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  1. I had this same issue, but, fortunately, saw what was going on and manually created a "prefabs" folder, then dragged/dropped all the prefab-related folders from the '..\Dark Mod\' top-level folder to the newly created '..\Dark Mod\prefabs\' folder (like what SH said). Just adding a bit more detail in case anyone has troubles in the future. Springheel, the prefabs.zip file doesn't have a "prefabs" top-level folder in it, so it doesn't auto-create it. The models.zip file worked like a charm because it does have a top-level "models" folder in it. See screenshot showing both .ZIP files when they initially open in WinRAR. As you see, prefabs.zip doesn't have a "prefabs" folder; and contrast that with the models.zip. (That's my experience, anyways) Image in spoiler tags: Also, I saw you have a 'shapes' folder in your prefabs folder, SH, which isn't in the download. Did you mean to exclude that, or is it okay that we don't have it? Thanks! Just going through the video now and following along; sorry for the delay. Been a hectic week. Will post more if I have any questions as I continue to watch the vid. EDIT 1: After making the first brush (because Dark Mod likes it on a new map), do you Undo that action so it disappears, Delete it, or? (i.e., what is proper the way to remove it, since your map had a clean slate) EDIT 2: My prefabs have a blue generic texture on them that says, "Shader not found"; unlike yours which show actual wood textures and such. Something I can fix? (I'm not sure if this would cause the issue, but I did have to enter a custom path to see the prefabs, even though I'm pretty sure I have everything where you said they should be. The custom path I entered is: "C:\Program Files (x86)\Dark Mod\prefabs". Otherwise, if I use the "Browse mod resources" selection like you it doesn't show me the prefabs). See right-side of screenshot: Images in spoiler tags:
  2. DarkRadiant 2.10.0 is ready for download. This version adds a couple of interesting features for mappers, like welding/merging patches, opening maps from PK4 files and adjustable light colours and orthoview font sizes. It's recommended to prefer this version over any previous release. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.10.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.9.0 Feature: User control of font size of "size" numbers on ortho screen Feature: Merge patch / connect patches Feature: Allow DR to open .maps that are inside .pk4s Feature: Expose LayerManager interface to Python scripts Feature: Light colours in the ortho view can be overridden by the colour specified in the scheme Feature: DarkRadiant now warns before saving in case the map file has been modified in the meantime Coding: Linux build has been switched from automake to cmake, refer to the project readme for updated build instructions Improvement: Add dropdown list of all map entity names when editing a "Name of single entity" of an Objective component Improvement: Double-clicking an objective will open the editor. Objectives Dialog will automatically select the first objective entity now. Improvement: Sound and prefab choosers now start with folders expanded Fixed: Creating a model entity creates a "phantom light" near the world origin Fixed: Automatic map saving can crash DarkRadiant Fixed: Layer toggle controls can get out of sync (showing wrong icons) Fixed: Up/down strafe movement not working in camera free look mode Fixed: Can't build Radiant on current arch due to pybind breaking change Fixed: EntityClassManager vs. VirtualFileSystem initialisation order might prevent .def file parsing Fixed: World geometry is blue and cannot be changed when no worldspawn entityDef is defined Fixed: 16-Bit PNGs and 8-Bit Greyscale PNGs with Alpha channel can be loaded correctly (again) Fixed: Creating/renaming/deleting a layer didn't flag the map as modified Fixed: Selected light bounds not updated when editing light_radius spawnarg Fixed: Brushes were not selectable in orthoview when none of its faces were facing upwards The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  3. Maybe it's easier to google the issue to see what the forums come up with.
  4. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  5. I agree with all of what ShadeDrifter said: store tags on server (where the download links, i10n links and version are already stored), hide tags unless user wants to see them, allow searching for multiple tags ("has undead, but not spiders").
  6. Thinking a bit about categorizing missions, simple "tags" might not be as helpful. For instance, if you look for a small mission, do you search for "small", "simple", "fast to play", "short", "tiny" or any other of the myriad of words/combinations? I think adding a few fields to the FM database would be a good idea. Each of the should have about 5 levels - more means to fine-grained, less means it's to caorse and people might argue wether a mission is "small" or "medium". * size of the mission (tiny, small, medium, large, huge) * base difficulty of the mission (simple, easy, medium, hard, ultra) * something else? For everything else, like type of the mission, contains undead, spiders or has "noblackjack", tags might work actually better. The ingame downloader could then let you filter missions (show only "simple" and "small" missions, available in my language) and allow you to add tags ("show only with tag undead,but none with tag spiders").
  7. If the code supports tags, I'm sure someone will go through the missions and tags them. (We can even collect the tags on the wiki). It doesn't have to be perfect, but anything would be better than the mile-long list we have now, with almost no way to decide which to play (first). Even I have no idea what the newest FMs are actually about, and the title doesn't tell you much. Newcomers are absolutely lost.
