Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/downloading problems/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. We have a Frequently Asked Questions article on our wiki, addressing a lot of common problems: http://wiki.thedarkmod.com/index.php?title=FAQ
  2. This is a conversation I had with bradford28. First the FMs wouldn't show in the menu. I told him to create a folder and for the fms and he can now see them, however, the fms won't install. I don't know anything about how the menu/fm list works, so if someone knows how to help him, I'll relay it back to him. bradford28 Great to see the mod finally released! I've been waiting a long time. Well done to all involved. However I am having problems. I used the small downloader program yesterday to install the mod. It seemed to run fine. However I could not play it because no missions appeared in the list of missions. The training mission and another pk4 mission file are in the fms folder but neither appear in the list of missions. Is there a simple solution? I am thinking of now downloading the zip file version to see if that may work. Tels Did you put it into the "fms/training_mission/" folder? I think that wouldn't work, put it into the "fms/" folder or better into for instance "fms/chalice/" (each on its own) folder. bradford28 You misunderstand. I did download one mission and it is in the fms folder with the training mission. However neither mission appears in the list when I try to start a new mission. Did you put it into the "fms/training_mission/" folder? I think that wouldn't work, put it into the "fms/" folder or better into for instance "fms/chalice/" (each on its own) folder. happycheeze Hmm, have you tried restarting your game? If they continue to not show up on the list, go to doom 3/darkmod/fms/ and create a folder for whatever fm you downloaded, so lets say for example: you downloaded outpost. Create a folder called outpost. Move outpost.pk4 into the folder. Open the .pk4 file with some sort of achiving program (like 7zip) and extract the following files: darkmod.txt, install_splash.tga, readme.txt and startingmap.txt. Now go back into Darkmod and see if it appears on the list. bradford28 Oh dear, there are definite problems with the menus. I did what you said and the two missions do now appear in the missions list. However when I click on one to install it I get a message that TDM launcher can not be found so I can't install the maps.Very frustrating. happycheeze bradford28, oh dear indeed. I remember on earlier builds people were having menu problems, but not like yours. I'll tell someone on the team who would be more knowledgeable in that area.
  3. Hi guys I know this is not an help board, but since this has to do with with Greebo's MayaImportx86.dll I hope you don't mind. We are trying to use the dll for maya8.5 he released in this thread: http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=21492 The problem is that we get the error "Maya not installed in Registry" even if we applied the .reg fix included. Other info: - Maya 8.5 - Vista 64 bit - maya install path is correctly set in the environment variables - the key "HKEY_LOCAL_MACHINE\SOFTWARE\Alias|Wavefront\Maya" was correctly added to the registry. I wonder if someone here had the same problem. I hope Greebo can give us some hints. Pls
  4. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  5. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  6. Hi, Even though I've done this once, on another computer months ago, having problems now - was something changed on the WIKI page? Windows users You'll need to install the Doom 3 patch 1.3.1 and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash. I downloaded DOOM3 I can play Doom I do not find the DevIL.dll anywhere. At first I thought it came with the patch, but that is not the case - I even did a search on it, nothing was found. I do not see it in files associated with the doom.exe which came from the game In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the download section below for links. Make sure that the install path for Doom 3: does not contain any blanks (e.g. C:/doom3 is ok, C:/Program files/Doom3 is not) is in all lowercase (e.g. /usr/local/lib/doom3 is ok, /home/username/MyDoom is not) Once downloaded do I "run" the patch? when I do, a window opens up and at the bottom after some lines are written I get an error. Where is the blank that is mentioned? Does this mean Doom3 cannot be put in "Program Files" as "Program Files" is the "blank" between C:/ and Doom3? I have Doom3 in a folder called Doomgame in C:/ Install on Windows Download the DarkMod package, see below. What is the package? is it the patch? There is nothing else at "see below". except for link for Linux runners, and their patch. I never got the command/shortcut to lucia to work. Just linked to the game through doom3 main screen - I beleive I have to do all of the above successfully before I download dark radiant... Thanks!!!!!!!!!!
