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  1. I haven't noticed any glaring problems with existing fonts. (Well, except that the font used in the console is of an inappropriate style, but that's not an in-game font as such so I don't think it matters. The console font is clear and easy to read, and that's all it needs to be.) Any in particular you'd like to point out? @licence: Yeah, that looks like a pretty reasonable licence, I think we can use any fonts which are under that licence. Just chuck the licence text file into the same folder as the font. One catch to note: "Modified Version" includes any version of the font created "by changing formats", so the TDM version of such a font would be a "Modified Version". That means that the name of the converted font would have to be changed from the original name. Easy to do, just don't forget.
  2. OK, I'll keep on looking but it's tough. I went through several hundred. Each one quick assessment, check the docs, 90% have copyright restrictions. Narrowed down to 20 odd. Some wouldn't convert. Most have kerning (x offset) problems. So we finish up with possibly two or three. I'm surprised medusa not popular. Did anybody notice that in Thief's Den? I mean when actually playing and you read two messages written in medusa, did anyone at that moment think, this is blurry or kerning is bad or whatever? We haven't got one perfect font yet - and just over 50 weeks to go. We may have to compromise a little. So in particular I'm looking out for... Gothic/Italic/Medieval to see if any better. Rough old typeset such as used for billboard or old newspaper Child's scrawl. I do hope we are going to have some children in TDM else it just won't be as rich a world. But if a message from a child is needed, even if no child appears in-game, then there is no substitute. General handwriting - some rough, some neat. We need to keep in mind two criteria: The core resource at launch - and fonts that real mappers will use in real mappers in the oncoming years. So a child's scrawl might not make it into the core resource but it would be nice to have a substantial collection of less general fonts for future use and let the mappers choose. My own views on the above fonts: Child architect : I'd have no problem if I came across that in a T2 mission. Gothics : both no use - only included in case someone said 'I can fix that!' Heidleberg : I like it but shame about the f offset. Maybe I'll try converting again. Mac Humaine : Ditto - f offset the other way. Maybe I can breed it with Heidleberg Medusa : fine Lipstick : fine - also as chalk is a great idea. Playdough : fine - rare use though so probably not for core resource. Rapscallion : fine I came across some wonderful fonts in the search but it breaks your heart when you see the copyright restrictions! I have a folder full of ones in zips with NO docs at all. I have others that state 'free for anyone to use so long as you distribute in this zip unaltered'
  3. Forget about these warnings, there are some struct members not being used by the RCF library. The compiler is pretty anal about this, I'd worry more about "might be used uninitialized" or "is used uninitialized". I won't fix these, I guess. Hm, how is the D3 process called on your end? Is it doom.x86 or something else? The algorithm is as follows: - Traverse the /proc/ folder - For each file name matching an integer number, open the file /proc//cmdline - Try to find the string doom.x86 within the cmdline, return success if found. I don't know of any other way to check for the process, so there you are with my poor man's solution to this problem.
  4. Let's not forget the mechanical finger: http://www.ttlg.com/forums/showthread.php?t=113820
  5. What Springheel just posted is pretty interesting to me to read, though. It wouldn't hurt to maybe quote some selective posts from the internal forums, like even just bullet point "I did this this week" sort of posts, here just to give a flavor of some of the inner workings of progress. It doesn't have to be so formal or regular, but it's nice on occasion. I don't think it's such a big deal though; the normal updates have been fine for what they are. I do hope, though, that you'll archive the development discussions after release, though, for posterity's sake, because I think it would be pretty cool to look into the reasoning or genesis of some of the mechanics after it gets released (even if it isn't such a good idea before release).
  6. I'd like to get started with the Stim/Response editor in the next few days. From fiddling around with stim/response stuff back in September when setting up the fire-secret in the Bonehoard, I know a thing or two about it, but I'm not an expert on this area. I will certainly play around a bit with the existing system and come up with some designs before I actually start coding. Before I dash ahead and start planning the actual GUI I would also like to post in The Editor's Guild on TTLG and interview a few Dromeders about common Stim/Response tasks, as I haven't any Dromed experience myself. Would that be ok for the team or would you rather leave the planning within these forums?
  7. It's just the feet for me. If they ended in a knob or something that would be fine. It's not even a big problem the way they are now, just somewhat noticeable. Odd did a very T2-looking one back at the beginning. Deep Omega modeled one based on GIMG's concept art, which I really liked, but then he disappeared. http://forums.thedarkmod.com/index.php?showt...90&hl=robot
  8. There was a _large_ effort to add a sensible folder structure via editor_DisplayFolder to that list. So either: * doomedit supports that editor_displayFolder, so everything is well * doomedit doesn't support it, then doomedit users are already doomed (no pun intended) as the current nice structure is not showing for them, anyway. (roughly half of the stuff has the atdm: prefix, the other half hasn't). As least we could be consequent. I can whip up such a script quite easily, you just have to ask. Afterall, I am primarily writing scripts for a living.
  9. If you update your materials folder and textures/darkmod/skybox you'll see an experimental comment texture I've put in to direct users to smf. What do you think?
  10. Seems it is hard-coded: ~/.doom3/darkmod$ strings /home/te/games/doom3/doom.x86 |grep "portal_sky" textures/smf/portal_sky It would be of course possible to hack DR to display this texture in a different folder.