  8. https://forums.thedarkmod.com/index.php?/topic/21333-tdm-wont-run/&do=findComment&comment=471717
  9. Hey Xolvix! Yes there has been a long wait between act 2 and 3, longer than I would have preferred. But between personal events that have popped up and taken my time away from mapping and also big world issues, it has just extended that time even further. Work is being made though, in fact I actually just took a break from working on Act 3 to check the forums and saw your message. The wait should be over soon Re: your spoiler question
  10. https://forums.thedarkmod.com/index.php?/topic/21207-210-x-rays/ Another big gameplay addition in 2.10 were the improved security cameras. Other features which indirectly impact gameplay were things like removing the entity limit (my mission would not function without substantial compromises if that was not done) and the productivity boosts which came from compile time optimization and the connection and collaboration features added to DR.
  11. Evenin, Taffers! My FM for the Grand Christmas FM Contest, Business as Usual... updated 16-01-10 (fixed all of the minor errors people were having) "Got a new place in the old quarter, but as the saying goes 'the more things change the more they stay the same..." "...Tiss the holiday season and the first snows are upon us, bah bloody humbug. As usual there is a local thief who needs taking down a peg or two and some noble boasting about his wealth down the local tavern. Thankfully this part of town is free from the likes of the Builders, but my 'old friends' the Guardians are as usual keeping an eye on things..." Download links: filefront Build Time: 5 weeks, starting December 13th. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to my beta testers: Serpentine, 7upMan, StiFuNelson, FFox, Acolyte, Chiron and others who did an awesome job. Known issues:- # This mission will have less than optimal fps at a few points on the map. # Enabling bloom on low end PCs will drop off 5-10fps # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower. # Additionally, on low end PCs you may have to disable player shadow - bring up the cmd line in tdm (ctrl-alt-`) and then type the following line ' g_showPlayerShadow 0 '
  12. The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text...
  13. On the Download Missions page, when you go to your mission's full Description, there are a bunch of <\br> tags. Thought that might be a problem with how your description was written, as I checked a few different missions and didn't see the issue there? I tried to grab a screenshot, but somehow failed. (I think screenshots sometimes capture background TDM menus/pages instead of the active window.) And since I've already downloaded your mission, it's not on the Download Missions page for me anymore. Hopefully you can replicate
  14. Yes, Q4 and ET:QW both had their own implementations but D3 never did. (It appears from the leaked D3 demo that at one stage its parser was going to use the C preprocessor, or something like it. DECAL_MACRO is a leftover from that era but is no longer implemented in the same way; probably id never used the preprocessor for anything else and decided it wasn't worth it.) Someone did make this though: https://forums.thedarkmod.com/index.php?/topic/18843-material-generator-bash-script/
  15. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  16. TDM has come a long way since its standalone release, and I've been enjoying 2.10 quite a bit on my legacy machine, which finally is no longer prey to slow loading times! Because of all technical achievements in the past 3 or so releases I wonder if perhaps it could be a good time for the team to show some love to some more outwardly aspects of TDM. This is because I still think the TDM default package is a bit too bare-bones to incentivize new players to invest time into it, and there are some simple yet significant changes that I believe that could change that. I will try to make a short list of suggestions in no particular order for your consideration and for community discussion. Finish St. Lucia campaign - I think that one of the most disappointing aspects of the core TDM package is the lack of a full official campaign. I remember Springheel mentioning many aspects for the 3rd final mission were underway but left incomplete, and that these resources could be ceded to any interested FM creator who was interested in finishing the mission. Why not taking the initiative and do a public announcement? A better training mission - The current TDM training mission is a strange sandbox that doesn't blend too well with the rest of the package. I think something similar to Goldwell's Thief training mission remake would be a more suitable and shorter solution to teach the basics of the game while keeping it within the narrative. It could even be included in the St. Lucia campaign as Mission 0. Better, clearer main menu - even with the most recent changes, I still feel the TDM menu needs a redesign. I'm not quite sure what would be the best approach, so the only suggestion I have at the moment is to have the Mission Downloader available straight from the main menu, instead of being somewhat hidden on the corner of the New Mission section. This is mainly because the game focuses heavily on downloadable, content and thus should immediately point new players towards it. Two-mission community FM sample - one easy way to make the TDM package more complete is by adding a sample of two FMs to the main package - one short, and one long - so that new players can enjoy a small curated selection of what the game offers without having to browse the forums for mission descriptions. These missions could be selected by community vote and then tweaked before inclusion in the package, with the consent of their authors of course. A better intro sequence - The old glowing TDM logo video is really starting to show its age. I wonder if it could be replaced with a better hi-res version, or even with a simple logo texture with an after effect applied, discarding the need for an FMV sequence. Let me know what are your thoughts. I would like also ask the TDM team members if anything similar to these suggestions is already in development.
  17. I've NEVER played a modern game that "just worked" out of the box. They ALWAYS had settings that I didn't like or want (motion blur, AA set to something weird, really low default FOV, weird FPS caps). So I'm not really sure where you're coming from with that statement. Like I wrote earlier, nobody should be starting a game without looking at the options menu. That's your own fault for not learning what options are available, then coming into the forums requesting changes that are already present.
