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  1. I love the games mentioned above. There is also the old unreal tournament 1 mod, Thievery UT. I agree with datiswous. I see modding TDM as gaming. Like creating handy game installers, puzzling new menus/interfaces, trying to build a mission and searching/smashing bugs.
  2. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  3. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  4. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  5. TDM Modpack v2.7 released in the opening post One more maintenance update. None of the changes are critical therefore if you are happy with v2.6 you can stay at v2.6 until you are ready to update. Non-critical bug-fix: Paintings that have a replacement were not spawned upon frob. Non-critical bug-fix: Wrong reference in tdm_loot.gui. Minor revision of the MANIPULATION skill. The "Footsteps on Water" sound mod by SeriousToni is now integrated into the main Modpack. Regarding the latter, I planned at some point to provide an alternative sound mod - at least for the footsteps - but I scrapped the idea because I noticed sound files and audio files have been tailored over time to fit different needs in different ways and I realized that I would have ended up editing too many large sound files to allow for few changes. You can find the download link in the first post on this topic. ------------------------------------------------------------- I have some more ideas I would like to see some day realized. Some of the ideas might not be for everyone and I would like to present them separately but, unfortunately, I am limited by the fact that as of today there can only be a single tdm_user_addons.script, meaning we cannot easily mix and match different mods. I am afraid things will slow down from now on. What's the general opinion about the existing standalone mods? Are standalone mods good for the present and future of TDM? Should TDM embrace a proper mod ecosystem to allow the modding scene grow and evolve?
  6. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  7. You can't really compare an open source modding comunity with a company like Apple. Although maybe you're saying we aren't really a comunity project. Fair enough. I don't think it's neceserry to have a hidden forum for devs (just make it read only for regular users, but at least we can follow your internal discussions), except if there are things in it that need to be hidden to normal users. I guess that is the case then. No hard feelings, just an observation. It would be nice though if it stays seperate and devs would not link to it in regular forum posts. And maybe some of the decissionmaking should be posted about outside the internal section? Btw. of which members does the team consist currently? I see a lot of (I think) inactive members with dev status. Originally The team page adressed this, but it is not updated anymore (no idea why) and usually if somebody says something about that, it is ignored.
  8. I don't need thousands of people modding. The result are games like Skyrim, where you need hundreds of mods to play in the first place ;). But I am disappointed in the low download numbers for even the core TDM on ModDB. Maybe most people use the included updater, but they must have downloaded the base package first some time ago. So are there any hints about how many people play TDM? Like how many downloads are there for a new fan mission once it is released? This might also be interesting as an internal rating in the download list on which missions are the most favorite ones...
  9. I think I have 10 or so loyal customers I get a little disappointed when I think of the tens of thousands of skilled individuals modding other games... so much potential out there. Something is off with TDM.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  10. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  11. Daft Mugi not only makes suggestions and participates in the conversation but also creates, tests and commits (shares) ready-patches. By the way, I don't want each and every mod or occurrence - including mine - to be part of the core game. I crave for a thriving modding scene alongside mapping.
  12. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  13. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  14. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  15. Has anyone here ever played the original PS1 versions of Harry Potter 1 and 2? Do you actually like their retro graphics better than the PS2 versions? Do you like modding in custom levels with bonus content to classic games? Then try out Koops Harry Potter Editor for making and playing custom Harry Potter levels! Make your own, new lore/alternate timeline and if you're great enough at modding, make a custom campaign!
