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Thanks! I have a high-res version of the logo available as well as the Blender source file. I didn't know where to put it, but I think I could create a folder on the FTP. The website source files (photoshop) belong there as well.
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Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Ok, I could find the according folder on the sourceforge webhost and upload the logo as a test. I will try to come up with a small site in the evening hours, right now I'm off into our rehearsal room. -
Currently I'm using Graphics Workshop Professional, because I purchased a copy some years ago, but I'm not 100% happy with it's interface, so I'm looking for some alternatives. What it can do really well is that it supports a lot of formats and can convert from one into the other including scaling and various other transformations. I wonder whether there are some other image browsers which will run a bit more intuitively. What annoys me is that I can not simply look into a folder and browse images there. I always have to make thumbnails of them, before you can see them inside the browser. Obviously, I would like something where this is an option, but not a requirement, and of course it should also be able to support and convert as many formats as possible.
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I like your ideas, Nyar Did you know Star Wars novels were all required to be "accurate" to the star wars universe - there exists an explanation (to variying degrees) of how everything is supposed to work, and there exists a well maintained timeline and actual events, that cross paths in different novels, and I'm talking little details and individual side characters, not just major events. Consistency is a good thing, helps keep me immersed in the world someone has created. I like to beleive there's a reason for everything, and not just encounter flying zombies in one FM and not others, with no explanation other than the author thought it would be "cool".
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What the heck are you talking about? Looks perfectly normal to me. I'm at the office today aswell and I didn't have to login, I browsed the forums from home before I went to work. No problems at all. Can you do me a favour and either upgrade your Firefox (if you don't already have the newest version) or try another browser, like Opera. Anyway, don't you use the password manager in Firefox? In Opera I only have to press Ctrl+Enter to be logged in to a website if I've saved the password.
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Welcome Baddcog: Contributor/ Beta Mapper
New Horizon replied to New Horizon's topic in DarkRadiant Feedback and Development
Baddcog is Schwaa from TTLG. You must not have seen the discussion in the public forums. Anyway, baddcog/schwaa applied for contributor status. His past work in the thief community speaks for itself, no introductory period needed. -
Painting could easily be considered a craft as well by that definition. There is a reason there are art degrees and people take classes and such. Sure you can decide not to follow the established methods, but understanding why something is done and deciding not to do it is completely different than just doing some random bunch of crap a kindergarten kid might do. Most mapping I would not categorize as art, but some I would. The problem has more to do with the need to get stuff out ASAP. The mapper would be at odds with his supervisors if he spent to much time on parts that have nothing to do with the story. Exploring maps should be fun, but generally isn’t b/c they do not replicate the freedom of reality. That is precisely why attempting to make one subset of the game realistic and ignore the rest is foolish. That does not imply that any effort to improve the realism is a waste, but should rather temper the spastic urge to make everything perfect. It would be wonderful if the architecture was somewhat realistic and had many different paths to an objective, but the AI would never live up to it. That means chokepoints are used to force the player through sections the AI can deal with properly. It is an unfortunate tradeoff.
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For a sec I thought I was on the Oblivion forums
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That's inevitable, since we all have such stupid and arbitrary names on internet forums anyway.
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???? There are so stupid ppl after all.... 1. You are calling ppl nerd because I wanted to install Thief to play T2X??? 2. Count your posts in the forum and then count the rests! Who spends most of his time next to a stupid PC screen? You may are an older member, so just count post percentage. Still you are one of the most nerdish 3.And you know what? I dont come each day here and write in every thread just to be "considered" and not forgetted 4. Also HELL I would bet my d!c& that my girlfriend seems a LOT better than your does, despite the fact mine should be "nerdish".... I have been seeing you throught the forums oddity, you do nothing but just complaining and nagging and swearing others! GET A LIFE! Stop pretending to be a smart alec! I can accept a different opinion and a justification for it, but certainly cannot accept a dump one playing it "somehow"... Gosh, some ppl here are even worse than ttgl's....
