Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/folder paths/'.

  • 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. Ah, I've updated the links in that post so that it links to the new wiki site now: http://forums.thedarkmod.com/index.php?s=&am...st&p=128770 For your convenience: http://wiki.thedarkmod.com/index.php?...ng_The_Dark_Mod The SVN URL is: https://darkmod.homelinux.com/svn/darkmod/trunk/
  2. Take this as your startup guide: http://forums.thedarkmod.com/index.php?showtopic=6694 You'll need TortoiseSVN and checkout the Mod using that software.
  3. Fidcal

    Briefings

    Well, either it's broke or some info missing. I've been over and over this and can't get it to work. The xdata is as described here and on the wiki and yet no sign of it on the briefing screen. I've added more text in case it is printing in the wrong place and I can't see it, boosted the gamma. I just don't see it working. I've got doom3\test_fm1 folder\xdata and the xd file in there. There does not seem to be a single working example anyone can examine. (which I guess is one reason I'm doing this )
  4. Fidcal

    Briefings

    I'm setting up three test packs : test_fm1, test_fm2, test_fm3. These are just empty rooms with a single Doom texture, light and player start plus text displayed to say what map is running. It will be useful for testing, as examples to mappers, and also I want to try it with Garretloader. Got the three showing on the start mission menu and install 1st one get empty briefing screen. I have this xd file in the the test_fm1 folder. I've also tried it in the pk4 itself I am launching via tdmlauncher.exe maps/test_fm1/mission_briefing { "num_pages" : "2" "page1_body" : "Briefing test for test_fm1 : test page 1" "page2_body" : "Briefing test for test_fm1 : test page 2" } BTW, no objectives or purchase screen yet. The shop did not show, not even empty, and the mission would not run it just showed the empty background of the gui menus.
  5. Yes, I did that. It's currently in the xdata/saintlucia.xd file. But at the moment it's not working, and I wondered if that's because it needs to be in the special FM folder directly underneath D3, rather than in the main mod structure. If not, then I did something incorrectly.
  6. I have just experienced this bug for the first time! It got fixed by Alt-Tab'ing to another window, then going back to DR. But then I searched around the forums and found this thread, and I got it in my head to try to reproduce the problem. This time the problem was a bit different, and it would never fix, so I had to close DR. I really like toggling 3D movement, but if that capturemouse fix mentioned above can be implemented it would be good. However, I've never gotten the problem before now, so I think it could actually just be lived with if necessary, since it's so rare an pretty much benign.
  7. I uninstall and install new versions of DR all the time, it's a really quick process. To be sure you have a clean start, after you uninstall you might want to also delete your DarkRadiant folder within C:/Documents and Settings/Owner/Application Data. Then do the fresh install. btw, the map works fine for me It also might be possible that something with the latest snapshot of DR doesn't like a Thief's-Den-only setup, but I don't really know what I'm talking about there.
  8. UPDATE 31/07/08 - updated from test version 1.415 to test version 1.4171 If anyones interested below is a link to a test version of GarrettLoader. GL_1_4171.zip You will need GL 1.41 already installed as this is just a patch file to it. NOTE: This is for testing The Dark Mod FMs purposes only and is not a full release of GarrettLoader Back up your Existing "Program Files\GarrettLoader\GarrettLoader.exe" unzip the GarrettLoader.exe from the zip and place it in your GarrettLoader install folder (program files\GarrettLoader) Start up GarrettLoader as normal. NOTES: The CHECK FOR UPDATES setting in GLs config is enabled by default in this test version. This is so you only have the 1 file to deal with manual patching, GL will patch the other additional files (see list below). Serveral Bugs have been fixed, but there are a few unfinished features in this version that simply won't do anything (these are mainly just the sorting by FM Category Lists). The Dark Mod is hopefully supported now properly (details on setting up FMs to run in GL are listed under the THE DARK MOD help content which is part of the initial patch download) The initial Auto Patch download will likely be quite large with a lot of files, however you can pick and choose what you download (the HELP and GARRETTLOADER updates are preferable, as these contain the needed documentation and additional patching files). Core Patch includes these files: 00000409.256a to 00000409.256e - these are used for Thief 2 Splash Screens (enabled via the GAMES tab in GLs Tweaks tool, its limited at the moment) intellitext.txt - this is the reference file GL uses for the new Intellitext feature manifest.txt - this file lists all the files in the core patch and where they should go. GLPatch.exe - this is the patcher file. Normal patches will include a new version of GarrettLoader.exe which means GL will need to be closed in order for its exe to be replaced. The only real way I found of doing that properly is to do a sperate exe. It runs from 1 specific place and only does what the manifest.txt file tells it to. If you come across any bugs please let me know in thie thread or in a PM, or if you just want to comment on how it handles Dark Mod FMs also let me know. EDIT: removed some of the info here as it was too much info.
