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  1. I changed folder name from table_cloth to lace, after considertion I think it's more appropriate. I also added 2 more textures: http://img139.imageshack.us/my.php?image=lacehk6.jpg I was wondering lately, is it completely legal to use photos of ornamental fabric like this? After all it's some kind of industrial design.
  2. I have mentioned this several times on some pyhton forums, but you are always shot down. "You are a newbie and have to get used to it." "You must be doing something wrong it always works for me." "But it's so great because it forces programmers to write nice looking code." etc. I also don't really like this indentation as a syntax but that's how it is.
  3. There are texture_src and model_src repositories on SVN for these kinds of things... you guys should get into the habit of using them as much as possible. Above is from http://forums.thedarkmod.com/index.php?showtopic=5449
  4. thanks to you and the other person as well. That's how this all started with the old Ionstorm forums and TTLG. We all asked questions, why dammit why. Deus Ex was a masterpiece and IW was not even close. I'm just glad that Deus Ex 3 is close to being made. Just need the green light from Eidos. Maybe I should start a petition. Couple thousand signatures and send it to Eidos. Hmmm
  5. Soory for the long wait on the reply. I am currently working 6 nights a week so when everone leaves I will make my recordings tommorrow with my digital recorder. I have ALOT of diffrent voices but are there any certain voice you want? Any certain statements? I already have a few in mind. Should each statement be in a seperate folder or can you just take what you need from a long bit of speech?
  6. Tels

    Tels' textures

    Ok, so I do the rest One question, tho: Please tell me where the new material should go. Maybe it would be good to make a new texture folder under "stone/flat" for mosaics? And what about the name? Currently I have "tile_mosaic_flowers_red_central" and "tile_mosaic_flowers_blue_central" (and "tile_mosaic_flowers_blue_corner" etc.)
  7. somewhere in pk4s, in base folder. I believe that diffrence between shadow2 and shadow is that shadow2 has also noselfshadow keyword. I used it for cuttlery to avoid weird selfshadowing, caused by shadow mesh sticking out of the visible mesh.
  8. I'm running into weird troubles when trying to compile the latest HEAD revision in MinGW. scons is invoking the final linking call but immediately returns with this: scons: building terminated because of errors. scons: *** [build\release\darkradiant.exe] Error 1 But no error message is displayed. I copy&pasted the final command line into the command box and the linker just returns without saying anything. I tried to start from scratch by cleaning and recompiling, but this doesn't help. The compiler doesn't throw any errors, the linker just quits. The last thing I did was to add two files in the ui/einspector folder, so I suspected that it might have something to do with the command line, which is HUGE: 7925 characters. I tried to change the intermediate build path from build/ to b/ and behold, it works. Is there something I should know about maximum command line length in Windows/scons/g++? Btw: it works fine in VC++, so this is a scons/MinGW issue, it seems. If there is something like a maximum cmd length, we (I) might get into troubles real soon. edit: A page at the MS support site says Windows XP has a maximum of 8192 bytes in the command line. This might be the reason, also considering environment variables.
  9. OK, I've uploaded them to my betamapper respository folder if that's OK phide?
  10. As you can't see the internal developer forums, I thought I'd drop a note here as well: the problem/crash in Linux is due to the dynamic_cast operator not working when used on classes created in the shared libraries like the entity plugin. The cast returns NULL where it is expected to return something useful. This works in Windows, but not in Linux as it seems. OrbWeaver is currently investigating the linker options to find a way around it - if you're feeling adventurous, feel free to play around with the compiler flags as well.
  11. OK, recently prefab's have come up in discussion. I believe it was in Sotha's mapping thread. This thread is to list possible prefabs, who wants to do em, which ones are done, ect... I'm too tired to go thru and list right now, I just wanted to quickly document work I've recently done towards this goal. I know Fidcal was going to do some of this. ---------------- Chests: Fidcal was waiting on me to get some lock/lockbars together so he could make prefabs. The prefab was going to contain: chest, lid, lock lever (I am adding lockboxes to the chest models), and a key (I think no lockpicks is best as that's a player inventory tool) Most likely there will be a set-up with the above mentioned for each chest model, and another set-up for lockpick use (with no picks), and yet another for an unlocked set-up. I think Fidcal will decide what is best as he sets them up. This way an author can choose chest 1/key or chest3/unlocked prefab and they won't have to mess with attaching the lid, lockbar, setting up rotation props ect... It'll also be easy to change the key/lock 3 or whatever it takes to make them work together. @Fidcal. It took longer than I thought. I was gonna make a lockbar and lockbox (fix the one I had with too large keyhole). Turned into an all day project futzing with renderbump, including shadow meshes and collision meshes of multiple types. So currently chest1 is ready to go. This uses lockbox_lever_02 (in the door_related folder), currently it seems to be black which is puzzling me because it uses the same shader as lockbox_02 which shows fine. But it does work, I just need to sort the shader prob. --EDIT-- I think lockbox_lever_o2 will work fine with chest2 Also, lockbox_01 (with lever) and lockbox_02 (both in door_related) are ready to be set-up for 'on the wall' lockbox prefabs. -RE-EDIT-- chest 3 is ready to go, also can use the same lever. So you are ready to go Fidcal Doors: At least the main door models will be set-up with handles attached and working. Possibly locked and unlocked, locked will have a key next to it. If the author creates 10 locked set-ups that use the same key # they can delete as many keys as they want. Once the prefab is created the author can then move key to desired world position. Furniture: Would be swell to have furniture set-ups that make sense. ie: Diningtable_small_bare - a small dining table, correct number of chairs, no plates/goblets, ect... Diningtable_small - same as above but with addition of plates, goblets. Again, author can delete a plate, rotate a chair, ect... to customize, alot quicker than creating each model individually. I haven't set-up doors or chests yet so it'll be great to have someone do the laymans work and I can just come thru and slap stuff in. However I will try and put some basic prefabs together myself, stuff like furniture that doesn't take any technical knowhow.
  12. It would be nice if that worked, but it only works on a few computers. I've tried every single fix on the face of this earth, and nothing works. I get the menu fine, and everything, but as soon as I load up a mission, black screen and nothing. I checked the forums all over the intraweb and nothing
  13. A compiling darkrd on Ubuntu would be cool and would it make possible for me to do some little changes (vbos etc) myself. So far I always got a scons related error: scons: Building targets ... scons: *** Directory /home/cc/Projects/darkradiant/trunk/darkradiant/libs/string found where file expected. scons: building terminated because of errors. I searched the forums and the suggested way to fix this is to install an older version of scons. However, this is no option for me since two of my projects rely on the recent (96.92) scons-version.
  14. There's also the problem that md5 models default to nonsolid, and the last time I looked into the issue, no one knew of a way to fix that problem. You can check out the grandfather clock entity for an example. It's an md5 file (for an animated pendulum) but when you put it in a map you can walk and shoot arrows right through it. Here's the original thread about the gfather clock. I checked around on D3W and other forums at the time and no one had a real solution for this.
  15. Heh I don't have that word in my paper dictionary. I guess I'll change the file names now However I wouldn't rename the folder as I plan to make some other table covering.
  16. I created new folder: textures\darkmod\decals\table_cloth with 2 textures inside: rosette_01 and rosette_02. I think that we could do some semi transparent table-cloths using decals placed near the surface (of a table for example). It really works nicely in my opinion: http://img126.imageshack.us/my.php?image=llinenco0.jpg . I uploaded map test/table_cloth if you want to check how it works.
  17. I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
  18. Ah, I see the information is misleading. With "all the DLLs are missing" I was referring to the dependency DLLs (GTK, libxml, and such), not the native DarkRadiant DLLs. The former are missing in the snapshot, but the latter are of course delivered. Bottom line: Just extract the snapshot over your existing DarkRadiant installation, this should work fine (you can save the existing one by copying it somewhere - though you can always nuke the folder and re-install a proper release).
  19. Thanks phide. @Crispy: I agree the most general fonts should be very legible but there is a place for poor legibiity and even in special cases partly illegible text. (try playing T2's Dance with the Dead for an obscure text from a dying man where you can just discern a few clues.) I find Everett readable though not easy but that is part of the atmosphere for me. The mapper has to keep this in mind about where and how to use text. A short message might only need to convey one concept, one impression, to the reader, and need not be a clear list of information. I would definitely use Everett but whether it should be a core font is for others to decide. I don't know if stone font (Proclamation) can be repaired. I think it's the top of the lower case p which is lost. I see it as a printed font anyway in an old book or document and see that as bad printing. I believe the top of that p might be visible if the scale is larger. I just had a go and may have repaired it but need to rename my project folder to see and stupid XP won't let me without a reboot I think because it was used earlier by Doom. I'll check later. I'm hopeful. (repairing kerning displacement is harder and needs more research.) [EDIT] Yes, I can confirm I fixed the top of the p in the stone font. I'm happy with Lotharus as a script written by hand. I agree now you point it out that it would be a strange pen or brush that goes thick at the top of the character but I think it could be done by a drunken monk with a crippled hand being nudged in a dark room. Seriously, I don't think most players would analyse it. And that does underline the need for variety. In real missions mappers do have strange situations where an unsual font adds character and variety. They want to convey the educated, the semi-literate, the child, the pedant, as well as a variety of printed types in books etc. @ Springheel : Once everyone has had a chance to comment can you tell me which, if any , you want me to upload? At that time I'll define some general guis for each font.
  20. My final concept? I'm kindof running dry on ideas. This is a rough concept, so of course things like thicker legs are absolute changes. Anyway, before i start any new bots I'd like to get not only opinions but I would like some help with more concepts. Even just basic pencil scrathes on napkins. I guess I big problem I'm having, and I noticed this in other bot threads is that everyone has their idea of what they want, but it's different from what everyone else wants <IMG style="VERTICAL-ALIGN: middle" alt="" src=" http://forums.thedarkmod.com/style_emoticons/default/wacko.gif" border=0 emoid=""> So what I propse is a brainstorming of everyones ideas again, but to help finalize exactly what we want/need. ------- I suppose it will be : 2 combat bots: One arrow attack (thru the mouth?) One gas attack (thru the tail?) with some kind of gargoyle/animal head (hopefully like above) Legs not wheels. Yes the T2 bots did do stairs. Of course they had limits of ladders/small holes, will the Darkmod Ai climb ladders? I don't know, wheel and leg combo just seems odd. If they did have wheels how can we stop them from using stairs. Don't know what happened there: Anyway, I know T2 ai were stopped by walls, but how would we stop a bot from stairs? I stimmed blockade? Then I need someone up high to just say "this is what we want, shuddup and do it"
  21. Excellent. Welcome aboard drac. Let's take this to the Programming forum so we can discuss tasks to assign you. In the meantime you'll probably want to get set up, and start browsing the private forums... there's a lot to read!
  22. I read that to mean that you have to rexport the animations through Maya, not "take one anim file from one character folder and just copy it over to another". Am I correct?
  23. Well not even that - you can take one anim file from one character folder and just copy it over to another character and it'll work, I'm pretty sure. Only when the number of joints change do you have to re-export. I don't know, I'd be pretty thankful! (here comes pun material) I'm a fan of BlackThief's hands (told you so) though I don't want ascottk to think his efforts converting all the characters to mitten hands would go unnapreciated - this kind of re-working is gonna happen when making a game, but the fact that he achieved it amongst all the other stuff he did to the models and rigs shows how technically competent he is and how lucky we are to have him on the team. As for rigging re-work, that's proportionate to the size of the area that has to change I'm pretty sure.
  24. WARNING: EXTRA LONG (but thoughtful) POST AHEAD I don't normally post on political topics in forums, but seeing as this is a topic that touches me (I'm a student in at college in Boston, but I grew up in Philly, and went to public school there), I feel inclined to say something. Maximus in not exaggerating. Everything he says about the public school system here and the conditions of the neighborhoods they're in is, for the most part, accurate. Gangs, violence, schools that are falling apart, fifteen-year-old text books, the works. I'm pretty sure I remember a globe with the of the Ottoman Empire marked off on it in one of the classrooms. The teachers are, at best, tired and burnt-out, underpaid and extremely cynical about the situation. It's all completely borked. I did survive the public school system, but only for a few reasons. First of all, Philadelphia has a system in which students with good grades can apply to get into more exclusive magnet schools. It's a terrible system that whisks all of the bright minds away and leaves the neighborhood schools to deal with the dregs, but at least it saves those few from being swallowed up my the insanity. I had the luck to get into one of these schools, but I'm sure there were dozens of equally qualified cantidates that could have took my place. It's all a crapshoot. At the magnet schools, you at least have a chance to survive, since the people around you are hand-picked to be good risks for the school. It's a discriminatory system that favors those who come from families with a reasonable level of education and income, and tends to have the side-effect of sorting people by race, but it works, sort of. The magnet schools are much safer, have less problems with drugs and violence, and the level of education sometimes approaches acceptable. They're kept afloat by alumni endowments, which ensures that they don't fall into the same level of disrepair as the other schools. The problem is that for the students going there, this creates the illusion of a working public-education system, when in reality all that has been done is educate small percentage of the students and leave the rest to the wolves. These schools are being supported by private funds, because the government refuses to pony up enough cash to improve the school system as a whole. It's a stop-gap solution, ensuring that the best and brightest can make it out alive while the whole system collapses around them. Meanwhile, out in the suburbs, public schools have more money than they know what to do with. I have a friend who lives out near Allentown, an hour or so drive from Philadelphia, and he went to a public high school that had more money than they knew what to do with. Every time they found themselves sitting on a new mountain of dollar bills, they would just build a new athletic field, or a computer lab. What's the reason for this huge amount of disparity? Well, first of all, the funding for education in this country is tied to property tax values. Property taxes! Can you think of a stupider way to fund education? So the schools in poor areas that need it most get the least money, and the ones in rich areas that need it the least get the most. The government is supposed to help balance the situation by subsidizing schools in poor areas, but it's never enough. Education is a public service, and the money that people put into it doesn't go directly back into their own pockets, so it never gets enough funding. Now, I don't have the amount of scope that some of you people have, so I'm not used to thinking up problems for geopolitical problems, but I think that one thing this country needs is FLAT FUNDING for education. That means that funding for public schools is no longer tied to property values, but instead every school gets the same amount of money per student. The way, if education is underfunded, EVERYBODY knows about it since every person would have to deal with it. That would certainly exert enough political pressure to get the government to fund education at a reasonable level, and it would ultimately improve the school system in this country. It certainly wouldn't solve all of the problems with poverty, violence etc. that we have been discussing, but it would certainly go a long way toward alleviating them. 'course, the problem would be to actually get people to swallow the idea that the central government should dole out the money to all of their schools. Given the extreme paranoia of centralized government ANYTHING in this country, I'm not sure I could see it happening without a massive political movement.
  25. OK, I scoured the forums for all bot related topics and Dled as much as I could. Took em home and read thru em. I'll summarize what I think the team wants (my opinion of what I read): oDDity wants cannonballs, almost everyone else isn't too sure about this. Personally I never liked the T2 cannons bots too much, kindof goes with that gun issue. If we have cannons why not guns. I don't think guns fit the thief enviro very well. I do think a side mod of a victorian/gun enviro would be a cool game, but a different one. Alot of mentions of arrows/crossbows/gas (maybe flametrowers) Here are a few concepts: Gas bot, I imagine this could be very similar to the size of lantern bot. Even working in tandem would be cool. This one has eyes, the lantern bot has the ears so to speak. Imagine one of these coming around front of crate, one around back, where to go? The face is just a mock-up for now, see below. Crossbow, good way to fire arrows. This would be the loading system? problems, bulky, too many polys? What happens to arrows, when they run out, would it be possible toanimate/attach arrows in this fashion. Need animator input I guess. Propulsion concepts. Wheels? legs? 4 legs on all? maybe elite bots are biped? Problems with wheels- stairs. can certian AI be made to avoid stairs? I suppose there is a stair anim for legged creatures. edit:looking for gargoyle pics, good face for bots. I think an animal type head would be cool, different than T2 human faces. I also think opening jaws to emit projectiles might be cool, the player would know the bot was 'winding up' I think mean looking, but not so much evil looking as face on the bot pic above. I like the one at top of this page http://gargoylestore.com/ http://www.geocities.com/gargoyleppa/photos/UPFF01.jpg
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