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  1. Hmm, I don't know of a list, unless you're referring to BT's mansion floorplan post (which I doubt). http://forums.thedarkmod.com/index.php?showt...1038&hl=mansion
  2. ah, do you have that list of rooms requried in the mansion? Its hard to make a floorplan without them. I remember seeing a list somewhere (and i'm sure i printed it out), i hope its still on the forums.
  3. I think the Blender people have been running into similar problems as we do now, given some google hits on the msvcrt.dll shipping problem. What still strikes me as odd is the requirement of the MSVCR71.DLL which is associated with VC++ 2003, whereas VC++ 2005 (the one I'm using) should link to MSVCR80.DLL. I think there is one library in our depdendencies still linking to the old version of the CRT, I just have to find out which one this is.
  4. I was being silly. To tell you the truth I am unsure about the vibe of the forums, whether they are light hearted or serious. It is childish that comment I made. And I apologise. Sometimes I feel like my back is up against the wall here and I resort to what the great Japanese sword saint Miyamoto Musashi says with regards to dealing with multiple oponents. I have to check the graphics card at home. So loading is the only issue? Surely the more powerful the system, then shouldn't be affected by the loading times so much?
  5. First rule of Thief related forums: Don't take ZylonBanes comments to heart. He is always like that. Most of the time I like his comments though, because they go usually straight to the core.
  6. As I said I took ZylonBane's one personally, not anyone elses, and I was making a comparison, not a generalisation, as not all American teenagers are spoitl. Good for you if you're an American. Pity you obviously can't accept other people's opinions just like ZylonBane. Good thing Domarius and some of the others can. Ombrenuit, we were having a proper discussion about 3rd person modding, difficulty etc until it got sidetracked. Obviously there are a lot of jerks on these forums, you included mate. It's good to see that some of the folk from a certain country getting defensive and taking the whole thing personally, then changing it to race etc. I apologise to the good people from that country who've added to this topic in a thoughtful and nonabusive manner.
  7. Hm, I'm running into problems in MinGW/Win32 now after upgrading the boost headers to 1.34.1. When trying to link against the "old" libboost_filesystem-gcc-1_33_1.lib, the linker complains about a destructor being defined more than once. Obviously the old lib is not compatible to the new headers, which is not very surprising after all (strangely, it works with the boost regex library). @OrbWeaver: How did you compile the libboost_regex.lib back then? I tried building the static library using bjam, but this doesn't produce a .lib file, only an .a file. When I try to use that one in the Sconstruct script, the linker complains about not being able to find that lib. Any ideas what I might be doing wrong?
  8. We have the arrow models in Odd's pack, so perhaps someone should give them to drumple to use (or do we still need the low-res versions made?)? If we're going to be putting arrows into the game they might as well be the right ones. Here's the high-render shots (I think the gas arrow had been replaced with a cylindrical canister instead): Drumple, since you're playing around with the bow, any chance you could look into modifying the position of the hand/bow so that it doesn't block the spot you're aiming at? http://forums.thedarkmod.com/index.php?showtopic=3611 edit: Ah, here's the updated gas arrow and noise arrow:
  9. When in the 1970's word spread out about the mouse-window computer interface as opposed to entering text some people were excited. I am no longer excited about using a mouse and a monitor to play thief-like things. When time permits, (in a few years) I'm going to buy some equipment like 5DT Data Glove Ultra Wireless Kit and hi-Res800â„¢ (2D/3D) and try to make darkmod into what I wish it to be. The movements of hands will correspond generally to various forces applied around you in the environment (eg. climbing an overhead branch or beam, something that's not possible in traditional engines), deft maneuvering (eg. to snatch a purse or slide by in a door half-ajar) and gesticulations to control variables such as movement vectors and positions (crouching, holding breath, etc). It's nice to see that already people are having success viewing their favourite games in 3d (since all computers games are "3d rendered" now people call them stereovision to be clear), eg: medal of honour allied assault, system shock 2, (thief doesn't work), soul reaver 2, .. these guys got doom 3 working with 3d. http://forums.stereovision.net/viewtopic.p...1760&forum=5&10 site about drivers and computer game stereovision benchmarks: http://www.stereovision.net/toxicx/1050info.htm
  10. If I remember correctly, this project was inspired by Thief, which traditionally is presented in first person. This project was not inspired by Splinter Cell, and for good reason, they are different experiences. Thief makes you feel as if you are Garrett, you aren't playing a game any longer, but rather, you are a Thief, and you get the rush robbing in turn. One thing I disliked about Thief 3 was that I was constantly reminded that I wasn't Garrett, but rather, I'm watching him. When I climb I get to see his hands fumble on the ledge. The goal of this is to immerse the character with realism, but for the most part, it doesn't immerse me, it does quite the opposite--it distracts me. Traditionalists of the series praised the first person view of the other games because you felt as if you were the character. Looking glass *could* have put in a third person view, but their audience wasn't the one who wanted it; the exception was Theif 3, but that was put into place to support the Xbox and give the game more of a "console" feel. Although that wasn't done by Looking Glass, was it? As for comparing Thief to Metal Gear, please. As far as the only one I've played, Metal Gear Solid, there aren't even shadows. There is no reason to put the effort into a third person view, and for the most part, why are we even discussing this? It's a waste of resources to compensate for the gameplay by adding new animations etc. It's a waste of time. Think from the developers perspective because certainly I don't want them wasting their time with a third person view to appease a new audience in the Dark Mod forums when they could be spending it with features that would please everyone. In short, it's nice that you want to argue about whether or not the feature should be added, but you aren't the ones making the mod. Though you are certainly acting as if you are. If you want to include the feature yourself, you are more then welcome to. I imagine you'll quickly find it is more trouble then it is worth, but of course, you want to make a whole game as well? Oh sure, piece of cake. Happens all the time in fact. Good luck.
  11. http://forums.thedarkmod.com/index.php?showtopic=3606&st=50 Why don't we try it out, and see if the effects on the physics are really that noticible? And if they are, maybe we could just treat physics values seperately? People would have to remember that the numbers for physics don't equate to the real distances, they are still in doom units.
  12. Problems with the angle of the dangle eh Spring? Um, not I.
  13. Thanks Domarius. I've planned what I'll do now. I'll obtain the PC version of Thief3, having the XBox version already, and design levels first. I'm going to look at the modelling stuff aswell as ligthing then start to read the DOOM3 stuff later on, closer to the Dark Mod time, where I'll obtain Doom3 PC and hopefully have a bit of experience by then. I was looking at the Doom3 forums and that Ninja Mod looks decent in the 3rd person. The camera is slightly far away. Is it possible to bring the camera closer and also maneuver it to a Splinter Cell/Thief DS style of one?
  14. STiFU