  9. It is, as others have mentioned. For info though, GL has been around since 2005 handling all the Dark Engine games,Thief 3,Half Life 1,2 and Doom 3. As it handles doom 3 Maps its not much to get it handling Dark Mod FMs as well, although I am not 100% sure about the folder structure that it installs to yet but this version should handle it ok. Its an alternative to TDMs manager and its all dependent upon what you prefer to use.
  10. Are you working in DarkRadiant or Dromed? That sounds like a Dromed error, as Dromed uses multi-brushes and DarkRadiant uses Prefabs. Also, I don't think raising the object limit in DarkRadiant that can be handled outside of the coders (meaning it has to change for DarkRadiant, not on a mission by mission basis) In Dromed it is in Dark.cgf I believe, at the top of the file is a line Max Objects (or something) that is set default at 2400, you can change to whatever you like. If you are working in Dromed I suggest you got to TTLG forums as all these answers have been answered and alot of people there still use Dromed. Most of us are using Dark Radiant over here.
  11. Thats ok, no rush. GL will add to the root of the doom/Dark Mod folder: Current_install.txt - a list of files in the currently installed FM so that it can be removed cleanly. original_backup.zip - a zip of any files that would be overwritten by the FM install. This is restored when another FM is installed or if the original missions are restored. thiefs_den.txt (example) - this is the readme of the currently installed FM which should be in the root of the zip. Other GL related files found in the FM zips (GLTITLE.JPG / GIF, thiefs_den.GLL -example loot list, etc) Other than that its just whatever is in the FM zips, except exes, html files or dlls (with exception to devil.dll for the moment).
  12. I know that someone has already tried making a terrain generator, I just can't remember what the thread was called. I was playing around with Quake3Arena and decided to fire up GTKRadiant. I made some terrain out of patches based on a 256 grey scaled image and it looked really good and took all of 5 minutes to do. Now I wondered what would happen if I selected those patches and copied them to the clipboard, then tried pasting them into DarkRadiant. No good, didn't work nothing showed up, there were some token errors in the console window. So I saved the quake 3 map file and what it generated was very close to what doom 3's map format looks like. Is there a way to port GenSurf to work with Doom3's map format? I found the source code on ZeroWing's server and it's GPLed so no limitations there for us. I know you guys are going to smack me around for even suggesting more additions to the feature list for DarkRadiant but it shouldn't be that difficult. (If I'm being an ass here about assuming just say so). Here's the link to GTKGenSurf: Click Me Please I'd love to have this functionality present in DarkRadiant. I wanted to put my castle up on a hill that you would have to climb, but doing this by hand is almost impossible to make it look as good as GenSurf could do. The problem that I've run into is that I don't understand enough about C++ code in games to modify it, and I can't get a hold of the original author (David Hyde) as all email addresses for him are from 2000-2001 era and don't exist anymore. EDIT: Here are some editor pics of the terrain so far. If you want to do this yourself you can follow these steps: Step 1: Open GenSurf and create whatever you want. Set the format to Quake 3 on the left side of the first Tab. Type in a name for your map (output file). Step 2: Click on the button "Write Map". (I think it's called this) on the top right of the first tab in GenSurf (By default the map will be saved to the same directory as GenSurf) Step 3: Open Q3toD3, and open the options windows. Here you will have to input the directory of Doom 3, I have Quake 3 installed so I also put that in. I'm not sure what will happen if you don't specify the Quake 3 dir. Step 4: Click on the "Options" button and un-select all the options Step 5: Click the "Add Files" button ( I think it's called this) and browse to the map that you created with GenSurf. Step 6: Click the "Add File" button and it will be added to the main Q3toD3 window. Step 7: Close the "Add Files" window and click the "Convert" button. It will show you the progress of the conversion in the window. Step 8: Open DarkRadiant and go to File->Open... Browse to your Doom3 folder and go to base\maps and find the map that was just converted. Step 9: Click "Open" and it will load in DarkRadiant. When it's done you will get an error about tokens, just ignore this. The terrain should be there. Now you should be done, your Quake3Arena terrain is now playable in Doom3/DarkMod. Good luck.