  7. Announcement: http://forums.thedarkmod.com/index.php?showtopic=8900 Please post any comments, bug notices, etc in this thread. If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks ~m2
  8. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  9. Hey All, I've been viewing the boards as a guest for quite some time now and I hate for this to be my first post, but it is what it is. I'm a huge fan of the thief fanchaise and I'm tickled to see this group investing their lives into a mod that resembles the feel/formula that made the orginal Thief such a masterful game. Anyhow I want to say thank you to everyone who has contributed to this mod's development. Its a great achievement and a jewel to the Thief Community; keep up the fantastic work! Now onto the subject of my post. I didn't see an offical technical problem thread so I figured I'd start one in the hopes that it would consolidate such issues for future troubleshooting for the users and be a means of tracking them for the mod developers. I've just recently installed the TDM: St. Lucia Mod/Map =D. The problem is I'm suffering from some issues. Background about my Rig & Doom3 w/o St. Lucia. - Rig - Make / Model: Custom OS: Vista Ultimate - 64bit - (SP1) CPU: Quad Core Q9550 Graphics Card: ATI Radeon HD 4870 X2 - (Drivers: Catalyst 8.10) RAM: G.Skill DDR2-800 - (8gig) Motherboard: Asus Rampage Formula - (Chipset: Intel X48) SoundCard: Asus Supreme FXII - (PCI-x card shipped w/ mobo) Monitor: Dual Monitors **Hardware Drivers Updated: 1 month ago. Doom 3 Specifications: Doom 3: Version - 1.3.1.1304 *verified using console* -Able to run Doom3 w/o any problems. St Lucia Video Settings: Screen Size: 1600x1200 Aspect Ratio: 4:3 V-sync: No Antialiasing - Off Ambient Rendering - Standard When I loaded St. Lucia, all the menus / load screens worked well. As soon as I entered the level all the ground / terrain & most building textures were Black. I could see vegetation, static mesh objects like wagons / barrels / pallets / boxes, and the sky box appeared error free. I could also see 2 different building textures, a cross hatched wood type texture and a wood grain texture, the rest of the building textures were black. I would have taken a screenshot of it, but I don't know how =D. I tried adjusting the gamma but it had no affect on the ground / terrain textures. Then after I tried to exit the game for the first time, it crashed and left a light grey screen and I had to hard reset my computer because it was completely locked. There was no error message that I could relay to you either. Since then I have not been able to repeat this crash. I hope this is enough detail to start with. I'd be more than happy to provide more details. I'm just out of ideas and would need a bit more direction. On the topic of screen resolution, are there any plans of supporting widescreen such as the 16:10 / 16:9 resolutions in the future?
  10. Hey guys, guess who again . Indeed I am having more trouble. Just tonight I got some professional textures that look AMAZING into dark radiant. I followed all the steps for getting the texture and it shows up just fine. But...when I compile the map I get a flash of red saying can't find the texture and in game that section is completely black! It looks so pretty in the editor! Is there some step I missed? All 3 files, displacment, spec, and the ed image are in textures folder along with materials folder pointing correctly to them(It shows in the editor with lighting just fine.) so why can't the editor find it? Here is the cool image of the texture in action in radiant.
  11. Can i ask? May DarkRadian0.9.8 (stable) work in Vista? Сигнатура проблемы: Имя события проблемы: APPCRASH Имя приложения: DarkRadiant.exe Версия приложения: 0.0.0.0 Штамп времени приложения: 48d2bfdb Имя модуля с ошибкой: libgtk-win32-2.0-0.dll Версия модуля с ошибкой: 2.10.8.0 Штамп времени модуля с ошибкой: 45ae06bc Код исключения: c0000005 Смещение исключения: 00228ce5 Версия ОС: 6.0.6000.2.0.0.768.3 Код языка: 1049 Дополнительные сведения 1: 4988 Дополнительные сведения 2: e6363743e5caede107726dbf42ceb8d5 Дополнительные сведения 3: cb21 Дополнительные сведения 4: d4689c1b167eb11dc525e9ac57f35f4b It is critical for me.
  12. Hello, At first, i want to say that th I read the Faq as much as possible, but my english knowledge are not the very best;) So I am working currently with the dark mod editor, and it is really good, i like it very much, because the normal editor including is not so good i think, but now to my questions, I hope someone can answer it to me I have problems to see Enities especially model objects in the editor, and that is very bad, because if you don`t see the model you placing in the map you can`t place it wright, or which angle it is, or if it is standing in the air, with the GtK radiant or in the d3 editor i can see the models, but in the Dark mod editor i didn`t see it, i don`t know why, i didn`t see it in the grid or even when i render it? Someone can help me with that please? And than i have another question, can i save my working windows in the editor, i mean the grid constellation, how it is placed, because every time i start my computer new and start the dark radiant the placement (windows) are not standing on the same place as before, or the aren`t anywhere, so some one can help me with that? It would be really nice if someone could help me: ) Thanks !
