Search the Community
Showing results for '/tags/forums/downloading problems/'.
Found 13415 results
-
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.
-
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.
-
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.
-
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.
-
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?
-
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.
-
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.
-
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.
-
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:
-
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-Res800™ (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
-
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.
-
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.
-
Vista and Dark Radiant don't play well together
Baddcog replied to Baddcog's topic in DarkRadiant Feedback and Development
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 -
Vista and Dark Radiant don't play well together
greebo replied to Baddcog's topic in DarkRadiant Feedback and Development
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. -
Vista and Dark Radiant don't play well together
oDDity replied to Baddcog's topic in DarkRadiant Feedback and Development
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. -
Vista and Dark Radiant don't play well together
phide replied to Baddcog's topic in DarkRadiant Feedback and Development
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. -
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?
-
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?
-
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?
-
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.
-
Not an accident, just some other things I'm working on. If you want. I haven't added cms to them all yet. That model has existed under that name for at least a year, so it can't be causing many problems. But I'll keep it in mind for the future.
-
Springheel, just a little thing I saw you also uploaded a new quill and feather skins etc. plus some changes to the undef.def files. in the same revision, maybe by accident? Anyway, should I make moveables out of the quill and feather? Also, I would feel a bit better if the model was named "quill_and_feather", the "&" sign can create problems in shells etc if it is not properly escaped - under linux/unix/posix/whatever, the "&" puts the process in the background. This means: "cp quill&feather.lwo foo.lwo" is interpreted as "cp quill&" (put into background and then fails) and "feather.lwo foo.lwo" (which also fails as feather.lwo is not a valid command). Yeah, it can be worked around, but it also might cause a lot of head scratching in the future when it fails
-
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.
-
Something To Look Forward To
Unstoppable replied to Order of the Hammer Bureaucrat's topic in The Dark Mod
Hi ZylonBane. Good to see ya from the Ionstorm Forums. Yay. =D -
Some entity properties not listed; which and why
Tels replied to SneaksieDave's topic in DarkRadiant Feedback and Development
I only ever notice my bad English when I stumble over subtle points like the one above Meaning, almost every hour hehe But there are also cultural difference to consider, these are often easily forgotten with the internet blurring the line between someone next door, and someone being in Australia As for the woman, well, maybe we should swap places This is no real problem, if we add a simple "editor_var foo" "barbaz" in our def files, it will be documented automatically. The only real problems right now are: * find out which are undocumented yet * document them The first one I am about to automate. The second one will be a bit of work, tho.