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  1. ???? 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....
  2. 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!
  3. 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'
  4. 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.
  5. 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.
  6. Seeing that it does involve textures, I thought I would post a link here. http://forums.thedarkmod.com/index.php?showt...mp;#entry109604
  7. Implement Gil's gamma-standard window in mainmenu.gui http://forums.thedarkmod.com/index.php?showtopic=5629
  8. Hi BEAR, yeah check out the textures/hell folder - there are a few textures there that you can use for thief style maps. The first dark mod maps that were made by sneaksiedave were made using just those textures.
  9. Strangely, I really don't have any impuse to "get to work". I would rather like to convince all the people around me to start taking work more like play, less seriously. Sartre, other authors. Judging by all these books' names people throw around on these forums I'd say I don't read at all. And it would be true. No derailment. The whole point of the off-topic topics is to vent our mind off work by immersing in creative discussion.
  10. In the merging mayhem today, it seems some of the posts actually pertaining to this thread were moved as well. If they could be move back, it would be great, but if not or in the meantime: First nomination (for example as well) - stone/floor/blocks_005: http://forums.thedarkmod.com/index.php?s=&am...st&p=109547 Please respond here only, so as not to derail the other thread. So far only OrbWeaver has responded, and in agreement. Does anyone see saving grace in this image? (no time limit pressures, just looking for opinions - that's what this is supposed to be about afterall).
  11. He began as a proof of concept in this thread (I'd like to leave that thread open for AI mixing & matching in general): http://forums.thedarkmod.com/index.php?showtopic=5628 & now he's a reality (well . . . virtual reality that is): There's the usual rigging issues: shoulders too wide, the arm mesh is clipping. The textures are borrowed from other AI at the moment & there's no custom head so I'm using the engineer's. Looking at the screenshot, it looks like the torso's too long & skinny But that might be due to perspective & the illusion brought on by the lower half of the tunic. I'd have to take a look at that.
  12. http://forums.thedarkmod.com/index.php?showt...mp;#entry107364
  13. You should put it in the sticky above this thread. http://forums.thedarkmod.com/index.php?showtopic=1755
  14. mirror and brush.minor touch-up left. Trying to get a good cubemap reflection on the mirrror, might just give it higher spec. end of bristles needs tiled yet. Was thinking of making a new folder in Models, don't think I should put them in tools/household, doesn't seem right.
  15. Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).
  16. Sorry for being late. DarkRadiant saves your user preferences into its Application Data folder, namely user.xml (your settings incl. toolbars) and input.xml (the key bindings). We changed the user.xml handling half a year ago, that's why very old user.xml files cause troubles. Anyway, you've found the solution I was about to suggest, so that's fine.
  17. I have one that I'm not sure is a software or config bug, but it sure is user-unfriendly. See for example this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=109070 When I click the images to see the big versions, the popup windows are ridiculously small. They must be manually stretched every time, instead of automatically being the correct size for the image.
  18. Moved your post here for discussion. Oh, CAPTCHA's work, but it depends on each system on how good they are. The previous version of IPB had a much weaker CAPTCHA than the one we have now. That one was 'cracked' so bots could automatically sign up to IPB 2.1.* forums. As far as I know, the system in version 2.2.2 has not been cracked yet which makes it harder for spambots to sign up.
  19. Dunno if this is for sure, but... http://pc.ign.com/articles/772/772286p1.html If that's not the dumbest name in game history, I don't know what is EDIT - why the dumb forums ruin the all caps in the title? It's S.T.A.L.K.E.R.S as I typed it originally
  20. This texture has been renamed as it has been made tiling a while ago. The new scratched steel is in the parent folder without the nontiling keyword in its name. That might be a recent DarkRadiant bug. If you're using the latest DarkRadiant 0.9.3 release, this is a bug which has been fixed in our development version.
  21. Not sure why, normal social etiquette between a bunch of avatars and nicknames has always seemed pointless to me since I first started using the internet. You seem to agree, judging by the way you conduct yourself on these forums.
  22. If you need louder grass sounds there are some really good ones in the file I uploaded here: http://forums.thedarkmod.com/index.php?showtopic=5701 Edit - Oh, I didn't realize you made louder ones already.
  23. Yes, I did try different ones - even doom's own sound shaders would only play the first sound in the list for me no matter what I set s_maxSoundsPerShader to. But yes! Just about to give up and use multiple speakers when I found the answer. Looping in the shader or on the speaker just loops the first one (why it doesn't just loop any one of them I don't know) but the answer is to use wait instead. wait does a repeat with a pause between (which I want anyway) Not sure without checking if 1 second is the minimum or if it accepts 0 or a fraction but anyway I can now have multiple sounds! And can use it with random as well. Interesting to note that in Doom's own shaders if they put wav when it should be ogg it still worked. My guess is you don't need the suffix and it will check for both presumably in a certain order so unless one has the same name for both wav and ogg in the same folder (so unlikely as to be never) then it might not matter. So you were right the first time it was to do with looping. Now I can take a break on a high!
  24. Yeah, if we're going to merge some of the model textures into the regular texture folders, we'll need some new ones. I've actually created a new "textures/fabric" folder but haven't commited it yet. Canvas could probably go there. Only generic, fully tiling stuff should go in the main textures tree, however, everything else should stay in models/props/textures.
  25. In TDS, you needed an item icon, but never needed to know what weapon you were was using, if you can see it in your hand. If you look at the... http://forums.thedarkmod.com/index.php?act=A...ost&id=1353 ...screenshot, we see the vine arrow in 3D, and we may also notice the HUD icon, if we look closely. I think the Minimalist Project added something good to Thief gameplay that got me thinking: in a 3D game, in the end, I think the best HUD--is less HUD. Yes, we still need it for messages, and showing things like health--until we can have damage maps on the character, but that's a few years from now. I think the player shadow does add to the immersion of moody lit games like T. In the real world, we cast shadows. In TDS, I could sometimes how well I was hidden, by checking for shadows. In the Cradle, I jumped at my own shadow. Walking across narrow things is easier, if you can see where your feet are. When I T2, now I notice, "I have no legs!" I was not suggesting getting rid of the light-gem subsystem, but as a option to move the gem to the player model. If it's too much work, I understand. it was just an idea.
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