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Hey guys, new to the forum. I didn't think it would lead me to DLing an Oblivion Mod. Although my new machine runs Oblivion pretty darn good. Anyway, the reason I did sign up is that I just dropped $10 on Doom3 now that I can it, my system handles it great and I am bored with Dromed. I was interested in polycounts so... Interesting that Dram says object polys should be about 250, hopefully this engine runs higher polys than that. I'm installing the SDK today, unfortunately I put Doom3 in the default Program Files folder and have to reinstal. I have been pushing upwards of 1500 polys on my latest Thief2 objs and was hoping Doom3 will run closer to Morrowind or Oblivion poly counts. I think my Morrowing bottles were at least 400 polys. (Schwaa's Potion Upgrade) Anyway, I'm going to roound up some screenies and e-mail the team, but I do have most of my objects here, some screens of my Morrwind stuff too, on Schwaa's Morrowind page. http://thiefmissions.com/lpg
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LIST!for god sake tell me where is the list! ok if we suppose this is the real sfx list! "http://forums.thedarkmod.com/index.php?showtopic=2698" why not updating untill now? i made the drop water coz i notice from "pakmannen"file here "http://forums.thedarkmod.com/index.php?showtopic=5701" "Grass2, Louder REupload topic". water_drips03_loop.ogg some air noise on sample So "pakmannen"supposed the game need one ,i'm just editing the new one actually you are talking about "differant sfx" 1-Splashing..........what kind of (soft or hit or hard) 2-water running in a sink or gurgling noise on a river side ok i'll put everything in a new topic and choose as you wish
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Actually I wanted to install it because I have never played T2X: Shadows of metal age! As for discovering that myself well yes! In the ttgl forums one mentions about a multicore fix but nothing more! In google search multicore fix drops you stupid results! I just got a flashback from my Isssas virus when I had to open each day to task manager and delete from the processes the fake issas! At that time I have seen something like CPU 0, CPU 1 (CPU 1 was unavailable back then) but now I got the meaning of this! Seems to be perfect fot Thief's multicore issue!
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Well that proves my point. You'd be best summed up by the words 'computer geek', as are most of the people who hang out at the thief forums on TTLG, and those are exactly the sort of compulsive obsessives who have played it through 50 times each, and start threads such as 'what do you think is garets favorite underwear'
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I really hope you didn't have to figure this out for yourself, because there is huge red FAQ thread on the TTLG forums dealing with exactly those types of problems. There is also a permanent fix for the Thief executables available you might want to check out.
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Alright, we are apparently not the only ones having problems with this. I visited the IPS Customer/Support Forums and found several threads covering this situation. I'll see if there are posted temporarely solutions or explanations to this behavior. One tip might be not to browse "so many" user profiles between each time you log in.
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Itches, Glitches & Anything Else...
SneaksieDave replied to greebo's topic in DarkRadiant Feedback and Development
I do understand the rotate func_* one (invaluable!), but not the models one. Maybe it's not implemented in my build yet. Time to upgrade methinks... is the current build mostly good, no major problems? If so, I can wipe out my several weeks old folder and move up. Edit: the config probs and doom3 check at start were a result of the 0.8.1 package downgrading the XML files apparently. -
Seeing that it does involve textures, I thought I would post a link here. http://forums.thedarkmod.com/index.php?showt...mp;#entry109604
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Itches, Glitches & Anything Else...