  11. It's just a plain old surface material mappers paint onto brushes, not skybox geometry. As for different stars, clouds, etc., I'm not crazy about /nature either (the folder, not the real thing! ) but there are already plenty of those in textures/darkmod/nature/skybox, as I guess was decided upon with the reorg. Programmer request: please change SDK water source references from: textures/smf/portal_sky to textures/darkmod/nature/skybox/portal_sky
  12. The best would be to make it a toplevel folder. /skybox or /sky, unless there will be only a small selection, then /textures/sky would also be appropriate. The reason why I think that a toplevel would be appropriate is, because I assume it's not just a texture, it's a complete seperate object in itself, right?
  13. There is a skies folder in the darkmod tree somewhere. That would make the most sense to me.
  14. I want to move the portal sky texture. The reason: despite having used the texture myself (perhaps half a year or more ago, last), I just spent 5+ minutes searching for it. Why? Is it in /darkmod? No. Is it in /sky? No. Is it perhaps in /common? No. Wait, I know - /editor. No. Oh of course, it's in /smf! Are there any objections or technical issues (SDK or otherwise) with this, and any suggestions? I'm thinking inside /common (alongside caulk, collision, mirror, etc), or alternately, /editor (alongside visportal). Yes, it will break the sky on existing maps (and prefabs - I'll update those (2)), but that's a 10 second change for a sensible usability improvement. Edit: or for that matter, I suppose it could go in /skies (which is id's sky folder - all the hell and mars stuff). It'll be a standout - it is a system material and not a "painted" material - but it's possible a user will look there first. Opinions welcome, I'm unsure which to go with. Edit: Correction, it doesn't require changes to existing skybox prefabs
  15. Yep, its basicaly the same technique as the ivy, which can be made into a bush pretty easily, except with this one i've made a few improvements which save on texture memory at the cost of a few extra polys. If you compare the diffusemap for the ivy and this tree you should see what I mean, the tree has less wasted uv space. Im gradually going to be making alot more nature type assets for the Ground Zero mod and The Dark Mod, it would be great if you guys could contribute some of your nature assets to the Ground Zero mod aswell because they're badly in need of them too. But I also want to make it perfectly clear that we will be releasing all assets to the community regually, Im not really too sure where you guys stand on asset sharing between mods but I think it would benefit both mods. yeah, I totally agree about trees being difficult to make, i've made about 6 so far, gradually improving the workflow after each one through trial and error, you need good references, images found on google.com quite often are'nt enough to really grasp the shape and structure of a tree, it helps to have multiple photos of the same tree around that same time period, otherwise you might start mixing seasonal differences onto the same model wich can look quite wrong. I'd advise getting out and actually photographing some trees yourself, good references online are hard to find. Also crack open call of duty or any other games you have wich have good trees in them and study the texture maps and how they are layed out onto a UV space, I learnt alot from doing this. this was my first tree model, I made it shortly after doom3 came out and I was quite proud of it at the time, so as you can see you're not doing too bad Badcogg but I think you'r pine could do with some more variation and some spiney bits going up the trunk, but I think you've got a pretty good looking tree there . http://forums.thedarkmod.com/index.php?showtopic=5854
  16. OK, I will. Actually skin replacing rope with nodraw should do. Weapons folder is the right one to upload them, isn't it?
  17. Modified the image for the lit warehouse window, made a skin file and material def but console error can't find image. In Dark Radiant I have the normal model with... skin lit_ware_win Here is skin def... // Lit warehouse window skin lit_ware_win { model models/darkmod/architecture/windows/warehouse_window_light.lwo warehouse_window_lit } Here is material def. The diffusemap is in the equivalent path in base folder. I've checked it over and over for path errors and it looks OK..... warehouse_window_lit { glass diffusemap models/darkmod/architecture/windows/warehouse_window_lit specularmap models/darkmod/architecture/windows/warehouse_window_dark_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/architecture/windows/warehouse_window_lit rgb 0.15 * parm11 } }
  18. Hmmm...Ok. I checked everything that you mentioned, Greebo, and everything was set the way i t should of been all along. The file extentions were already .dds and not .DDS ' seta image_usePrecompressedTextures "1" ' was already in the config file. So there must be something else wrong instead. Although the screenshot above shows 'stonewall2121_local' as both .dds and .tga I only had the .tga in the folder earlier during the test. When I rendered (F3) a test map in DarkMod, however, I got this: Does that mean I need to create a shader for the texture? ~Daniel
  19. Another carpet in the runner folder: http://img105.imageshack.us/my.php?image=carpet3gi4.jpg
  20. There is nothing wrong with cheating in a single-player game. But that doesn't change the fact that unlimited saves are cheating. Players should be able to access unlimited saves, but only through using a cheat cvar. I can't remember where, but I've already seen entire articles suggesting this approach in MMO design forums. Except, they went even further, suggesting a whole pyramid of different levels: For free, players get a basic MMO hack'n'slash game with collecting items, slaying dragons, going on quests, maybe basic crafting, etc. If they purchase a subscription, they also get to buy and sell tracts of land, construct buildings, craft and sell advanced items, etc. If they purchase a premium subscription, they get to be royalty, and tax the land-owners in their kingdom, or recruit armies, etc. The general idea, was that since a player who wants to be king depends on a large range of other players to be their subjects, they should effectively subsidize the other players' subscriptions as RL payment for them pretending to be mere adventurers/peons. Even an inn-keeper or a blacksmith needs other players to pretend to be clients, so even they should subsidize adventurers' subscriptions to some extent.
  21. 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.
  22. 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.
  23. For a sec I thought I was on the Oblivion forums
  24. Added a chef knife and butcher knife commited decorative/personal_items folder. improved key_simple skins.
  25. That's inevitable, since we all have such stupid and arbitrary names on internet forums anyway.
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