  13. This runs at over 50 FPS on my rig at 1920x1200 everything on max. This is just a test map I've been working on to get some practice with making terrain out of patches. As you can see their is a shit load of polys being rendered and at over 50 fps.
  14. I'm embarrassed to confess this, but I am positively stuck on "Thief's Den." I've played through all the Looking Glass/Eidos episodes more than once. Is anyone else having problems playing through "Thief's Den?" Is there a walk thru? There appear to be spoilers in the awesome "A to Z beginners tutorial by Fidcal". A walk thru would help me troubleshoot if there's some problem--such as a door failing to interact. For that matter, wouldn't a good excercise for an aspiring mission editor be a simple in-game text Tutorial or walk-thru? I'd love to tackle this if I could learn to finish the mission! Back to my original question. Am I the only one not able to play through a (seemingly) correct install of "Thief's Den?"
  15. I've just discovered that the materials for the ivy pieces mikebart made were set up wrong (by me). I tried to use one, and noticed that it had z-fighting with the wall upon which it was placed. Okay, no prob, I am quite sure there is a one line fix for this, as I've seen all of greebo and angua's decals. I look it up, and sure enough: decal_macro. I add that line, and the ivy pops out of the wall, no longer z-fighting. Yay! However, now the ivy is black (yes, just like yesterday with windows (still not completely resolved, and part of the reason I took this up; wanted to try decal frames) a long line of trying things is beginning). I try a bunch of stuff and then it occurs to me: aren't all of the grime decals black? Shit, I think, maybe decal_macro only allows for black/filter type of decals. Then I remember blood, and look it up in D3, and they have it working; blood decals on top, and with color. So I'm back to being confused. I change the ivy from diffusemap to filter to add (add works, but it becomes unlit/fullbright -- no good). Other than these things I've tried, the material definition is identical to the ones working for id blood. It isn't the specular. It isn't the normalmap. It isn't the frob stages. I don't know what the hell it is. Any idea what I'm missing? I'm now plowing back into the unfriendly world of gl_ones and gl_one_minus_src_colors. I don't know if I'm just not understanding their use correctly or what, but that wasn't worked out yesterday either, so the very same wheels are spinning. If it requires the same fix rebb demonstrated with the window frame yesterday, why don't the id blood textures need the same? To throw even more confusion into the mix, I looked at one other type of decal we have, spiderwebs. The webs, to my extreme confusion, work without either a translucent keyword or an alpha channel, at all! (?) Despite that success though, they still have a problem in that they are fullbright, even in total darkness, so they'll need fixing as well. So basically, we have implementation and consistency issues, some decals work while others don't under the same rules, some have problems needing fixing, and everything's set up differently. I guess the question is, what is the correct way to do this, because it appears we don't yet know. Works without z-fighting: textures/darkmod/decals/dirt/dripping_slime03 { qer_editorimage textures/darkmod/decals/dirt/dripping_slime03 DECAL_MACRO noShadows noimpact nonsolid { blend filter map textures/darkmod/decals/dirt/dripping_slime03 } } Works without z-fighting, but uses a different blend; should it have color?: textures/darkmod/decals/dirt/dripping_slime05 { qer_editorimage textures/darkmod/decals/dirt/dripping_slime05 DECAL_MACRO noShadows noimpact nonsolid { blend gl_zero,gl_one_minus_src_color map textures/darkmod/decals/dirt/dripping_slime05 colored } } Works, no z-fighting, and in color (id software): textures/decals/blood_drip1 { qer_editorimage textures/decals/blood_drip1 translucent decal_macro { blend filter map textures/decals/blood_drip1 translate 1,time*-0.1 } { blend filter map textures/decals/blood_drip1a translate 1,time*-0.02 } } Works without z-fighting, but is fullbright: textures/darkmod/decals/webs/spiderweb_corner1 { DECAL_MACRO twosided noshadows nonsolid noimpact qer_editorimage textures/darkmod/decals/webs/spiderweb_corner1 { blend add map textures/darkmod/decals/webs/spiderweb_corner1 } } Does not work (choose between black, or z-fighting): textures/darkmod/decals/vegetation/ivy_mixed_pieces { DECAL_MACRO qer_editorimage textures/darkmod/decals/vegetation/ivy_mixed_pieces_ed { blend [filter, or (gl_zero, gl_one_minus_src_color), or (still trying things)...] map textures/darkmod/decals/vegetation/ivy_mixed_pieces alphaTest 0.1 } } Edit: image added for the heck of it