  16. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  17. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  18. Started logging to C:\Users\user\AppData\Roaming\DarkRadiant\/darkradiant.log Today is: Fri Apr 17 11:08:46 2009 This is DarkRadiant 0.9.12 x86 GTK+ Version: 2.14.5 ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/archivezip.dll' Module registered: ArchivePK4 ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/commandsystem.dll' Module registered: CommandSystem ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/eclassmgr.dll' Module registered: EntityClassManager ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/entity.dll' Module registered: Doom3EntityCreator ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/entitylist.dll' Module registered: EntityList ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/eventmanager.dll' Module registered: EventManager ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/filetypes.dll' Module registered: FileTypes ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/filters.dll' Module registered: FilterSystem ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/grid.dll' Module registered: Grid ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/image.dll' Module registered: ImageLoaderTGA Module registered: ImageLoaderJPG Module registered: ImageLoaderPCX Module registered: ImageLoaderBMP Module registered: ImageLoaderDDS Module registered: ImageLoaderGDK ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/mapdoom3.dll' Module registered: Doom3MapLoader ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/md5model.dll' Module registered: ModelLoaderMD5MESH ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/model.dll' Module registered: ModelLoaderMD3 Module registered: ModelLoader3DS Module registered: ModelLoaderASE Module registered: ModelLoaderMS3D Module registered: ModelLoaderMDC Module registered: ModelLoaderMD2 Module registered: ModelLoaderFM Module registered: ModelLoaderLWO Module registered: ModelLoaderPICOTERRAIN Module registered: ModelLoaderOBJ ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/particles.dll' Module registered: ParticlesManager ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/scenegraph.dll' Module registered: SceneGraph ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/shaders.dll' Module registered: ShaderSystem ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/skins.dll' Module registered: ModelSkinCache ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/sound.dll' Module registered: SoundManager ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/uimanager.dll' Module registered: UIManager ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/undo.dll' Module registered: UndoSystem ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/vfspk3.dll' Module registered: VirtualFileSystem ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/modules/xmlregistry.dll' Module registered: XMLRegistry ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/dm.conversation.dll' Module registered: ConversationEditor ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/dm.difficulty.dll' Module registered: DifficultyEditor ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/dm.objectives.dll' Module registered: ObjectivesEditor ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/dm.stimresponse.dll' Module registered: StimResponseEditor ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/eclasstree.dll' Module registered: EClassTree ModuleLoader: Loading module 'E:/Kreativt/Modding/DarkRadiant/plugins/script.dll' Module registered: ScriptingSystem Initialising module: ArchivePK4 ArchivePK4::initialiseModule called => Module ArchivePK4 initialised. Initialising module: Camera Initialising module: EventManager Initialising module: XMLRegistry XMLRegistry::initialiseModule called XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/user.xml XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/colours.xml XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/input.xml XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/menu.xml XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/commandsystem.xml XMLRegistry: Importing XML file: C:\Users\user\AppData\Roaming\DarkRadiant\/user.xml XMLRegistry: Importing XML file: C:\Users\user\AppData\Roaming\DarkRadiant\/input.xml XMLRegistry: Importing XML file: C:\Users\user\AppData\Roaming\DarkRadiant\/filters.xml => Module XMLRegistry initialised. EventManager::initialiseModule called. EventManager: Modifiers found: 3 MouseEventManager: Buttons found: 5 MouseEventManager: XYView Definitions found: 6 MouseEventManager: Observer Definitions found: 11 MouseEventManager: Camera Definitions found: 2 EventManager successfully initialised. => Module