  13. Welcome to the forums and thanks for the cheers. I don't know how familiar you are with the legacy GtkRadiant, the point where our customised editor DarkRadiant branched off. We spend much time in improving the codebase in many ways, refactoring the old (C-style) code, increasing the stability, better support for the Doom 3/DarkMod engine, fixing bugs, etc. There are still areas where vanilla DoomEdit (shipped with the game) provides more features than DarkRadiant, but overall DarkRadiant beats DoomEdit in terms of stability, texturing and (that's my personal opinion) usability. The editor has been used as the primary editor by most of our Beta Mappers, so we already have a small testing community in-house. We also implemented two DarkMod-specific modules: the Stim/Response editor and the Objectives Editor, more are likely to come as the main mod heads towards completion. The editing tutorials on our wiki (which is down as we speak) are geared towards DarkRadiant, this is where Fidcal did a really great job. In case you didn't know, we have a dedicated website for DarkRadiant: http://darkradiant.sourceforge.net, where you can download the latest release, look at our bugtracker and such. The roadmap is constantly in flux, but we are currently planning to rewrite DarkRadiant's scenegraph implementation to lay the foundations for a new renderer. The codebase is open, you can look at it by checking out the SVN repository at sourceforge (you'll find a link on the website).
  14. Hi. In my map I've used the texture numberwheel_wood, located in Other Materials in the Media browser. It seems to work just fine, like any other texture, in-game too. But I've noticed that it does not show up in the Texture Browser like the other textures I have used. I've tryed with other textures from the Other Materials folder and they dont show in the Texture Browser either. Should I be concerned about that? I'm using Thief's Den ressources btw. Jesps
  15. That brings up a question I had about that. When I view thiefs_den.map, most of the assets say shader not found or whatever, is that a mistake or are those things without example images or something? I can see some things but it makes it pretty hard to figure out what is going on. Similarly, most of the assets in thedarkmod folder (textures) say shader not found as well, I've tried applying some in the chance that they just don't have a sample image but they never seem to work either. I was trying to use some transparant glass for a window and there seem to be files for them but none of them work, is that an issue of them being placeholders for real files or an error in my setup?
  16. Ok, I'll go ahead and move the models. The texture issue is a separate thing...there are lots of fairly generic textures in the model folder that could also be used for brushes. That would be a nice organizational task for someone who is looking for something to do.
  17. So you have : C:\doom3\thiefs_den |_ maps |_materials |_textures etc. etc. and you have copied or moved all the resources out of those to... C:\doom3\base |_ maps |_materials |_textures etc. etc. That should still work though they would work in the thiefs den folder if your shortcut is pointing to that as described in the Thiefs Den install info on the wiki. What is the command line in your shortcut to run TDM and to run the editor? eg, C:\doom3\DOOM3.exe +set fs_game thiefs_den C:\doom3\DOOM3.exe +set fs_game thiefs_den +editor The tga files are supported by both doom and editor - it does not matter if you do not have any support for them in Windows (though it helps if you need to view them) Same with dds files. [EDIT] I should add that although you might still be able to use the textures if you have extracted them you still need to run the TDM maps through Thief's Den. To produce and play TDM maps you need to run them through the mod
  18. The black textures problem is almost certainly a path error. When you set up Thief's Den presumably you set up a Doom shortcut as described on our wiki page (Right-click, choose Properties and edit the command line) something like C:\games\doom3\DOOM3.exe +set fs_game thiefs_den. I think you need to do the same for your DoomEdit shortcut, something like +set fs_game thiefs_den +editor. Post again if that doesn't fix it and let us know what the error is in the console. You can type condump console.txt in the console to dump the console text to console.txt (any name you choose) in the doom or thiefs_den folder.
