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  1. I'm working with a base, darkmod and saintlucia folder for months now (fs_game plus fs_game_base) and I got so used to it that I don't notice it anymore. I'm putting the map into darkmod/maps and work with DarkRadiant. Then let the game dmap it, and copy the files from darkmod/maps/ and saintlucia/maps/ into the PK4. Afterwards I remove all files from both folders to prevent any remnants from overriding the PK4.
  2. Ok, Springheel, I'd like to check whether this works for you. I checked in a few files which should let saintlucia start by default. This affects the saintlucia branch only. I assume you have your mod installed in C:\Games\Doom3\darkmod or something similar, the important part is that the mod folder is called "darkmod" of course. The shortcut you're using should be having +set fs_game darkmod in it. No fs_game_base, just "fs_game darkmod". com_AllowConsole and the other stuff is fine. This is how it should behave: - Start the game. - Use the "Start Mission" button to start the briefing (interrupt it with ESC if you like) - Choose the difficulty and inspect the objectives, then hit "Buy Equipment" - The shop should open, buy some stuff and then hit "Start Mission" - The map should load. Does this work?
  3. DarkRadiant is generally using the "base" folder and the one mentioned in the fs_game setting to load resources. If the map is located somewhere else, it should still work though. I'd need to know your specific setup to see whether this is a bug or misconfiguration.
  4. I should add that I'm trying to stick to the one folder because the current setup is fraught with pitfalls if the pk4 is open and there is a copy of the map in darkmod/maps and another in saintlucia, and doom does one thing with map and another with dmap and so on.
  5. You're welcome I first encountered this last year, along with a thickening issue when using altered circles/cylinders: http://forums.thedarkmod.com/index.php?showtopic=6184&hl=
  6. You can get that one directly from the SVN repository, if you like. Just head to the guis\assets\splash folder.
  7. Gets used as a chat, but for Mod related discussions. What horror stories? Take anything you hear with a grain of salt. If team members are sharing internal disagreements outside the mod, well...that's too bad, as I think it gives an imbalanced view of the team. People disagree all the time, in life and on forums...nothing new....we can't all run around holding hands and giving each other flowers all the time. Nobody hates anyone...at least not to my knowledge. In any case...that's just how some personalities mix. So turn that frown upside down.
  8. Ok, that explains a few things. In your doom3.game file there are a few settings missing, like this one: <nameKey value="name" /> Hence the namespace doesn't recognise any name spawnargs and doesn't increment them. Generally, it's best not to copy the entire doom3.game file over the default one shipped with a new release. I can see the need for defining custom filters, that's why I'd suggest adding support for an external "filters.xml" file in the user's settings folder, where users can define their filters without messing with the default settings. tracked here: http://bugs.angua.at/view.php?id=1197
  9. Ok, I've uploaded them to the audio/temp folder on the ftp. I included a couple rat sounds I found that might be useful for that 'explosive shrieking'. Don't know how good any of them are but they might be better than nothing.
  10. I have a "StartingMap.txt" file in my Doom3/saintlucia folder. However, all it says is, "saintlucia" Is that all it needs?
  11. Hm. Do you have a startingMap.txt file in your darkmod/ folder? If not, you need to create one with saintlucia in it. No, there should be no buttons at the end of the briefing, it should automatically proceed to the objectives screen - which is probably not happening, as the startingMap.txt file is missing. Btw: you can skip the briefing by pressing ESC.
  12. Yes, it's easy to overlook things like that. But my main problem was caused by a leak. To save time I have been using an exec to dmap then map to bypass some of the console errors that do not necessarily affect the map but stop testmap from proceeding. Unfortunately this means a leak stops dmap but the map still loads. I got it back on track and committed last night but I shall have to do some tests about the multi names. You might recall I had a crash the other day and accepted defaults to get it going again. Maybe that messed something up. I'll try deleting all configs and a new install in a new folder if the problem won't go away.
  13. Maybe do a clean reinstall of Dark Radiant? Manually delete the dark radiant folder in Documents and Settings\Administrator\Application Data as well. Maybe something is just corrupt somewhere.
  14. This is turning into a disaster. Found another couple so changed those in text editor. My work is missing - not just not dmapped but missing plus old stuff I removed like doilies still there. Although I have renamed saintlucia.pk4 to saintlucia.zip I now see I have saintlucia6273.pk4 in the folder. Mmmm... So have I been editing that? The map file is timed - ah maybe the map is OK but doom is loading the one from that pk4. Yes, it's there in DR so rename that pk4 to zip and try again...
  15. First I need some more information: which version of DarkRadiant are you using and which resources are you working with (only D3, Thief's Den or some other D3 mod)? When you open up the "Create Model..." dialog, what do you see there? Are the models listed at all? What does the console say when it tries to load the model? Which window layout are you using? Floating window layout or some split view? The window settings are saved to your personal user.xml in the "Documents and Settings" folder, usually. It could be possible that a crash at shutdown could prevent DarkRadiant from saving its information to the file.
  16. These look like missing models. Are you sure you haven't deleted or moved a folder around recently?
  17. I can only guess what's wrong - in case you're stuck all I can offer is to have a look at your files (send me the .xml files in your "Documents and Settings" folder plus the exact map (including .darkradiant file) plus the exact version of DarkRadiant you're using.
  18. @Springheel: I updated the main menu and merged your briefing GUI into the existing files. I had to tweak the code a bit to get it working, but all the files are in SVN now. You should be able to start the briefing by clicking the "Start Mission" button. Note that the mod/mission selection screen has been disabled for the time being. Let me know if it works. You might have to set the contents of the "StartingMap.txt" file in your darkmod folder to "saintlucia", but I'm not 100% positive about that.
  19. So how would then the folder setup be that we need for saintlucia? C: + Program Files + + Doom 3 + + + base + + + darkmod + + + saintlucia and what would darkmod respectively saintlucia contain? The former almost everything, and the latter only the "saintlucia.pk4" file?
  20. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  21. Our wiki will help you out quite a bit, there is an a to z beginners guide. To setup Thiefs Den assets, you have to click 'file' and then 'select game'. Where is says fs_game, type in thiefs_den or whatever the name of your thiefs den folder looks like. Wiki Link. http://wiki.thedarkmod.com/index.php/Main_Page
  22. This is my first testmap (or mirco test_FM for Thief `s Den), made in DarkRadiant. Download archive, extract to any folder and read help file.
  23. I'm going to rename a few shader files in SVN so that they fit the tdm_ naming convention. This change should be transparent to anybody, provided that nobody is currently working on one of the .mtr files. The affected files are all those which don't have the tdm_ prefix yet and which are not overriding any vanilla D3 files (which obviously must stay as they are). So my question is: does anybody have changes in his working copy of the materials/*.mtr files? I don't know 100% what happens to your local file during SVN update after I renamed the file in the repository. Please make a backup of your current materials/ folder in any case and check in your changes if appropriate. I figure it will mainly be Springheel and Baddcog who might have local work in progress files, but there might be others too. Let me know when I can go ahead.
  24. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  25. The Thief's Den stuff is very limited . I think I have some good ideas for (longer and not "samey designed" ) missions but I don't have the content (Textures, Models) to realize it. Is there any way to get these without being a Beta Mapper? Could you read any error messages before it crashed? Did you follow the readme and copied the xdata? Edit: Try this please: Rename closemouthed_shadows.zip to closemouthed_shadows.pk4 and copy that to your Thief's Den folder. Should be C:\Program Files\Doom 3\thiefs_den on your computer.
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