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  1. There's a big thread on that exact issue: http://forums.thedarkmod.com/index.php?showtopic=5029
  2. They're not Doom fonts. They are regular fonts that have been run through an importer. There is a known issue with some letters being offset during the import process. I can't really explain why because I only barely understand it myself. There are only three options that I know of, none of which are terribly easy-- 1. Modify the original font in a font-editor and re-import it (very hit or miss unless you know how offsets are set on fonts, which I don't) 2. Modify the imported .tga files in the D3 font folder (generally creates clipping problems from my experience) 3. Import the font with different settings, that give every letter the same offset, which makes ALL the letters look a little bad, instead of one or two looking moderately bad.
  3. It's pretty bad imo. I'm looking to use another one anyway. I want a font suitable for a handwritten business letter. Here's a snippet of AndrewScript. The first word is "eye", the next two are "that you", and the last is "alleys". You see it leaves a gap big enough for another character. I thought I had typo'd in some spaces!... I'll look through the folder we have but are these doom fonts freely available on the net? Is it worth me looking around? We need a sample graphic of each on the wiki one day so users will know what to select; the names are not too helpful always.
  4. Good... as long as it "Looks good" to Spring, and "Does the job" for oDDity, I can leave it alone. I might un-linearize the hips like squill pointed out, a minor tweak. As for a variety of death anims, ... well, I think these 3 (mine, squill's, and solis') should be all we do for now, untill we work out this death anim trigger thing, here http://forums.thedarkmod.com/index.php?showt...view=getnewpost
  5. I already posted a reply about compiling on linux in this thread http://forums.thedarkmod.com/index.php?showtopic=5574&hl= In short I recommended a unified build system based on bjam ( see http://www.boost.org/tools/build/v1/build_system.htm for more info )
  6. the idles are indeed to stiff. I'm also think the current idle pose is too static, it's not really a relax pose. I see they are placeholders but if we're going to create new idles we atleast can choose a better idle pose. It doesn't have to take a lot of time to create new idles. i'm still a bit struggling with the current rig setup in Motion Builder. I started animating a walkcycle over the weekend but it's giving me a hard time. Maybe it's because i've animated a lot in Maya lately. I kinda miss having a seperate hip control, which rotate the hips without rotating the whole upperbody and the feet are not touching the ground properly. With some small tweaks if possible, especially to the feet and hips would make animating a whole lot better. The source files should be on the ftp(animation folder), but it's not a problem to load them up to SVN.
  7. The forum isn't allowing me to edit above. Great link, Pinkdot. I'll have to give that a go. Also, I finally found the post I was referring to: http://forums.thedarkmod.com/index.php?s=&am...ost&p=95847 Edit: aha, I think it was another case of "to" + ": " setting off forum alarms.
  8. -- add updated music to menu http://forums.thedarkmod.com/index.php?showt...=5206&st=25
  9. These are some optoins off the top of my head. Sparhawk might have some ideas also (he is our real programming team lead, someone really needs to change my title so it doesn't mislead people ): Look into how reading key states and button states works in the new SDK (1.3.1). The earlier SDK versions had a problem where they could only detect about 8 keys as "buttons", that is, you could tell if they were held down or not. All the others were "impulses." Since we wanted to add some things with controls that could be held down, we jumped through a lot of hoops trying to put in hooks for mouse and keyboard states. The new SDK just came out a month or so ago, and promises "access to mouse and button states" I believe they're on an object called "common" in the SDK. If you want, you could look into how to get mouse states and key states (held down/not) in the new SDK. Once you've figured it out, you could make a test mod where it just outputs to the screen which keys or mouse buttons are pressed. (Outputting to the screen can be done thru gameLocal->DrawText, I think). If it is actually possible, we can get rid of our low-level hooks and go with what works in the new SDK. This would be very useful if someone could look into it. Relatively simple scripting for player tools We have a lot of player tools that will go in the inventory and be used. "Use item" calls a script on the object, so we have to go through the various player tools and write scripts for them. Usually it will be very simple, add so much health for a health potion, add so much air for the breath potion, spawn a projectile that gives off a flash on detonation for the flashbomb, zoom in and apply a GUI overlay with the telescope, put down an idMoveable with a trigger bound to it for the mine, and so on. We had someone working on the flashbomb but I haven't heard from him in a while. Object manipulation: Stuck objects (requires our codebase) I got the impression from the public forums that you are interested in the object manipulation physics. You could implement a system for momentarily stopping the player from moving when their object gets stuck, then dropping it if they continue to move in the same direction for some time. This requires stuff in our existing codebase (the rest of the object manipulation code, immobilization code for stopping the player and not conflicting with anything else that's immobilizing the player). I was planning to write this, but it's fine if someone else writes it too since there's plenty of stuff for all of us to do. This may not be the best task to start out with though, since it requires our codebase and integrating stuff with a bunch of other code. Let me know if any of those sound interesting. If not we can think of something else.