  19. Yes, they would be better in the standard folder structure types. Don't think I've even seen the winch that I recall. Sounds like it would go in mechanical and yes, light nautical is better than nautical light. It's likely the only map they would break is the galleon one.
  20. I believe it's the latter, but I could be wrong. Last we left off, Tels was writing a script that will troll through and find all fields on all entities which don't contain 'editor_var'. I think. If finding and correcting those results in all relevant fields for every entity, whether inherited or defined specifically for that class, showing in the editor "Add Property" lists (the goal), then it is in fact not a DR problem. I think. -------- Edit: For recap's sake, the simplest example (of thousands) of the problem I can think of: create a func_static -> Add Property -> where is frobable ? It's a valid property for the entity, and obviously very important to TDM, but it is not shown to the user. Now think of the countless cases where this happens, and that often the user will not even know they exist, let alone know they are valid properties to choose. The hope is that every entity, id or TDM, would show every property which applies to it (even if most of them are stuffed into some 'less important' folder or something).
  21. Yeah something's been wrong with these for a while: http://forums.thedarkmod.com/index.php?showt...78&hl=torch
  22. Further to this topic: http://forums.thedarkmod.com/index.php?showtopic=6991&st=0 is anyone else using Vista? If so what setup do you have and what version of DarkRadiant? I'm using this setup and DarkRadiant v0.9.4 crashes on me, but v0.9.1 works: Vista Home Premium Intel Core 2 Duo 6600 2 Gb RAM nVidia GTS 8800 320MB with latest nVidia drivers
  23. Does anyone have Motionbuilder running in XP with an 8800 GTS type of card? I've got myself a new rig with an 8800 GTS but the current nvidia drivers screw up the realtime playback It skips a few frames ahead when playing in 24 fps (or whatever speed). When playing animations with the show "ALL FRAMES" option it does like it says play all frames but that's of course too fast. i read on some cg forums that it's a general problem with the current 7XXX en 8XXX series and autodesk is apparently working on this issue. So be warned
  24. Not bad not bad It's taken a good start. Texturing is terrible, but that's not your fault as D3 resources are incredibly limited for Thief style maps. I recommend you check out the textures in the textures/hell folder - there are wood textures there and some brick textures, so you can at least get it looking close to what you intend. Lighting is the next step, and many mappers map differently, but I prefer to go room by room. It is better to first create empty rooms for all the places you want and then texture/detail them each, one by one. I must say that that is some pretty decent brush and patch work though.
  25. That's ignorant flamethrowing, and you know it. I had many friends in my teens and early twenties when I was a 'lad' and never really thought about anything, but I have deliberately distanced myself from them, because I simply have nothing in common with them these days, and their company irritates me, as does the company of my family members. The irony is that the sort of people I do have things in common with tend to be people who aren't bothered about being socially 'normal' or friendly, so they're not the sort of people who hang around together. What you mean by 'grumpy', is that I actually question things, things which have become so normal to you that you don't question them, you just do them. I don't just accept social norms and traditional responses and actions as being correct for that reason alone. I don't go through life on autopilot. The fact is that ignorant, thoughtless people are the happiest in the world, and 'grumpy' people tend to be people who think about things, because when you actually think about things, and see things for real, and don't just float though life ignoring everything you don't want to see, you realise it's all a big heap of shit. And don't talk to me about ZylonBane, he's just someone who pretends to be grumpy and sarcastic in front of noobs. Whenever a mod warns him, he rolls over and bleats like a sheep. I've been banned from many forums because I don't give a shit, and do not hide my views to become more acceptable to people.
×
×
  • Create New...