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I checked the forums and didn't see a topic in relation to this, so I apologize if this has been already brought up. Once I used the compass it stuck on my inventory items and made my inventory unusable. I couldn't turn the compass fully off but i could cycle through two of the items in my inventory, but I wasn't able to use them. I had to go outside and pick up another item for the inventory before I could use it correctly. Also once I had it working the gold status was displayed over the inventory. I don't know if this one was my fault or what. Aside from that this is an absolutely amazing piece of coding. The world was fully beautiful and the AI was smart as hell. The water and lighting effects were brilliant. I personally didn't like not being able to jump from ladders, but that's my preference and I'm not gonna knock it because that could mean more coding. If you need more info on this let me know and I'll try to reproduce. My stats for my pc in case you need them Windows XP 1 gig ddr ram amd 3800+ 2.4 ghz radeon x1650 EDIT: I have been play testing it again to see where it messes up and I have found that this is easily clearable in game cycling through the inventory with the [ or ] keys. The problem lies in the - key to get to the inventory. So I don't know if the compass is supposed to stay up when you use the - key for the inventory but that is what is causing the problem for me. Noticed another cool thing though. I hit the fat guy with a gas arrow while he was next to the torch in the courtyard and it knocked the torch out as well. I thought that was awesome, though I am not sure if that was intended. So if I wasn't clear let me know, and if I was just being dumb and breaking the game by doing something I wasn't supposed to let me know.
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@HappyCheeze: One thing I tried a while ago was to place a nodraw brush entity at certain points and give spawnargs like COMMENT1 Remember to adjust this later. I recall I used three brushes in a 3-dimensional asterisk shape so it looked like an asterisk in all 3 ortho views. There is also an editor entity whose name I forget at the moment. This is ignored in-game but shows in the edity. It shows as black though so is invisible on a black background. I found no problem with nodraw. You could also make a custom texture def based on nodraw coloured distinctly and can make a custom filter to show/hide it. Try the Region texture if you don't use that for regions. I think it's under the edit folder or similar name.
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There is a way to work around that complete objective on reading not on frobbing if you feel adventurous. It should work but I've not tried it. We can give more details on each of the following stages if you want it (and I hope I've not missed anything!) Optionally create a trigger_once with a wait to delay the completion for a few seconds after reading Optionally create a trigger_once with a wait to delay the new objective appearing for a few seconds (so you don't get 'objective complete' and 'new objective' messages competing and confusing.) Set up the 'read scroll' objective as a custom objective instead of an 'acquire'. Create a target_tdm_setobjectivestate set to complete the custom objective when triggered. Create a target_tdm_setobjective_visibility set to make visible the new objective when triggered. Add to the scroll these key/value pairs:scriptobject InvTriggerScript target <delay trigger1> target2 <delay trigger2> [*]To delay trigger1 add target <target_tdm_setobjectivestate entity> [*]To delay trigger2 add target <target_tdm_setobjective_visibility> (give it a longer wait delay too) [*]Create a plain text file yourmapname.script and put it in the folder with your map. [*]Paste into it... //General purpose script object to trigger the targets of an object in the inventory. #include "script/tdm_events.script" object InvTriggerScript { void inventoryUse(entity userEntity, entity frobbedEntity, float buttonState); }; void InvTriggerScript::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { activateTargets(userEntity); } Note that this script will eventually be included in a future Dark Mod release so will probably conflict. At which point you should delete this script file and the scriptobject should still work.
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Itches, Glitches & Anything Else...
Tels replied to greebo's topic in DarkRadiant Feedback and Development
Output is: dh_builddeb dpkg-deb: building package `darkradiant' in `../darkradiant_0.9.9_amd64.deb'. signfile darkradiant_0.9.9.dsc gpg: WARNING: unsafe ownership on configuration file `/home/te/.gnupg/gpg.conf' gpg: skipped "orbweaver <orbweaver3d@gmail.com>": secret key not available gpg: [stdin]: clearsign failed: secret key not available dpkg-genchanges >../darkradiant_0.9.9_amd64.changes dpkg-genchanges: including full source code in upload dpkg-buildpackage: full upload; Debian-native package (full source is included) dpkg-buildpackage: warning: Failed to sign .dsc and .changes file and: -rw-r--r-- 1 root root 654 2009-01-10 15:12 darkradiant_0.9.9_amd64.changes -rw-r--r-- 1 root root 4146492 2009-01-10 15:12 darkradiant_0.9.9_amd64.deb -rw-r--r-- 1 root root 467 2009-01-10 14:48 darkradiant_0.9.9.dsc -rw-r--r-- 1 root root 97618259 2009-01-10 14:48 darkradiant_0.9.9.tar.gz Looks good Should I upload these files to bloodgate? Edit: Uploaded into the darkradiant folder, except the 97mb tar.gz, don't thin we need that. I need to go shopping, Orb if you want to include the 64bit into the repro, feel free, I wil test later if it works. If you don't have time I have a go later -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Well, I'm fine with anything, just tell me what I have to upload and which folder structure the APT repository needs. -
I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
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This post is really to confirm that what I am seeing is intended. Overnight, tdm has started to run at what looks like 640 x 480 in windowed mode yet I have the following in doomConfig.cfg... seta r_customHeight "800" seta r_customWidth "1280" seta r_fullscreen "0" seta r_mode "7" I think what happened is yesterday after reading about menu progress I tried it and saw about 5 missions in the Start Menu. I tried some of them and although they installed they won't run. I assumed that part is not yet done or even they might not be set up right on my system. But maybe tdm is using the doomconfig from the last one I tried. But there is nothing in the menus to UNinstall all missions. BTW, the 'settings' menu cannot be reached. Again, I assume that is intended and is disabled while you fix it? Meanwhile, I'll see if I can UNinstall the last mission probably delete currentfm.txt or something might do it. [EDIT] Confirmed, deleted currentfm.txt in the darkmod folder and got 1280 res back.
