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  1. My DOOM3 is in V:\DOOM 3,I put the mod in it and run from MOD menu, but when click install Mission Doom3 will report error ,detail in the picture following...
  2. When I exported the anims using the FBX workflow (load fbx_import.mb into maya, import my FBX on it, then do exportModels in Doom) it worked fine, but now that I'm animating with citywatch_rig_00.mb and saving the .mb anim files directly, I get this error when I try to load a map; Game Error: Join 'Spine2' not found for attachment position 'slung_across_back_rl' on entity 'atdm_ai_builder_guard_1' I don't understand it though - I'm exporting using tdm_ai_citywatch.def, and it has "Spine2" in the -keep options, and tdm_ai_builder_guard.def also has "Spine2" in the -keep options. I can only think that citywatch_rig_00.mb is out of date somehow... but I found a "Spine2" joint while browsing its heirachy... Hope I'm missing something simple - the new dummy combat anims are all ready to go except for this...
  3. Damned Skyrim, cant stop playing this game

  4. Damn Skyrim, cant stop playing this game

  5. nb mentioned that Bikerdude should package his St. Alban's missions together, and that led to me wonder whether the in-game downloader should have filters and labels (metadata = solo/campaign) to distinguish packaged campaigns from individual missions once they become available. 1. Lets you find campaigns when you are looking for them exclusively. 2. Lets you know ahead of time (if that info wasn't in the description) that the download is a campaign. 3. Possibly associates contained missions with individual missions, see below. Here's another consideration. Will mission authors intend for campaigns to replace individual missions as updates or generate some sort of alert? The downloader already fetches updates for pre-existing FMs and displays them for download. Perhaps campaign package downloads could point to all the individual missions contained within in order to facilitate some sort of action. On the other hand, Bikerdude and others have created missions not necessarily intended to be played in a specific order. All of this (screenshots, descriptions, metadata) is handled on the server/mirror side, so it shouldn't have an impact on mappers unless they did something weird like drop/merge missions, right? Edit: Presumably mappers give their consent for missions to be hosted over the in-game downloader mirrors, so it's up to them to choose whether to replace missions with campaigns or have them all uploaded.
  6. Am i doing this right? I load up doom using my Saint Lucia shortcut and enter: exportmodels guardsneeze, then press enter and get this error. file e:\Program Files (x86)\Doom 3\saintlucia\def\guardsneeze.def, line 3: Unknown token: - --------------------------------- Here my guardsneeze def file: export guardsneeze { options -sourcedir a\ -destdir a\ anim guardsneeze.mb -dest idle_itch.md5anim } --------------------------------- -My St Lucia installation is: e:\program files (x86)\Doom 3\ -guardsneeze.def file is in e:\program files (x86)\Doom 3\saintlucia\def\ -guardsneeze.mb file is in saintlucia\a\ -The MayaImportx86.dll and the two other files that come with it are in the Doom 3\ with the Doom 3.exe executable, the Doom3\base folder, saintlucia\, Maya\ and finally, Maya\bin. -Im using Maya 8.5 SP1 64bit at the moment. -Doom version 1.3.1 1304
  7. I've a black screen when I start the training mission, I can hear the sounds but no graphics. My system specs are: Pentium IV 1.6 GHz 512 RAM 64 MB Video Card I can run Doom 3 fine, albeit with low settings and a few tweaks on the configs here and there. Were my config tweaks the problem? Or is it because of the fact that TDM doesn't have Quality options? If so, how can I fix this?
  8. Could it be possible to implement such a feature? Say the player reads a scroll, note or book which describes a code or directions to be used to solve a puzzle later in the mission. Then the player opens (from inventory) a notepad or scroll, and can type in the code or hint or whatever notes they feel like. Then later, when they need it, they can open the notes and try whatever they have scribbled down. It seems reasonable that the character in-game would make notes from time to time.... vault codes, directions, names, etc.