SneaksieDave replied to greebo's topic in DarkRadiant Feedback and Development
Yep that loads. A couple of comments from just a moment's look: -the browse to game dialog at the beginning gives me a 'cannot load path' or something error, because it's trying to load "c:\program files\doom 3" which I've never told it to do. I don't accept this value of course; when I hit browse to find my actual path is when it gives me the error. Doesn't happen with my previous version. minor -I don't have all of the new button icons again. I swear this was fixed before, I had for example three selection buttons at top (complete tall, etc), but now they're gone again (just the original two again), and the rotation button on the left panel which I never quite understood (), but that's gone again now too, even after I delete the config and restore my backup configs. I don't know what's causing this. Is there stuff written in the registry, or install folder, that is overwriting my stuff in my user folder? Additionally I am asked for the doom3 path on every launch, but admittedly my 'main' install is several weeks old. I don't believe the buttons vanishing has to do with that though; that is XML related IIRC. Unless - did the GTK2 build (or the previous one) wipe out/break my XML files? -the S/R dialog problem I had with it going off screen is handled different (it now goes in a smaller box, 2X columns instead of single) so I can't really be sure if the new libs help the prob. Either way, it's addressed though. Edit: Yeah it's gotta be that the new, or the previous new package (probably that, the 0.8.1 .exe) screwed up the config files again. If I delete them all, the buttons are back. Maybe I should just grab my colors section and keep it somewhere, ready to paste back in by hand when this happens. That also fixed the Doom3 path on startup each time. Gotta be it. Edit: Woot, I forgot about the inclusion of SuperMal! Heh, that makes it a bit easier. -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Ok, a new build will be up in 5 minutes. I couldn't test it on a fresh machine, sorry for that, I hope it works. Please try it again in a fresh folder. http://208.49.149.118/TheDarkMod/DarkRadia...SVN_GTK_210.zip -
Implement Gil's gamma-standard window in mainmenu.gui http://forums.thedarkmod.com/index.php?showtopic=5629
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Yes, that two column selector is much neater. Ah so it can be wider than the button so that solves that. I suppose the stim name limits the minimum button width. So what of the delete button? Leave that to the right click menu? You know, I think you've hit it. Without the delete button the add and the selector are bonded together as it were so there is no doubt they work together. Well, I don't know if you intended it but I'd leave out the delete button. I had a glitch I thought was a feature before that has partly gone with this new version. If I clicked on the selector box I had to keep holding the mouse button down until I moved to a selection then release to select. I thought that was how it was meant to be. Now both these selectors work fine and I can left click select. But the Effect selector in the Edit Response Effect still has this glitch. If I left click it then release it closes. I have to keep holding it. BUT if I left click on the very last one or two pixels on the extreme right edge of the little downward arrow box on the right, in fact in the border just outside that arrow box, then it behaves like a 'normal' combo box and remains open even if I move the mouse away. I can then select and LEFT click a choice. Can you see anything different in the way you have set them up? Downloaded the new effects and extracted them to the dark mod def folder. Still getting this memory reference error if I click Apply with empty effects fields. Maybe it will go away on its own in time! The last few lines of the Dark Radiant console window are... ...[shaders] materials/shaderDemo.mtr: Failed to parse "skin" (DefTokeniser: Assert ion failed: Required "{", found "heatHaze") This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. The last few lines of radiant.log are as follows. I selected File > New map to clear out my test map just in case then just created a vase to add a response to... --- LoadMapFile --- g:/doom3/darkmod/maps/m/doorsTut.map 34 primitive 10 entities Open file g:/doom3/darkmod/ for read...failure Open file g:/doom3/darkmod/ for read...failure Open file g:/doom3/darkmod/ for read...failure Open file g:/doom3/darkmod/ for read...failure Open file g:/doom3/darkmod/ for read...failure Loaded Model: "models/darkmod/props/loot/vase_g.lwo" RenderablePicoSurface: using shader goblet1 [shaders] Unable to load shader texture: _white [shaders] Loaded texture: models/darkmod/props/textures/goblet1_d RenderablePicoSurface: using shader textures/common/collision [shaders] Loaded texture: textures/common/collision libs/modulesystem/singletonmodule.h:95 assertion failure: module still referenced at shutdown
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Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Ok, I've assembled a package here (I tested it on another machine and it should work): @Fidcal, SneaksieDave or anybody else with a non-build environment: Could you check, if this package can be run on your systems. Extract it into a fresh folder, don't extract it over an existing 0.8.1 build so that I can make sure there are no remains from the previous release making it "accidentally" work. http://208.49.149.118/TheDarkMod/DarkRadia...SVN_GTK_210.zip -
Objectives Editor Gui
OrbWeaver replied to OrbWeaver's topic in DarkRadiant Feedback and Development
I don't think that the virtual Doom 3 paths used in def files will be a problem, since (1) this would also be a problem with DarkRadiant, which I always run on Linux, and (2) all of the Doom 3 paths are platform independent, using a standard forward-slash, case-sensitive convention (basically the same as Linux anyway). If there were such issues with the def files I suspect that I would have encountered them already. -
When you start on the linux port, you must be aware that not only the code will be needed to be adjusted with the filenames. I bet that our main mod will also have issues with the paths, in the material files and animations. So this will also have to be taken care of.