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  1. 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.
  2. I created a few lights and all behaved the same. When I created the brush, and turned them into light, I could resize them, just like in DoomEdit, but when I do some other stuff, and then go back to a light, I can no longer resize them. I can rotate them, but not draggin the edges around. Of course I can manually adjust the values, but this is a bit painfull. Am I missing something or is this a known bug?
  3. 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
  4. I have investigated this issue and it seems that it is a problem with lights that do not specify a lightfalloffimage. Previously in this case the renderer would detect that the bound verticle texture was numbered 0 and would therefore know to use the default, however this no longer seems to be happening -- instead the texture is bound to a new number which presumably corresponds to a black or invalid texture rather than the default point light falloff. I have also confirmed this by copying the biground1 light texture and adding the same lightfalloffimage as with defaultpointlight, whereafter it works. Greebo -- there is a note in the flushRenderables method: // greebo: Note, that the check for empty texture_numbers should not // necessarily be placed here, that kind of error handling should go into // the shaders module. How should we check for a light shader which has no falloff now? I am quite happy to move it out of the renderer (and get rid of the horrible g_defaultPointLight global). Perhaps it should go in the shaders plugin, for instance, whereby a light texture with no falloff gets a default instead of a blank name/empty pointer.
  5. I will have a look at this and post my findings here. There are quite some sections in the light entity code that have explicitly been written for the handling of projected lights, so maybe we won't have to do everything from scratch. From my observations in DoomEdit, the projected light is basically a cone defined by four vectors: origin, target, left and up. The light center vector seems to be irrelevant. Only the origin vector is a position vector, all the others are measured relatively. The light radius is meaningless for a projected light and changing the value has no effect. So, a projected light can be distinguished from a point light by its missing light_radius key - the point light in turn is missing its light_target key. The light target points from the origin to the center point of the cone's base area. From that point the vectors right and up define the extents of that base area. The vectors right and up are always orthogonal to the according edge of the base area, thus the base area can be twisted as well by dragging these vectors and doesn't need to be a rectangle. The cone can be turned into a frustum by defining the "explicit" start and end vectors. These are measured relatively from the origin vector and describe where the cone is cut off. The start and end vectors are pointing to two points in space. The vector between those two points is the normal of the plane that actually cuts off the cone and turns it into a frustum. The start vector can be pointing "above" the tip of the cone, but this is meaningless and has no effect. On the opposite, the end vector can point "below" the base area of the cone, which stretches the light cone. In this case the light target vector just defines the direction the light is pointing and its end point is not an element of the base area anymore. Next point is to investigate how DarkRadiant reacts on loading a map containing a projected light.
  6. