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  1. @OrbWeaver: I've updated the GTK+ headers to 2.12.3 and updated the sconscript to automatically setup the install folder with all the necessary GTK+ binaries. The SVN repository is pretty self-consistent now (in Win32, that is). I remember that you weren't too fond of including dependencies in the repository (unlike me) - what would your proposed solution be to split dependencies from code? Should we move these into a different branch/repository or should we go the GtkRadiant way of providing a ZIP package with all the binaries for Win32? Btw: I also plan to upgrade the boost headers to 1.34.1 in the near future to be up to date.
  2. To be honest, I just don't care about how many users there are. Can we please stop to discuss whether Vista will be a success or not and focus on debugging it? Thanks. @Subjective Effect: Please try to extract the stuff into a new, blank folder and see what it does.
  3. Pops up straight away. Even if I unpack into a new folder. Guys - I'm thinking of posting a poll about Vista at TTLG to see how many Thief players/Dromeders this could potentially affect, WITH the Dark Mod mentioned in it. What do you all think?
  4. Damn, it works fine on this Vista machine here. Maybe I forgot to package a DLL along with DarkRadiant? How far does it get before the message pops up? Please try to extract the above package into a new folder.
  5. We already have code that messes with new FMs. The actual installation is pretty easy in Doom. Just drop it in the folder. Our "installer" is similar to that.
  6. I'm afraid I'm even worse. I had to drop off the forums for three weeks due to finals and vacationing in Sydney. I've yet to do anything since I've gotten back (apart from playing Twilight Princess). Deadlines are my kryptonite.
  7. Once you have Doom3 installed, you should be able to build maps using DarkRadiant. Just play around with the editor and the vanilla Doom 3 assets (I heard there are quite a few good ones in the hell/ texture folder) and keep us posted about your progress.
  8. There's a detailed discussion on it in the public forums.
  9. The short answer, no. There is probably a thread in the public forums on silhouette detection if you want to learn more.
  10. Alright , got the tex and material up. changed his path, I didnt't think about it when I put all his files in simple_animals, now they are contained in sub-folder /ratz Finalized his af so you can't twist his head off. Might revert to my old anims, I think they were better anyway, well, the one on his hind legs is better. I'd like to have them randomly cycle thru a few idles. So he'll sniff about for awhile, maybe walk some, get up on hind legs. Anyone know how to set this up? Can you choose a frequency of randomosity? Would be better if he didn't get on hind legs too much. Need to do a scamper anim also. @angua, what did you change to make him run? I looked but couldn't really tell in the def, also in game he walked (towards player), now he just does the idle on hind legs. I do want him to run but I think that still needs work (at least walk away until I get a scamper anim).
  11. Tels

    Tels' textures

    The idea was to move all mosaic textures into their own folder. Duh! In any event this discussion is moot as this ain't gonna happen for a different reason.
  12. 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.
  13. 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.
  14. 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
  15. 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
  16. 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?
  17. 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.)
  18. 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.
  19. 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.
  20. 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.
  21. OK, I've uploaded them to my betamapper respository folder if that's OK phide?
  22. 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.
  23. 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
  24. 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.
  25. 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.
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