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  1. http://forums.thedarkmod.com/index.php?showtopic=3400
  2. Yeah I remember saying exactly that in another thread http://forums.thedarkmod.com/index.php?showt...=database&st=50 This is the thread where I first pointed out the misleading idea instilled by the "Cyberdeamon in new york" Doom 3 screenshot. and on that page I said this; Just one of many tricks you can use.
  3. More: http://www.elderscrolls.com/forums/index.p...howtopic=272868
  4. Dram

    Elder Scrolls Iv

    Hell, Gamespot are doing a live stream of a guy playing Oblivion 12 hours a day. I watched it for about an hour - it's more then enough. The game looks to be pretty fun and good imo. The stream vid link is somewhere on the Oblivion forums.
  5. A really good long user video in this thread: http://www.elderscrolls.com/forums/index.p...c=275592&st=20#
  6. It is easy to add another factor in multipling the RGB with whatever the mapper specifies, the problems I faced: * we do not seem to have a shaderParm list yet and my question about this wasn't answer AFAIK. We need to make up our minds which numbers we use for what as there are only about 15. * when the material uses "red parm0 * shaderParm7", and shaderParm7 is not set in the editor, it results in a black material or in other words this forces shaderParm7, 8 and 9 to be set everytime you have that material. It would be better if these defaulted to 1 instead of 0, and maybe it can even be done in the shader but I haven't tried. I'l toy around with it more
  7. I wouldn't be so bitter about it ... to me they were just joking around, and even then mostly about Slash's free use of the term "official", not really about anything he was going to make per se. Also, I think TDM's quality will largely be able to speak for itself ... It's not like the team is going to be policing what can and can't be made with it. Dromed never got a wiff of LGS support and the Editor's Guild is notorious for attacking the latest mega-projects; doesn't seem to make T2 FM-making any less popular. And even if some guys do appear to attack some projects with a roll of their eyes, sometimes mega-visions should be chastized a little to force the creators to defend them or at least think realistically about them. If Slash thinks what they said was unfair, he can try to convince them otherwise. Anyway, this thread looks exactly like the one in the Off Topic forum, so my answer will be the same: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=61672
  8. I'm at a loss as to why this is being argued as if it's being considered for the toolset, it isn't. As I've stated, the toolset will have the standard system. This is for FM authors. When the toolset is finished and we begin work on a campaign, then we'll look at these ideas and decide how they will work. Until then, I think we should all drop it and quit making fools of ourselves with schoolyard tactics in the public forums.
  9. The "// primitive 47" seems to be used by Doom to tell you wish brush makes problems when it generates warnings (during dmap), as normal brushes don't have any ID attribute.
  10. Not without the source code...some tweaks are possible, and I've released some myself...but the kind of optimization won't happen without source code...or someone who can reverse engineer really well. There is no Thief sub forum, for the simple reason that this is the official forum for "The Dark Mod", and having "classic Thief" directly on our site, is likely not a wise step for a mod that is already treading a very fine line when it comes to intellectual property. We're glad you think highly of us, but we are not here to take people away from the already great Thief community forums that exist out there. TTLG and Eidos provide a wonderful community for the fan base. When our toolset is released, we hope that they will create a sub forum for us, much like they did with Thievery.
  11. Dram

    roq effects

    Ok, on SVN is now test/candles. It contains 2 moveable candlesticks and 1 wall candle. I've noticed several problems with the roq, (one as someone mentioned the roq stopped playing back after a reload etc) I'll play around with this later.
  12. Dram