EventManager initialised. Initialising module: ShaderCache Initialising module: OpenGL OpenGL::initialiseModule called. => Module OpenGL initialised. Initialising module: OpenGLStateLibrary => Module OpenGLStateLibrary initialised. Initialising module: ShaderSystem Initialising module: PreferenceSystem Initialising module: Radiant Initialising module: Clipper Initialising module: CommandSystem CommandSystem::initialiseModule called. => Module CommandSystem initialised. Clipper::initialiseModule called => Module Clipper initialised. Initialising module: EntityClassManager Initialising module: UIManager UIManager::initialiseModule called Found toolbar: view Found toolbar: edit Found toolbar: texture Found toolbar: textool ColourSchemeManager: Loading colour schemes... => Module UIManager initialised. Initialising module: VirtualFileSystem Initialising module: GameManager GameManager: Scanning for game description files: E:/Kreativt/Modding/DarkRadiant/games/ XMLRegistry: Importing XML file: E:/Kreativt/Modding/DarkRadiant/games/doom3.game GameManager: Found game definitions: doom3 GameManager: Selected game type: doom3 GameManager: Map path set to e:/spel/steam/steamapps/common/doom 3/saintlucia/maps/ GameManager: Prefab path set to e:/spel/steam/steamapps/common/doom 3/saintlucia/prefabs/ VFS Search Path priority is: - e:/spel/steam/steamapps/common/doom 3/saintlucia/ - e:/spel/steam/steamapps/common/doom 3/saintlucia/ - e:/spel/steam/steamapps/common/doom 3/base/ => Module GameManager initialised. VFS::initialiseModule called [vfs] searched directory: e:/spel/steam/steamapps/common/doom 3/saintlucia/ [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/saintlucia.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/game01-base.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/darkmod.pk4 [vfs] searched directory: e:/spel/steam/steamapps/common/doom 3/saintlucia/ [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/saintlucia.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/game01-base.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/saintlucia/darkmod.pk4 [vfs] searched directory: e:/spel/steam/steamapps/common/doom 3/base/ [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak008.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak007.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak006.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak005.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak004.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak003.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak002.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak001.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/pak000.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/game03.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/game02.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/game01.pk4 [vfs] pak file: e:/spel/steam/steamapps/common/doom 3/base/game00.pk4 filesystem initialised => Module VirtualFileSystem initialised. EntityClassDoom3::initialiseModule called. searching vfs directory 'def' for *.def [eclassmgr] attribute inherit already set on entityclass atdm:moveable_wearables_helmet_elitecity watch [scopedDebugTimer] "EntityDefs parsed: " in 1.189 seconds model intro_scientist inherits unknown model char_npc [eclassmgr] Warning: Entity class ammo_belt_small_mp specifies parent ammo_belt_small which is not found. [eclassmgr] Warning: Entity class ammo_bullets_large_mp specifies parent ammo_bullets_large which is not found. [eclassmgr] Warning: Entity class ammo_bullets_small_mp specifies parent ammo_bullets_small which is not found. [eclassmgr] Warning: Entity class ammo_cells_large_mp specifies parent ammo_cells_large which is not found. [eclassmgr] Warning: Entity class ammo_cells_small_mp specifies parent ammo_cells_small which is not found. [eclassmgr] Warning: Entity class ammo_clip_large_mp specifies parent ammo_clip_large which is not found. [eclassmgr] Warning: Entity class ammo_clip_small_mp specifies parent ammo_clip_small which is not found. [eclassmgr] Warning: Entity class ammo_grenade_small_mp specifies parent ammo_grenade_small which is not found. [eclassmgr] Warning: Entity class ammo_rockets_large_mp specifies parent ammo_rockets_large which is not found. [eclassmgr] Warning: Entity class ammo_rockets_small_mp specifies parent ammo_rockets_small which is not found. [eclassmgr] Warning: Entity class ammo_shells_large_mp specifies parent ammo_shells_large which is not found. [eclassmgr] Warning: Entity class ammo_shells_small_mp specifies parent ammo_shells_small which is not found. [eclassmgr] Warning: Entity class atdm:moveable_cannonball specifies parent tdm_moveable_base_fixed which is not found. [eclassmgr] Warning: Entity class