  10. There is a forum called "Information" with a sticky thread about important mod details. I recommend at least looking once at all the announcements and stickies in the forums, so that you know whats up.
  11. Comp you are team member now, right? So you should rather open this thread in the sound forum. It helps to track it later on if you want to go beack and look for something. If you don't see the other forums then say so, because then you there is a problem with your permissions.
  12. I don't want to belittle sledge's effort on this mission, but Inverted Manse just wasn't my cup of tea, in neither playstyle offered. The architecture is gorgeous and the blue room trickery impressive, the overall DromEd handywork very good as well - but I haven't had much fun playing it. Somehow the gameplay didn't click. I had the same problem with other high-rated missions, like Calandra's Legacy or Deceptive Perceptions. The upside is that the wealth of FMs offers something for every taste - Into The Maelstrom, Equilibrium, Saints and Thieves and Rodamill were right up my alley. Oh, one little gem (if you like puzzles) is Temple of Tides by Nameless Voice, were he shows off what his scripts can do. Just be sure to get the patches or a fixed version and don't look at the spoiler thread on the forums.
  13. Yep, here's the thread: http://forums.thedarkmod.com/index.php?showt...=4283&st=25 Seems like pretty much everyone was in agreement that hitting 'use' when carrying an inventory object that's held in your hands puts it back in your inventory. Hitting use when carrying a junk object that is "useable" (like a body or a chair leg) makes it goes into it's "equiped" position. If it's a junk object that's not useable, nothing happens.
  14. Yes, if the AppPath and SettingsPath are known at that time. (see below.) Looking at the code snippet above, I gather that the XMLRegistry code will not be within the plugins/ folder anymore (as it is instantiated by DarkRadiant's core code)? Otherwise the core code wouldn't know how to instantiate an XMLRegistry class, would it? I don't think we can write it off so quickly. First, we need to define how (and where) these functions work: std::string appPath = getAppPathSomehow(); std::string settingsPath = getSettingsPathSomehow(); The getAppPathSomehow is exactly what the Environment class is doing at the moment. If we find another method of getting the App path, the Environment class could be kicked indeed.
  15. The XMLRegistry needs to know the AppPath, so yes, it either must be passed to the constructor or to a separate function, but both require the Environment information to be accessible from within the xmlregistry module. Once the AppPath and SettingsPath is known, the XMLRegistry is safe and can be used by other modules. I was referring to the ModuleLoader (as it is named in the current codebase), which finds and loads the external module (.dll, .so) files. The ModuleLoader will have to find the "register" symbol on the loaded DLL and invoke it, passing the ModuleRegistry& reference to it, as it does now. The ModuleLoader itself needs to know the AppPath: this is the current code for finding the DLLs: // Load the Radiant modules from the modules/ and plugins/ dir. ModuleLoader::loadModules(Environment::Instance().getAppPath()); The Environment instance will probably be moved into the XMLRegistry, as the folder info is needed by the XMLRegistry constructor. Thinking about that, can we move the Environment class into a static library (like gtkutil)? It will have to be initialised for both the Radiant binary and the XMLRegistry if I recall correctly, but at least we can use the code from both the binary and the XMLRegistry module.
  16. A door model has disappeared from my map. Its origin is there but no model. I see the doors model folder looks very empty. Is there some re-org in progress?
  17. Ah! got it! thanks Dram. Woo - most of the doors are now in your folder!
  18. Dram

    Doors missing?

    Oh crap forgot to post about it. All the doors that are not to sizing standards are in their relative map_specific folder. This means that all the doors I made for my map are in map_specific.
  19. Angua, if you get a chance to add these to our model website, that would be great. http://forums.thedarkmod.com/index.php?showtopic=4402
  20. -- alternate belcher skins -- fix spider so it doesn't call humanoid def -- test Ish's changes to carrying ragdolls -- make second stage spyglass overlay -- look at inventory icon updates http://forums.thedarkmod.com/index.php?showtopic=3531&hl=
  21. There are extensive discussions, recommendations, lists of best of the best, categorization by genres etc, on the ttlg forums.
  22. i agree completely with the comments made by sparhawk. yeah i read in the forums that the changes arent going to very noticable other than the shadows so... all my previous comments do apply. one thing that i really enjoyed about T2X, however, were the cutscenes. I feel that these cutscenes were the best part of the game and other mod crews could learn a thing or two from them. and btw Gildoran i think thats probably the case that i played very low quality FMs. so if some people could reccomend the classics/greatest FMs id appreciate it. i just reinstalled thief 2: TMA, so id be able to play some of them.
  23. http://www.ttlg.com/forums/showthread.php?t=112542 Orb, have you read anything... Im not having a go at ttlg, rather one of the morons on there that seems to get away with crap that other people get banned for.. but I digress, I agree ttlg bashing is old these days. b
  24. There is a thread about it at www.ttlg.com/forums in the fan missions section.
  25. Welcome to the forums! Be sure to read through our website: http://www.thedarkmod.com, as you will find most of your questions answered there.
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