehash of the whole profile, help wanted and news would be nice. Last update was a month ago but I don't see much difference. Maybe a news update that sums up everything that has happened officially so far would be good, explaining the whole situation so people might get interest to join your cause. But then Moddb wasn't the only reason why I decided to make a post on the forums. It seems not too long ago the people behind Moddb decided to launch Addondb, a similar site to Moddb but focused on content brought by mappers and such. Making it possible to exhibit your own maps, custom models etc. Wouldn't this be a good way of giving The Dark Mod more publicity? What I've noticed a bunch of people has already got their hands on beta mapping kits for TDM and some are trying to get it as well. Why not inspire these people to showcase their maps on addondb, adding to the possibility that more will open their eyes to TDM? The only thing I'm not sure of is that if you must upload a map to showcase it at all, but I really doubt that. It's just a thought I had and it doesn't seem that much of a bad idea. Keep up the good work people.
  5. There is this tutorial in the Documentation Forum. It's on DarkWiki as well (Creating multiple skins for a model), but as long as the Wiki database isn't replaced, you can find it here: http://forums.thedarkmod.com/index.php?showtopic=3098
  6. Post about elite city pauldrons looking like wings. I thought I fixed that? http://forums.thedarkmod.com/index.php?s=&am...ost&p=88413 The walking/running anims probably need leftpad/rightpad rotations fixed.
  7. Well I've committed what I believe is a fix - the numbers are now approximately accurate (778 for numberwheel_main and 66 for book_open1), and I cannot see any obvious rendering problems with the models - so I will tentatively say that this is resolved. I have no idea what was being rendered for the extra polygons, perhaps several hundred 0-size triangles?
  8. Add missing meshes to thief & find missing textures. http://forums.thedarkmod.com/index.php?s=&am...ost&p=88387 Arm rigs look funky.
  9. Thanks for this, Spring The thief doesn't seem to have his own leg texture as well. Either I didn't find one or one didn't exist. So I borrowed the elite citywatch texture. I added this to my AI thread with some possible ideas to fix them: http://forums.thedarkmod.com/index.php?s=&am...ost&p=88342
  10. Pay attention to this thread: http://forums.thedarkmod.com/index.php?showtopic=4729 Ideas on how to fix builder guard: Experiment with constraints in Maya. The sword bone should move with spine2 since the upper armor is rigged to that. Where the armor goes then the sword joint should move with that. Try going 50/50 with the forearm & hand. 10-30-06: 50/50 results in having the hand stick out of the armor. Check normals on the mesh. 10-30-06: It looks like it's animation related. The upper armor might rigged to the leftpad joint. If not, check the mesh. 10-30-06: The left pauldron was partially rigged the the left shoulder instead of the leftpad. The weighting should match throughout the layers. 10-30-06: There was leg mesh sticking out the back. Thief Check joint rotation. Since they are sharing animations, check the animations for weird joint rotation. It's the idle animation with the weird rotation. Some of the AIs (citywatch(es)) have a strange tilt on the feet (looks like they're standing on their toes). This might be mesh related. If not, check foot joint rotation. Check mesh rotation for the thief. He might actually be leaning backwards. We might have to raid the md5mesh of the player & resize it appropriately.
  11. http://forums.taleworlds.net/index.php/topic,1874.0.html Must be from EA.
  12. I recommend downloading xubuntu or plain ubuntu and trying it again just to have something different. You can switch to kde from the inside. Why do you prefer kde?
  13. Hi there! Great to see you stop by. I'll set you up with contributor status, so you can see the inner contributor forums. Thanks for helping out, we really appreciate your time.
  14. No kidding I was reading about this on ttlg: http://www.ttlg.com/forums/showthread.php?t=109239
  15. My friend's brother in law works for EA. Maybe I could punch him in the face? That tends to solve most problems. (@Gov't investigators: this is a joke and does not constitute an actual threat of violence)
  16. Do you mean to get newer versions of OO.o directly from their website? I agree, it can be more involved if you want to upgrade something beyond the version currently in the repository, but I have almost never had to do this (my version of Mplayer is compiled from source because the repository version had some problems, but this is not an official Ubuntu application anyway).
  17. You've already got my vote for Ubuntu. The automatic upgrades are excellent - you get a little icon in the task bar that tells you upgrades are ready, and you can install them just by clicking. You can also upgrade the entire distribution online in this way, I did this from 5.10 to 6.06 without ever downloading the 6.06 CD image.
  18. No it isn't - it is half C and half C++, and the parts that are C++ tend be complex and ugly. Yes, a struct is just another name for a class, except if you declare something as a struct all the members are public by default (so you don't need a "public:" modifier). Yes I did notice that. Will there be any problems with this if users install new version of DarkRadiant with an update user.xml? It seems that new entries in the install/user.xml do take effect, even though they are not replicated to the user's local copy, so perhaps this won't be an issue.
  19. Exactly. The levelling system is the single most stupid decision in the elder scrolls games. And, most everyone on their own forums bemoans it, too. Tons of mods attempt to fix it. But will they do it yet again in Elder Scrolls V? You can probably bet on it. Most places should be off-limits to n00bs. You should have to work up to it, otherwise where is the challenge and reward? Where is the sense of "wow, he kicked my ass... but I'll be back later and he'll be sorry!", or "I can't wait to see what's in that mountain"? It's all about stupid "open endedness" (lame wording for chaotic haphazard design) and reaching broad audiences with "let me have it NOW!" gameplay. The fact that you can go into an Oblivion gate and actually face similar level things and get out alive, as a first level character, is so moronic that it should automatically bring down all review scores by 20%.
  20. Incorporate Ishtvan's dynamic attachments to AI. AI Dropping objects: http://forums.thedarkmod.com/index.php?showtopic=4697 Attachment Updates: http://forums.thedarkmod.com/index.php?showtopic=4369 Discussion: http://forums.thedarkmod.com/index.php?showtopic=4352 * One concern is having different offsets when transferring from the hips to the hand
  21. Is anyone taking care of these? http://forums.thedarkmod.com/index.php?showt...amp;#entry87842
  22. I would like to welcome my friend, beyondGAMER (Phil), to our humble forums. He is a man of many talents, but I'll step aside and let him introduce himself and have a general word about what he would like to offer the mod. This is a brief sampling of some of his older work, but he hopes to have new examples for us in the next week or so. Here is a video sample of some walk/ run cycle animation he did for a Half Life mod a couple of years ago. The frame rate has been slowed down. http://www.philmacnevin.com/Invisible%20Ma...alk%20Cycle.mov
  23. Damn, I hate Windows-specific problems, it means horribly slow compilation and link times. At least if it is replicatable it shouldn't take too long to investigate. Yes, it will be the standard tree/preview/infotable combination. Not sure about the doubleclicking though, it is quite easy to accidentally double-click and loading a large number of textures can take a long time (I need to add a modal progress dialog for this, rather than just blocking the GUI for a minute).
  24. Because the developers are from here. Actually I live kind of next door to them. I also applied for a job with Piranha Bytes some year ago, but they don't want to pay. The boss said, that they rather go with students, because they work almost for the honour and only small money, while I have to pay my expenses. I guess he also didn't think I were suited to the game industry because my resume showed only application development. As if that would make much difference. And no, I wont get it anytime soon. With Gothic I there were so many problems with the copyprotection that it barely run, so I waited on G2 until it matured. By the time it was also cheaper and I saved me the hassle.
  25. Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either. edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.
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