damage_bfgfreq_cinematic specifies parent damage_bfgFreq which is not found. [eclassmgr] Warning: Entity class damage_bfgsplash_cinematic specifies parent damage_bfgSplash which is not found. [eclassmgr] Warning: Entity class damage_bfgsplash_mp specifies parent damage_bfgSplash which is not found. [eclassmgr] Warning: Entity class damage_grenadedirect_mp specifies parent damage_grenadeDirect which is not found. [eclassmgr] Warning: Entity class damage_grenadesplash_inhand specifies parent damage_grenadeSplash which is not found. [eclassmgr] Warning: Entity class damage_grenadesplash_inhand_mp specifies parent damage_grenadeSplash_mp which is not found. [eclassmgr] Warning: Entity class damage_grenadesplash_mp specifies parent damage_grenadeSplash which is not found. [eclassmgr] Warning: Entity class damage_rocketdirect_mp specifies parent damage_rocketDirect which is not found. [eclassmgr] Warning: Entity class damage_rocketsplash_mp specifies parent damage_rocketSplash which is not found. [eclassmgr] Warning: Entity class damage_soulsplash_mp specifies parent damage_soulSplash which is not found. [eclassmgr] Warning: Entity class intro_scientist specifies parent char_labcoat_young which is not found. [eclassmgr] Warning: Entity class prop_elemental_light specifies parent light_elemental which is not found. => Module EntityClassManager initialised. Initialising module: FileTypes FileTypeRegistry::initialiseModule called. => Module FileTypes initialised. Initialising module: SceneGraph SceneGraph::initialiseModule called => Module SceneGraph initialised. Initialising module: SelectionSystem Initialising module: Grid GridManager::initialiseModule called. => Module Grid initialised. RadiantSelectionSystem::initialiseModule called. => Module SelectionSystem initialised. RadiantModule::initialiseModule called. EventManager: Warning: Event ToggleClipper is not a Toggle. EventManager: Warning: Event MouseTranslate is not a Toggle. EventManager: Warning: Event MouseRotate is not a Toggle. EventManager: Warning: Event MouseDrag is not a Toggle. => Module Radiant initialised. PreferenceSystem::initialiseModule called => Module PreferenceSystem initialised. Doom3ShaderSystem::initialiseModule called [scopedDebugTimer] "ShaderFiles parsed: " in 2.018 seconds 8205 shaders found. => Module ShaderSystem initialised. ShaderCache::initialiseModule called. => Module ShaderCache initialised. GlobalCameraManager::initialiseModule called. => Module Camera initialised. Initialising module: ConversationEditor ConversationEditor::initialiseModule called. => Module ConversationEditor initialised. Initialising module: DifficultyEditor DifficultyEditor::initialiseModule called. => Module DifficultyEditor initialised. Initialising module: Doom3BrushCreator Initialising module: UndoSystem UndoSystem::initialiseModule called => Module UndoSystem initialised. BrushModuleClass::initialiseModule called. => Module Doom3BrushCreator initialised. Initialising module: Doom3EntityCreator Initialising module: Map Map::initialiseModule called. Cannot register command SavePosition1, this command is already registered. Cannot register command SavePosition2, this command is already registered. Cannot register command SavePosition3, this command is already registered. Cannot register command SavePosition4, this command is already registered. Cannot register command SavePosition5, this command is already registered. Cannot register command SavePosition6, this command is already registered. Cannot register command SavePosition7, this command is already registered. Cannot register command SavePosition8, this command is already registered. Cannot register command SavePosition9, this command is already registered. Cannot register command SavePosition10, this command is already registered. => Module Map initialised. Doom3EntityCreator::initialiseModule called. => Module Doom3EntityCreator initialised. Initialising module: Doom3MapLoader Initialising module: LayerSystem LayerSystem::initialiseModule called. => Module LayerSystem initialised. Initialising module: PatchModuleDef2 Doom3PatchDef2Creator::initialiseModule called. => Module PatchModuleDef2 initialised. Initialising module: PatchModuleDef3 Doom3PatchDef3Creator::initialiseModule called. => Module PatchModuleDef3 initialised. MapDoom3API::initialiseModule called. => Module Doom3MapLoader initialised. Initialising module: EClassTree EClassTree::initialiseModule called. => Module EClassTree initialised. Initialising module: EntityList EntityListModule::initialiseModule called => Module EntityList initialised. Initialising module: FilterSystem [filters] Loaded 15 filters from registry. => Module FilterSystem initialised. Initialising module: ImageLoaderBMP ImageLoaderBMP::initialiseModule called. => Module ImageLoaderBMP