  18. It's an attachment to the post of kcghost with the name tdm_loot_stealth_stats.pk4 . https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17190
  19. DarkRadiant 2.9.1 is ready for download. Maintenance release available: DarkRadiant 2.9.1 fixes a freeze issue that has slipped into the recent 2.9.0 release. The previous release of DR 2.9.0 includes a large change to DarkRadiant's module architecture, separating UI code from the actual algorithms almost everywhere. Aside from that, most efforts went into bug fixing and stabilisation - with the occasional convenience feature here and there. TDM mappers will like the first incarnation of the TDM Game Connection plugin (usable in TDM 2.09+). It's recommended to prefer this version over any previous release. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.9.1 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.9.0 Fixed: DR freezes when saving from the "Exit DarkRadiant" dialogue Fixed: Crash when "Load last map at startup" is activated Changes since 2.8.0 Feature: TDM Game Connection Plugin Feature: Add search function in Skin Chooser Feature: Highlight a model in orthoview and its selected in 'map info' inspector Feature: Display Estimated Duration of Sound Clip Feature: Display which file an entity or soundshader is defined in Feature: Add a 'Reload Sounds' options to the menu Feature: Add a way to teleport to coordinates (via Console Command or Python) Feature: Exit search field in child window by pressing escape Feature: Improve usability of class selection in Difficulty editor Feature: Add `monster_player_clip_wood` to list of filtered clip textures Fixed: Skin listing issues in Skin Chooser Fixed: Moving a clipper point always sets position on one axis back to 0 Fixed: "Model Scaler" doesn't handle model duplication correctly (or perhaps consistently) Fixed: Clipper cursor persists when switching out of clipper mode Fixed: Crash if pressing backspace while drawing a brush Fixed: Console warning in Linux when loading libradiantcore.so: undefined symbol: RegisterModule Fixed: Change CSG Merge such that only brushes sharing the same parent entity get merged Fixed: Crash when using CSG Merge on brushes that are entities Fixed: 'Delete property' is greyed out when multiple properties are selected Fixed: Difficulty editor doesn't show classnames when typing instead of selecting them from the dropdown list Fixed: Particle editor creates .prt files incorrectly Fixed: Crash in PrefabChooser dialog when using type-search while a prefab is loaded Fixed: Escaped EOLN in entity spawnarg is turned into real EOLN Fixed: DarkRadiant will not show DDS textures that are stored uncompressed (non-DXT) Fixed: Linux config files should go under ".config" Fixed: Render mode icons are difficult to distinguish in certain environments Fixed: Texture Tool / UV Tool grid size Fixed: DR lockup/freeze while cleaning up brushes using subtract/cutting tools. Fixed: Fit Texture does not work if either Horiz. or Vert. scale are set to 0 Fixed: DR not always remembering window size and position between sessions Fixed: Model browser renders 3D previews for past models, overlaps current selection Fixed: Conversation Editor won't add new actors, entity names are seen as null (Linux) Fixed: On/off Selection issue with layers window Fixed: Export patches: .lwo loses smooth shading Fixed: Reported Polycount for LWO models is one too high Coding: Unit testing infrastructure The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  20. cool i knew brown barn spiders are worth something.
  21. @MirceaKitsune I have a whole thread on that, and I think the followong post is the most appropriate: https://forums.thedarkmod.com/index.php?/topic/20328-playing-in-game-videos/&do=findComment&comment=445630 There is no sound with the video though ... You could also download the mtr here: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17375
  22. No dice Not surprising as the Lenovo readme states that there are no significant changes in any of the releases since the one I have. Version Info <10.18.14.4414> (j4d214ww) - (Fix) Fixed security issue. <10.18.10.3431> (j4d211ww) - (Fix) Fixed an issue that Intel video driver can't do upgrade install. <10.18.10.3431> (j4d210ww) - (Fix) Fixed an issue that can't change resolution successfully with DP1.2 mointor. <9.18.10.3272> (j4d208ww) - (New) Initial release for Thinkpad L440, L540. Googling the problem I see that in previous versions of TDM someone had the same problem and you solved it for them by telling them to delete "the gamex86.dll files then running tdm_updater to get new versions" https://forums.thedarkmod.com/index.php?/topic/14667-tdm-wont-start-doom3exe-has-stopped-working/ I don't see any such files in my version of TDM. Is there something similar I could try?
  23. Will there be more work to improve performance? For example include common performance workaround tweaks into standard game settings? I mean particularly ”Disabling standard graphics features” I use a fairly newer budget laptop. The new patch helped loading times a lot and I'm glad to see this. But standard performance seems to be inconsistent, especially with EAX. I really want to keep native resolution and EAX on. Everything else doesn't matter to me. Minimum graphics solutions are also described on the forums here: here: And on the wiki here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Disabling_standard_graphics_features
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