  16. Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor. I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed? CM "1.00" 0 collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" { vertices { /* numVertices = */ 8 /* 0 */ ( 10 -4 24 ) /* 1 */ ( -10 -4 24 ) /* 2 */ ( -10 6 24 ) /* 3 */ ( 10 6 24 ) /* 4 */ ( 10 6 0 ) /* 5 */ ( -10 6 0 ) /* 6 */ ( 10 -4 0 ) /* 7 */ ( -10 -4 0 ) } edges { /* numEdges = */ 13 /* 0 */ ( 0 0 ) 0 0 /* 1 */ ( 0 1 ) 0 2 /* 2 */ ( 1 2 ) 0 2 /* 3 */ ( 2 3 ) 0 2 /* 4 */ ( 3 0 ) 0 2 /* 5 */ ( 4 3 ) 0 2 /* 6 */ ( 2 5 ) 0 2 /* 7 */ ( 5 4 ) 0 2 /* 8 */ ( 6 0 ) 0 2 /* 9 */ ( 4 6 ) 0 2 /* 10 */ ( 7 6 ) 0 2 /* 11 */ ( 5 7 ) 0 2 /* 12 */ ( 7 1 ) 0 2 } nodes { ( -1 0 ) } polygons { 4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision" 4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision" 4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision" 4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision" } brushes /* brushMemory = */ 140 { 6 { ( 0 0 1 ) 24 ( 0 1 0 ) 6 ( 1 0 0 ) 10 ( 0 0 -1 ) 0 ( 0 -1 0 ) 4 ( -1 0 0 ) 10 } ( -10 -4 0 ) ( 10 6 24 ) "solid" } }
  17. I think there are some incorrectly weighted vertices. 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) so if you move the hips foward, you'll see part of his back get left behind. Something is screwy with the left hand vertices. In my new combat_idle animation that I committed, you can see the left hand is doing some strange thing with the fingers. It's possible this could be an error in the animation, but I didn't immediately check that because I didn't put keyframes on any fingers, only the wrist joint for each hand. If you can't reproduce this I'll have a closer look at it.
  18. The key models have some problems: * they need re-orienting so that all key models face the same way. Currently some of them are rotated, meaning if you add a key-entity, you need to rotate them around different axes, which is quite cumbersome. In addition, selecting two keys and rotating them around the same axis is impossible (so you can't f.i. rotate all they keys and the board on the wall at the same time): * Two collision models are missing. Also, the collision models for the keys with the ring do not have a hole, meaning you cannot put these keys on a "pin" without D3 complaining about them being stuck "in solid". (I am not sure if such a collision model is possible, tho)
  19. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  20. That title should about cover it. I haven't used S/R much before now (I've been really quite afraid of it, I admit! (in a good way)), but I used the no frob zone development in progress as an excuse to give it a go. I've got a chest set up with goodies inside, which uses a no frob zone (at this time it seems to be working well) - http://208.49.149.118/thedarkmod/temp/srtest.rar To be absolutely sure I couldn't frob the goodies out with the lid closed, I wanted to frob like a maniac. Of course, I can't do this, because the lid is rather easy to get in the way. So I wanted to make a button which disables the frobability of the lid (yes, there's an easier way to test this: just make the lid non frobable and use a button to open/close the chest - that works fine. But that's now irrelevant to what I'm asking here). So I held my breath, closed my eyes, and jumped into the world of S/R. One thing I tried works great: turning a regular button into a S/R button. I made a button, gave it a Frob response of Trigger on the chest_lid. And just like that it works, this isn't so hard afterall. But the next thing, I just cannot get to work. 1. problem: New button, with a Frob Response of Set Spawnarg of frobable to 0 (note that I also tried it with quotes, but that appeared to break the button) on chest_lid. I don't know if I'm interpreting something wrong, or there's possibly a bug, but this doesn't seem to work. Everything is spelled correctly, the targets are set up the same as the previous button, which works fine. I became concerned - can spawnargs only be set at time of spawn? To not have the very powerful ability of changing keypairs on ents with S/R would be most unfortunate. Beyond that, I aimed to set up a third button, with which to actually toggle the frobable value on the lid on and off. I assumed this would work, provided I could get button#2 to work. However, it currently doesn't seem possible: 2. suggestion/request: A way to deactivate and reactivate stims and responses on an object (including self) by index, rather than type, because more than one instance of a given type can exist. With the new, third button, I built a Frob Response of Set Spawnarg of frobable to 0 on chest_lid (as before). I then duplicated that response, and modified the new version to set frobable to 1. I then tried to employ two more Response Effects (on each Response) to toggle the activity of both of the Frob responses. To illustrate: -Frob 1 fires, which disables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 2 (initially disabled). -Next time, Frob 2 fires, which enables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 1. So basically, a simple internal toggle within the functionality of the S/R button. The problem is I couldn't find any way to distinguish Frob 1 from Frob 2, in the Activate and Deactivate Response Effects. The only option is to choose them by type (e.g., Frob), and not by index number (1 = Frob, 2 also = Frob). If it's possible, this would be a powerful addition. 