    roq effects

    Well this effect should be faster then using 60 particles for the flame, but of course there are the problems of alignment etc. If it could be coded, I could make 2 videos of the candle - one where it is being blown around and one where it is upright - this would be loaded dynamically if the candle is being moved etc and maybe even randomly a bit too. I can make the video play at different intervals etc, using shaderparms, so for one candle you set it to animate at a different rate then another etc. Yeah the video compression added those horizontal line unfortunately. I'll see if I can fix that. Hmm actually I don't know of any other maps that use this. I'll make a quick test map. BRB
  13. Macsen: Journalist with some interest in writing, architecture and fantasy. Does some work for the Hammerite Imperium and Dark Mod from time to time. ZylonBane: Obsessive compulsive fidgety nanny who gets riled up over the smallest mistakes. Probably a member of the apostrophe society. Does nothing for Thief other than try his best to scare fans away from the forums. Who is the loopy one? I have too many bones in my mouth to comment.
  14. Since there is a lot of wood in the TDM world, I think it would be worthwhile. (other problems non-withstanding) As for your other points, that was what I wanted to ask next As for the rope arrow: it says "active surface" "wood", I would like to change that to include "flesh" so you can shoot the arrow into bodies. It probably should also include "cloth", but I am not sure what happens if you shoot a rope arrow into a banner. Plus, I think it should be possible to set the arrow-reacts-to-material type in the editor, and the arrow should react to this if set, instead of the normal material. This way a rug is always set to "rug" for material (footstep sounds etc), but can be set as "underneath: wood" for a rug on wood floor, and "underneath: tiles" for a rug on tiles. And the arrows would then correctly either stick in, or break. Right now you can shoot an arrow into a razor thin rug on tiles and it sticks out. (Alternatively, the engine could figure outhow "thick" the material is that is hit by the arrow (in the direction of the flight of the arrow) and check what's underneath - but this will not work if whatever surface is underneath is not rendered at all like if the rug isn't a decal, but just part of the floor. The same dual-material definition would also solve the AI problem (cloth over chain mail vs cloth over flesh) you described.
  15. Update: The naming of spawned items issue was fixed, so you can spawn things and save them now. There are still some things that are not saved correctly, like "bind" information on everything. Some entities refuse to save if they're bound. Some entities seem to revert back to the world origin for some reason, but fortunately not moveables. Spawned ragdolls technically have their origin at the world origin, but then in the first frame they get set up as they used to be set up. You can move them wherever and they'll revert to how they were saved. If it's a ragdoll bound to something though, there will be problems. As time goes on, hopefully someone can fix the saving of the binding information. For now though, you can spawn moveables and ragdolls, arrange them how you want, with physics running, and save them to the mapfile.
  16. I have some wood, rope and rigging textures for using with level editor. Naturally, all of them are tiling and are intended to allow you to build any ships you like ;-) with brushes and patches in DR. Rope and rigging can go to your fabric folder, I think. Could you commit that folder to SVN (even only dummy one) so neither you nor me will have problems with SVN?
  17. Starforce shall soon die. > Not only did that Starforce forum admin boner post a link to wares right on the forums (linked earlier), and public voices are speaking out (editor of PC gamer, also linked IIRC?), but more publishers are stepping up and refusing to use it. No StarForce in NA SpellForce 2
  18. oDDity

    Sfx Requests

    Exactly, and if programmers need any special modifications for models they come an tell me about it, there's no need for me to search the coding forums looking for something that might interest me, it's usually all illegible nonsense as far as I'm concerned. At least when you guys come to the modeling forum you can look at the pretty pictures. Still, hopefully everyone knows where to look for sounds now.
  19. It looks like you used an atlas unwrap. YOu really want to use unfold3d. http://forums.thedarkmod.com/index.php?showtopic=2052
  20. Hmm, do you think a request thread in the beta-mapper forums would make sense? Or even better, a feedback thread? My point is that I'm unaware of any feedback from people actually using ambients and sfx so far, but we need that in order to straighten things out. I fear that in a year or so someone will drop in and say "sorry Schatten, but your ambients pop so much they burst my eardrums". I'd rather be able to fix issues in a progressive manner than to rework the whole bunch.
  21. firoso

    Poster

    i was thinking you should have a support paypal tho, pay 5$ US or so and be able to be testing the latest builds with the team and provide feedback in the dev forums. I'd pay simply cuz I wanna help... course youd have to put stipulations on ppl, like make them sign a non disclosure agreement so they cant leak crap without being sued. anyhow just a thought to earn the team money.
  22. Vadrosaul

    Starforce

    Starforce possibly intentionally discrediting developers: http://www.evilavatar.com/forums/showthread.php?t=10527 IMO the majority of those who crack games do so because they never had any intention of buying it. You don't really lose a sale. That doesn't make it right, obviously, but that's just how it is. You were never going to make that sale.
  23. If you still have problems committing your changes, send me a pm and I help you sorting it out. One reminder to all others, tho: If you change something in the tree, commit it as soon as possible! Every day you wait before commiting your changes increases the chance that somebody else modified the same file and you risk a conflict! Resolving conflicts must be done manually, and can be a lot of work. Basically you must move out your modifed files to a different location, run "svn update" to get the latest revision from the server, then manually merge your changes to the files back in. Note the word "manually" here So, make "svn update" quite often, and "svn commit" as soon as possible
  24. I don't have any images with a mesh on them handy, but here's an example of a texture and normalmap. and here's the normal map generated from the highpoly model with d3's renderbump: Which was used for the following model: http://forums.thedarkmod.com/index.php?act=A...ype=post&id=774
  25. Gildoran

    Fonts

    What about this one from our very own forums?
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