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Searched results for '/tags/forums/gamma windows/' or tags 'forums/gamma windows/q=/tags/forums/gamma windows/&'.
Found 13889 results
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check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
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oDDity: http://forums.thedarkmod.com/index.php?showtopic=520
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My system: Windows XP Pro SP 2 Mainboard Asus A7ZNX2.0 Athlon XP 2500+ (~1.8 GHz) 512 MB RAM Radeon 9800 Pro 128 MB SB Audigy 2 I use Catalysts 4.12 (not 4.1), because I have problems with newer drivers. Perhaps I need more RAM? How much you have, oDDity? Which drivers you use?
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So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
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http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
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Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
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Unfortunately this is only half of the truth. If the system favours one mechanism then it will be used. Of course, that crap idea was a result from the DOS legacies, so following it to the letter, results in unmovable applications, instead of going with a more open approach. Until recently this was the case with most games. I have a lot of games on my machine and none of them requires to reinstall (except maybe for codecs, which might be missing, which is a seperate issue). But now with "modern" games, it's now en vogue to prevent this. The idea was to have a central place where all system information is stored. This idea was good until it stored information about applications AND system level data, at which point it became crap. I don't know what that's supposed to mean. OpenGL already provides this, and DirectX also was supposed to provide this, as well as Windows itself. So this "new" idea is not really something new and it definitely is not something that was not promised long ago.
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Spar, I dont understand your arguments against MS. In another thread it was how a windows installation won't run on another computer -you have to re-install it again from the original CD. And now its that they're not making it backwards compatible. Personally I see nothing wrong with installing a relevent configuration for the current hardware. All hardware is different. And you can't be backwards compatible forever. You can't live with the old mistakes of past years. Imagine if we still had to obey the 640kb memory barrier? As a developer, surely you understand that sometimes when you keep reworking a system to evolve with changing circumstances, it becomes so cluttered that it is best to scrap it and re-write it again?
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Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
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Actually, if you view the "Windows Vista: Gaming and DirectX 10" video at this URL (http://www.gamespot.com/pc/sim/microsoftfl...utoplay=6141988), he says DirectX 10 is not backwards-compatible (e.g., to like DirectX 9, DirectX 8, etc.) like it was in the past. DirectX 10 will be able to do significantly improved performance because of that backwards-compatibility break. So they're anticipating a 6x performance increase with DirectX 10. They also have Shader Model 4, the next version of HLSL (High-Level Shader Language); there's no difference between pixel shaders and vertex shaders any more; they're just shaders. And there are also geometry shaders. You're able to do longer shaders. The 3-D Desktop they show in the 2nd Developer inteview at that site looks pretty cool.
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Just heard on the news that Windows Vista got pushed out to January 2007. *sigh* I need to upgrade before then. Anyone know what the best video card is that I could buy for the 8x AGP slot on my ASUS A7N8X Deluxe 2.0 motherboard?
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@DF: yeah, that's becoming lower-end unfortunately I have a 2600+ XP, 1.5GB RAM, 6600 GT (128mb) and an AN-& uGuru motherboard (made for overclockers ) So I'll probably have settings near 80%. If you're gonna upgrade, wait till near the end of this year as Windows Vista is coming with DirectX 10, said by Microsoft to increase vid card performance by 6-8x (i reckon around 2-3 but whatever). Then you can buy a directX 10 specific vid card and be set for TDM running smoothly no matter wtf it sends at you. Of course, you'll have to get a better cpu eventually too - that's not getting improved by Vista obviously.
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If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
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Yes, quite certainly. By the way, are light beams (such as the blue ones in T3) planned, which could be placed before windows? They don't have to be blue, maybe a light yellow tone perhaps.
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If you aim the waypoints that way then yes it will change orientation. Nice windows
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I agree that sounds like the best idea. I'm curious though--can you control the speed that way? Does the snail change orientation as it travels (ie, can it turn 90 degrees or will it just move sideways?) The windows look good. Am I correct in assuming it's really easy to replace the transparent glass with an opaque skin? FM authors won't always want transparent glass for performance reasons, but if it's easy to replace we can just have two skins using the same mesh.
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I finished the highlight for doors and changed the behaviour for items as well. Now the highlighting works in a uniform way for all entities. As you can see on the screenshot it may not be to nice for ingame, so I would need a texture that can be used for the highlight. Currently I simply use this one for testing: base/textures/base_door/doorlight_grn.tga http://forums.thedarkmod.com/index.php?showt...st=0entry4929 I think the texture should probably be just a white one so that it will brighten up the object in a uniform way but with lower brightness. Probably a moderately light gray. If you want to test the texture you can do the following: I used the frobTest.map. In materials/custom.mtr you (Renzatic) added this material description and I added this texture to it. Textures/Dark_Mod/Mansion/Doors/Mansion_Door02 { qer_editorimage Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_ed.tga diffusemap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_d.tga specularmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_s.tga bumpmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_local.tga { // if ( parm11 >= 0.5 ) blend add map textures/base_door/doorlight_grn.tga colored } }
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It is, but like I said you can "inline" static meshes so that they don't take up an entity slot. This would not be used for moveables or small objects, but stuff like windows would be fine.
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I think NH is talking about skins, not decals. For example, we'd want an unlit version, which would be very easy to make. And the same model could probably be used as the base for all kinds of different windows.
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Magnesius, damn! Those shots just made me wet myself. They look great. A related but OT question for those in the know - what are the ramifications for using models as architecture, specifically with regard to portals and sound occlusion? I'm guessing no problem - open a hole, pop the window model in, and place a portal - but how will the model, the glass window, trigger the portal to open/close? I guess the same holds true for doors, but I'm still not clear if we're going with models or movers for doors (or if it even matters). Also will such windows prevent breakable-ness?
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It would be very difficult to argue this I think. Copyright applies to the assets themselves, not the underlying codebase that is used to render them (obviously the code itself is copyright, but it does not "infect" your own assets that are rendered with it). If this did stand up in court it would be very bad news since it would mean that Microsoft own all the copyrights on Word documents you write, in fact they would own the copyright on anything you produce while using their Windows operating system.
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Great thing! Just imagine! We should also have glowing escargots, though... just for the case we won't use glowing fungi for some reasons, as we certainly do not wish to copy Thief in a 1:1 manner. I saw that the window section of the model gallery is still empty - although windows are quite important! How should the snails otherwise be able to come inside a mansion? Here is one solution:
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Interesting, the only bit in there that is between the debug window showing and the first question is the creation of the zip object. Ok, someone else had the error recently and they mentioned that under windows XP SP2 if you changed your regional settings to be English it should resolve the issue (I am not 100% convinced by this so I have asked for more info about what specific settings need to be changed). There is also http://www.microsoft.com/downloads/details...&displaylang=en which is the MDAC consistancy checker which may find some registry inconsistancies. This thread from experts exchange may be helpful http://www.experts-exchange.com/Programmin...Q_21382106.html
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Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
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Hey I would like to personally thank you for your help on the doom3world forums for various questions I have asked. Thanks for the support and the help! Good Luck on your mod!