initialised. Initialising module: ImageLoaderDDS ImageLoaderDDS::initialiseModule called. => Module ImageLoaderDDS initialised. Initialising module: ImageLoaderGDK ImageLoaderGDK::initialiseModule called. => Module ImageLoaderGDK initialised. Initialising module: ImageLoaderJPG ImageLoaderJPG::initialiseModule called. => Module ImageLoaderJPG initialised. Initialising module: ImageLoaderPCX ImageLoaderPCX::initialiseModule called. => Module ImageLoaderPCX initialised. Initialising module: ImageLoaderTGA ImageLoaderTGA::initialiseModule called. => Module ImageLoaderTGA initialised. Initialising module: MainFrame Initialising module: MainFrameLayoutManager MainFrameLayoutManager::initialiseModule called. => Module MainFrameLayoutManager initialised. MainFrame::initialiseModule called. => Module MainFrame initialised. Initialising module: MapResourceManager MapResourceManager::initialiseModule called. => Module MapResourceManager initialised. Initialising module: ModelCache Initialising module: ModelLoaderASE PicoModelLoader: ModelLoaderASE initialised. => Module ModelLoaderASE initialised. Initialising module: ModelLoaderLWO PicoModelLoader: ModelLoaderLWO initialised. => Module ModelLoaderLWO initialised. Initialising module: ModelLoaderMD5MESH MD5Model::initialiseModule called. => Module ModelLoaderMD5MESH initialised. ModelCache::initialiseModule called. => Module ModelCache initialised. Initialising module: ModelLoader3DS PicoModelLoader: ModelLoader3DS initialised. => Module ModelLoader3DS initialised. Initialising module: ModelLoaderFM PicoModelLoader: ModelLoaderFM initialised. => Module ModelLoaderFM initialised. Initialising module: ModelLoaderMD2 PicoModelLoader: ModelLoaderMD2 initialised. => Module ModelLoaderMD2 initialised. Initialising module: ModelLoaderMD3 PicoModelLoader: ModelLoaderMD3 initialised. => Module ModelLoaderMD3 initialised. Initialising module: ModelLoaderMDC PicoModelLoader: ModelLoaderMDC initialised. => Module ModelLoaderMDC initialised. Initialising module: ModelLoaderMS3D PicoModelLoader: ModelLoaderMS3D initialised. => Module ModelLoaderMS3D initialised. Initialising module: ModelLoaderOBJ PicoModelLoader: ModelLoaderOBJ initialised. => Module ModelLoaderOBJ initialised. Initialising module: ModelLoaderPICOTERRAIN PicoModelLoader: ModelLoaderPICOTERRAIN initialised. => Module ModelLoaderPICOTERRAIN initialised. Initialising module: ModelSkinCache Doom3SkinCache::initialiseModule called [skins] Loading skins. [skins] Warning: '}' found where shader name expected in skin: green_dchair => Module ModelSkinCache initialised. Initialising module: NamespaceFactory NamespaceFactory::initialiseModule called. => Module NamespaceFactory initialised. Initialising module: ObjectivesEditor ObjectivesEditorModule::initialiseModule called. => Module ObjectivesEditor initialised. Initialising module: ParticlesManager ParticlesManager::initialiseModule called [particles] Failed to parse examples.prt: DefTokeniser: Assertion failed: Required "particle", found "material" [particles] Failed to parse weapons.prt: DefTokeniser: Assertion failed: Required "particle", found "material" [scopedDebugTimer] "Particle definitions parsed: " in 0.378 seconds => Module ParticlesManager initialised. Initialising module: ScriptingSystem ScriptingSystem::initialiseModule called. ScriptingSystem: Python interpreter initialised.Cannot register statement Example, this statement is already registered. Registered script file commands/example.py as Example ScriptModule: Found 1 commands. => Module ScriptingSystem initialised. Initialising module: SoundManager SoundManager::initialiseModule called [scopedDebugTimer] "Sound definitions parsed: " in 0.455 seconds 2824 sound shaders found. => Module SoundManager initialised. Initialising module: StimResponseEditor StimResponseModule::initialiseModule called. => Module StimResponseEditor initialised. Default screen has 1 monitors. Monitor 0 geometry: 1152x720 at 0, 0 ToolbarManager: Instantiating toolbar: view ToolbarManager: Instantiating toolbar: edit OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 9600 GSO/PCI/SSE2 GL_VERSION: 3.0.0 GL_EXTENSIONS: ... MainFrame: Activating layout Embedded ToolbarManager: Instantiating toolbar: texture OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = noneDefinition not found: init.py executed EventManager: Shortcuts found in Registry: 333 DarkRadiant is evidently installed in a folder separate from Doom, but I don't know if that is the cause of the problem.
  19. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  20. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  21. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  22. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
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