3. problem: a possible issue I just noticed in preparing this post. The user is apparently not shown internal indexes. For example, I just set up an Activate Response for Frob (shown as #1 in the UI list to the user) and the S/R editor shows, "Activate the response with ID 0..." Not a big problem, but if the user reads "1" while internally it's actually "0", it will likely cause some confusion for users. If it cannot (or should not) be forced to use 1 as the base, then I don't think there's any problem with showing the user lists starting with 0. 4. problem: Finally, I then changed the values by hand (I believe I got them right; activate 1, deactivate 0... activate 0, deactivate 1). When I then tried to open the entity in the S/R editor again, DR crashed. So for now, all activate/deactivate Response Effects in the map linked above point only to entry 0 (1 on the display, a Frob). I cannot confirm whether or not the by-hand editing actually works in TDM (beyond the DR crash) because of the functional problems in #1 and #2. Defect entries will be created if you want 'em.
  21. I've been looking to start with BLender but when I go to the DL site, I get error messages, both for the installer and for the zip package. ANyone know whats up?
  22. Frustration number four while working on the purchase screen. I am trying to add a blend effect to the object images. For some reason, however, if I point to a material file, the image will not be transparent. Instead, there are black (or white, depending on the blend mode I use) boxes around the image. The .tga itself is has a transparent background. If I use blend blend, then the transparency renders properly, but that mode just looks like the object is drawn on top of the parchment--it doesn't actually 'blend' with the parchment at all. Here's the material I'm using: And this is what it looks like: Oddly, the black doesn't fill the entire dimensions of the image. I know it's a longshot, but any ideas about why the blend modes aren't rendering the transparency properly?
  23. Today I started up my computer as usual in the morning, it sat there for a couple hours doing nothing and then just now I was trying to play Age of Empires three. Suddenly everything looked all wierd, polygons were stretching flashing, things were green ect ect. I quit and immediately went to the ATI display panel and checked the temperature of my graphics card. It was at 94 degrees C. I read online that it shouldn't even be hitting the low 80s. I've played AOE 3 plenty of times in the past and never had this problem. The outside temperature got up to 30 degrees C today, so it's fairly hot in the room where my computer is. Could this be a factor? I'm worried because I don't want to damage my computer, the only thing I've done to it since getting it is upgrading the ram from 1 gb to 3 gbs could this also be a factor? I know I have a sufficient power-supply for my graphics card, we had it installed at the store and everything. The cpu looks like it's cooled very well, it has giant heat sinks and a large fan on it, but the card is just a card. If I was going to buy additional heatsinks of a fan for the graphics card how would I place them in my computer so they are used properly? I can take photos of the inside of my computer if necessary. My specs are: 300 gb hard drive 3gb ram Pentium core 2 duo 1.87ghz ATI X1950 pro 256 With the latest 7.4 drivers Right now it's idling at 65 degrees C. I think I read it should idle at 40 :/ I also haven't overclocked it or anything ever, the same goes for all other components in my computer.
  24. I don't understand this at all. The problem is my brush which has the entity atdm:mover_door keeps reshaping itself after I tries to add detail geometry to it after compiling. Here's what I did, I think it is likely to be repeatable: 1) create a brush give it the atdm:mover_door property, compile the map and go. It should work fine. 2) Try cliping the edges of the opening side of the door so they are beveled. The door should turn into some kind of triangle or weird shape upon compiling but still rotate around the same axis. In my case the door was a weird wedge like protrusion but still managed to block VIS. 3) Try manipulating the vertexes of the door and you will notice similar consequences. Another problem with creating entities from brushes: I tried to add a door knob which was a simple brush to the door. When I textured the door knob and everything the only way the textures would stay on it after I gave it the entity properties of atdm:mover_door_handle was if I disabled texture lock, otherwise the textures re-arrange themselves. Also, how come with the atdm:mover_door often times a square black box [which I think represents the origin] is visible in-game. And is there a better way to move the origin rather than constantly re-shaping the brush?
  25. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
×
×
  • Create New...