  9. I’m creating an in-game map for the player to pick up. In the Startpack Mappers’ Guide Wiki, section 9.9 discusses how to create an in-game map. Under “The In-game Map Material Def”, it says: “Look in mymap\materials\custom.mtr to see the definition for the default blank in-game map image. This enables the transparent edge. If you change the path or name of the image file then you need to change it in this mtr file too.” What I took this to mean was that I should copy this: // game map in sheet form shop item icon with transparent background... guis/assets/purchase_menu/map_of { { blend modulate map guis/assets/purchase_menu/map_of alpha parm3 } } to my *.mtr file, with the pathname and filename changed to match my map image. However, when I brought up the map from my inventory, it was 50% transparent. Cool, but not very readable depending on what's behind it. I didn’t recall other game maps being transparent, so I went back and checked Heart’s maps. They’re opaque. I checked Heart’s custom.mtr file, and it doesn’t have a definition for the maps, like the Wiki instructions suggested. So I deleted my map’s definition from my *.mtr file, and now my map comes up fine: ragged edges and opaque. Should the Wiki *.mtr instruction step be updated to note that you should follow it if you want semi-transparent maps, or skip it if you want opaque maps?
  10. I was about to upload moveable brush stepladder prefabs. They work fine in test/stepladder. To test the prefabs I inserted them in hoarders. I get 'no collision model' error. The only moveable in each stepladder is a single brush of collision texture. As said, it works fine the test map. And I already have a single brush slab moveable in hoarders which causes no error. So why, when I put the stepladders in hoarders do I get the error?
  11. Dark Radiant 0.8.1 of 12 Apr 2007 I get an error message when I close Dark Radiant if I have selected anything. If I just open DR then close it then no error. If I open, it, select an item, then close DR, then I get the error. If I open, select an item then deselect it and close DR I still get the error. Tried it in two maps and its the same. Doesn't even need a map - just any entity to select. The error produces a very long report but I can't copy and paste it. It also refers to a text file output with a ton of data in it but it doesn't look like the same data. I can upload that if it is of any use. The errror does not seem to affect actually using DR as far as I can tell but just keeps appearing each time I exit.
  12. Not sure if this is a known wip but there seems to be an error in the cm for atdm:ai_merc_proguard. See that spike sticking out on his left? I couldn't get by him. I could crouch under it though.
  13. Hello all, this is my first post, and unfourtantly it is about an error. I've tried looking on the site for this error and googling it to no avail. I got TDM to work on doom3 and I beat it. So I downloaded Dark Radiant and I get this error The procedure entry point SymFromAddr could not be located in the dynamic link library dbghelp.dll Thats it, I can't get into dark radiant or anything, just this dialog box. I'd appreciate it if anyone has any ideas. Thank you.
  14. darkradiant-MapFileManager.o: In function `map::MapFileManager::selectFile(bool , std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)': /home/te/src/darkmod/darkradiant/radiant/map/MapFileManager.cpp:58: undefined reference to `map::MapFileChooserPreview::MapFileC hooserPreview()' darkradiant-MapFileManager.o: In function `~MapFileChooserPreview': /home/te/src/darkmod/darkradiant/radiant/map/MapFileChooserPreview.h:15: undefined reference to `vtable for map::MapFileChooserPreview' /home/te/src/darkmod/darkradiant/radiant/map/MapFileChooserPreview.h:15: undefined reference to `ui::MapPreview::~MapPreview()' /home/te/src/darkmod/darkradiant/radiant/map/MapFileChooserPreview.h:15: undefined reference to `vtable for map::MapFileChooserPreview' /home/te/src/darkmod/darkradiant/radiant/map/MapFileChooserPreview.h:15: undefined reference to `ui::MapPreview::~MapPreview()' collect2: ld returned 1 exit status make[2]: *** [darkradiant] Error 1
  15. Not sure if this has been covered anywhere, if so please let me know. I haven't played the older missions in a while so had several to update. Now I have double names of some (I'm assuming one is old one is new) Questions: Do I need to erase the first version? If not, how can I tell which is the updated version by looking at the list so I know which to play?
  16. Since there doesn't seem to be a Brink thread in this forum, I'm hereby opening one. I'll start with two links to a German gaming news site that has some very nice screenshots. Looking at them makes me wonder how much original Doom 3 code is still in that game.