    Wiki is down

    That's cool!! If G.I.M.G ( ) has further problems with his host you could also just use one of the free wikis and upload the information there. But a read only version is of course enough for the moment...
  15. Tels

    Wiki is down

    I have the database dump and will try to get a read-only copy getting online tomorrow. god_is_my_goldfish seems to have problems with the hoster and little time, so hopefully I can get it to work.
  16. I wouldn't bank too much on that, it could run into unanticipated problems in the precompiled code outside the SDK. Def_attach works on idEntities with no joints. In that case, it works relative to the origin. I.e., the translational offset and orientation is relative to the origin and overall model orientation. No need to put anything in for the joint since it won't be read off if the entity doesn't have joints. Sorry if I wasn't clear about that earlier. IMO it would be better to make a prefab rather than spawn part of the chair on map start, since the FM author would want to see things as close as possible to how they'll be ingame (they might want an overturned chair and they would want to know how far the back extends out, for example). To do that, all we have to do is bind and make a prefab. Position them how you want, set the spawnarg "bind" on the chair back to the name of the chair bottom entity, then make a prefab. I think DR's prefab system can handle binds, if not, we can always add that.
  17. I was talking about ZylonBane, not you sparhawk . I was also being light hearted. The thing is you guys probably know of loads of places to find good quality stuff and info. Hence my asking. I use google a lot. I'm not hot on technical stuff. Maybe I should join the Doom3 forums myself. Have any of you actually played any Splinter Cell games?
  18. Get a clue what you're talking about before posting again, you're an embarrassment. I made it clear when I left this project almost 2 years ago, that the reasons I joined were selfishly motivated. It was an opportunity for me to hone my skills on a hard project. As soon as I got bored with that and felt it could take me no further, I left for greener pastures. I'm back for the moment because I think it's a good opportunity for me to hone some character animation skills. No amount of doing something on your own makes up for working on a real project with all the problems it throws up. I feel no allegiance to the Thief community, I'm not part of it and never have been. I utterly despise the sort of people who post threads at TTLG, mainly consisting of thigns like 'what if yous was garet in real life!', 'what is you favorit benny song' 'how many times does garet say the word 'and' in Theif?'. Also for the record, and I've made it clear in the past in debates here, I hate philosophy - that's is, I hate people who sit around reading other people's philosophy. I've never read nietzsche or anyone else, and certainly didn't go to the sort of school which had philosophy classes. Try using your own brain, that's what its for.
  19. Napalm

    Menuing

    I enver changed it, simply because I never had an image. I did find the cursor in the .pk4 however, I'll hunt it down again. These forums seem kind of empty, I had question, is the main menus in the other thread in game yet or not?
  20. http://www.doom3world.org/phpbb2/viewtopic.php?t=3017 This is all you really need. Everything I learned about Doom 3 level editing I learned from the tutes at Doom3World.org It even has forums for each 3D app, and I know there is a modelling tute to show you how to create a "Plasma Tick" from start to finish and get it into the game.
  21. That's probably for the best. I imagine there won't be any problems with conflicting resources/files until there is a large proliferation of custom content and conversions made by various modders.
  22. So where do I get these freebie ones from and how do I incorporate it with Doom3? As you can see I'm new to this. Are there any online tutorials for all this stuff and I don't mean the sticky topic linked to DOOM3 forums.
  23. Well, I think alot of the confusion lies in the fact that although a mesh is supposed to be convex, they can indeed be concave and work properly. Doom seems very iffy on what will and won't work though. For example, my teapot collision is concave in at least 5 or 6 places, and yet I got it ingame with no problems and it's very stable. I was laughing when I first tried it out because there is no way it should work. The only thing is does conform to is that it only has 16 polys (tris) but is not triangulated. In fact one of the polys that has 3+ tris in it itself is very concave. I've uploaded a test chair. Couldn't be more of a screwed up collision mesh but it almost works. You can create it and go in game, you can pick it up and set it on a wall with legs on either side. But it's like my tray collision, very unstable. entity: chair_test I recommend you check it out I think at this point we've either gotta settle for the chair collision we have (L-shape) because it works at least good enough to move the chairs. I really don't see a 'realistic' collision mesh working. But that's games for ya, it's better than T2 and at least as good as T3 anyway.
  24. Hi ZylonBane. Good to see ya from the Ionstorm Forums. Yay. =D
  25. I run 6.06, so there shouldn't be any problems with specifying too-new versions.
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