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Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
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Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
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hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
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Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
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I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
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I'm not sure if this is the result of some remnant in my configuration (diff of user.xml shows only change is mediabrowser preload line; nothing seems interesting in application data), or maybe no one else has tried it yet, but I'm having a consistent problem on startup of DR 0.9.9. I start up, and during init, it goes to the Game preferences page, complete with spiffy new fs_game_base support (I assumed this was a one-time resetting of the Game prefs, specifically due to the changes). The settings, before I touch them, are: Game: Doom3 Engine path: c:\doom3 [correct] Mod (fs_game): darkmod [correct] Mod base (fs_game_base): [blank] [correct] Upon accepting this, I am told that the mod folder doesn't exist. I tried retyping it (maybe there was trailing whitespace) and even typing the whole path, to no avail; same error message. Only when I blank the field completely does the dialog pass without complaint. But then of course I'm not using darkmod. If I then try going back to darkmod again, same result, same error. TBH, I'm not sure what this affects anyway, as I can still use our entities and textures, etc., but I'd guess it probably has some unwanted effect somewhere down the line. The previous revision I have installed of 0.9.8 (Oct 26) runs fine.
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Ok, good to hear it's working in principle, thanks for testing. As for your filter settings, the new version will include a Filters Editor for you, and your filter settings will be saved to a filters.xml file in the user settings folder, so you won't have to mess around with the doom3.game file anymore.
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OK, starting afresh. I've renamed my appData DR and Dark Radiant folders so I can restore my 32 bit anytime. Fresh install of pre3 v64 in new folders. Minor glitch: It asks for engine path with default C:\games\doom3 so I select browse. But when I navigate to my doom folder on drive G and select 'open' it doesn't get selected but returns to the default C:\games\doom3. I'll type in the path manually. I'll test this later and later the other version to see if I can find out anything.
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Please install these packages into a new folder each time. Remnant files from a previous versions (especially DLLs) can cause a lot of trouble.
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The next DarkRadiant version will include a new GUI feature allowing to edit and customise new filters. It's still a bit rough, but it should do its job. The custom filter settings are now saved to the user settings folder (C:\Documents and Settings\...\filters.xml), allowing to preserve user-defined filters between DarkRadiant versions, while still allowing the "stock" filters to be under developer control. Here's a screenie:
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It should be possible to do this by cloning the entire darkmod directory, then deleting all .JPG files, then loading the map there versus the original. I can attempt this and post back here, but it might need an hour time to copy the entire folder. Edit: Just to be clear, there are three methods we can try: * current: most editor images are 256x256 JPG files (uses little disk space) * editor images are 256x256 DDS images (uses very probably more disk space) * editor images are non-existant, the normal texture (512x512 or 1024x1024) are used directly (uses no additional disk space) Which one needs how much loading time and uses how memory is not yet known. I am attempting the last one as this is easiest to try. The second variant needs a script to convert all JPG to DDS, which I don't have time right now
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Here are 4 high-quality ground photo textures (from photos I made this summer in Crimea, Ukraine) http://hedonism.nm.ru/images/darkmod/ground_a.jpg http://hedonism.nm.ru/images/darkmod/ground_b.jpg http://hedonism.nm.ru/images/darkmod/ground_c.jpg http://hedonism.nm.ru/images/darkmod/ground_d.jpg I've uploaded them into the betamapper repository in Constantine\textures folder (texdemo.pk4 pack). https://darkmod.homelinux.com/contributor/b...res/texdemo.pk4 To see them in the game, install the pack and execute "map texdemo" command. PS. Two of them are in 2048*2048 resolution. I know that 12 Mb per one normal map is a bit too much, but, unfortunately, Doom 3 doesn't support DDS compression for normal maps. If it's too large for including in the mod, tell me and I'll think what I can do with them...
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Looks like this idea is not new...Ascottk suggested it a while ago, back when I really had no idea what he was talking about. http://forums.thedarkmod.com/index.php?showtopic=5269 There was never any followup on the idea, as far as I can see.
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For future reference, here's Oddity's animated gif of the original bow animation: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050
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Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
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This guy's offering to write music for T2 FMs. Not even heard it yet so no idea if he's any good but just thought I'd post the link... http://www.ttlg.com/forums/showthread.php?...251#post1743251
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There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
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Itches, Glitches & Anything Else...
Fidcal replied to greebo's topic in DarkRadiant Feedback and Development
Yes, it's only to make it easier to find them in the dialog. Once the list reaches 20 plus it starts to get a bit messy and I've been clicking the wrong one a few times. In this list I think I deleted one then created deskCarcase which went high in the list away from the other desk groups. Also, I wonder if it might be easier to read if left justified instead of centred? [EDIT] Sorry should have reduced this jpg before uploading. BTW Paintshop Pro X has a nasty glitch with Vista when saving, if you've highlighted a file in the file list, eg, accidentally or a similar name to re-edit, then you cannot override that name no matter what you type in as the file name and PSP wants to save with that name then says it already exists! Even clicking in open space won't clear it. I just found if I exit the folder and go back in then it clears the name focus. Nuisance. PS has its own custom save dialog.