  17. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  18. A couple of the latest missions, by Jesps and Sotha for example, have not stayed installed after exiting the game (yes, I know that only one FM is installed at any one time). When launching TDM the next time, it is as if there is no mission currently installed. This requires me to choose to install it and allow TDM to restart itself so I can continue playing a previously saved mission. Previous missions had stayed installed and I only had to choose install when changing FMs. Does anybody know what causes this? It normally would not be a very big deal except for a couple things. First, TDM does not play (pun intended) well with ALSA/PulseAudio on my linux system and I get choppy audio. If I change the audio to OSS then the audio performs better, but after installing an FM the game immediately restarts with no delay and I lose all audio. ALSA supports multiple audio instances from different sources, but OSS can only handle one instance at a time. I think OSS needs more time to stop and restart properly than occurs during a TDM restart. So for now, I am using ALSA and tolerating the choppy audio. But we all know how vital the game audio is in TDM... I'd like to get the choppiness out. Is there any way to modify the FMs in question so that the currently installed FM stays installed after exiting TDM?
  19. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  20. Lately I've been trying to put AIs in different parts of my map and I keep getting this error "MAX_REACH_PER_AREA". I've researched it and read that it's due to AI pathfinding getting too complex. I've read that I need to break up the areas more with more portals and stuff, and/or add a bunch of monsterclip around areas to simplify the pathfinding. I haven't tried any monsterclip yet at all, so I don't know how that works yet, but I have been cutting off areas and adding more portals, and this has worked somewhat in some areas. But right now I have an area that looks pretty dang simple to me and when I add a guard there it gives the error and I can't see why. Is there some thing I can turn on in game mode to see the pathfinding connections or whatever, so I can actually see for myself where it's getting hung up? Something like r_showtris, like r_showaipath or something? There are a couple patch cylinders there for large pillars, so I'm guessing maybe I need to monsterclip them, but I'd still like to know for sure (because two pillars oughtn't mess up the pathfinding so easily)
  21. 1. Is it possible to play the mod with a russian copy of Doom 3? 2. Should i install the same 1.3.1 patch I got from your wiki and simply choose the russian language pack as well? 3. After the mod is installed will it be in russian or english? 4. If in russian is there anything i can do to make it english?
  22. Hello everyone! I've just joined the forum and this is is my first post. Before my question, I just want to say thanks to everyone who has helped making the MOD, it's amazing! And thanks to the mappers and everyone who has written tutorials and how to's. After seing Melan's massive effort on getting us newbies started (Fiasco at Fauchard St) I've decided to give mapping a go and I'm trying to get familiar with the editor. But I won't promise a mission just yet... Now my question: I've followed the tutorial on editing AI Relations. I have a room with two AI from different teams and the player in the shadows. I want the AI to be initially neutral to each other, but when the player switches a lever, they start fighting each other. I created an entity internal > atdm:team_relations where I make the teams neutral to each other. I also created a target entity target_tdm_setrelations that is triggered when the lever is switched, which changes the relation between teams (as explained in the tutorial). I load my map and everything works fine (I can see that the relation between teams has changed after activating the lever with the console command tdm_ai_rel_print) but the AI won't start fighting each other until they become alert by something the player does (eg a noisemaker arrow). It's like after loading the map nothing checks again what team the AI belong to, unless they get alert. Is there a way to make them realize they should fight? Sorry for the long post, and thanks for any answers!
  23. According to the wiki: Is this still the case? Is there not some way to make an entity that does this?
  24. Hey, Just downloaded the .deb for the darkradiant 0.9.7, and when I try to install the package it gives me the error that libboost-filesystem1.34.1 is not satisfied. But I have libboost-filesystem1.34.1 installed... I just reinstalled it and still won't install. Something up with the package?
  25. Radiant - Runtime error libs/signal/signal.h:341 assertion failure: signalbase::disconnect: invalid id ------------------ ------------------ Please report this error to the developers OK Then the old win XP "illegal operation error blah send error report"
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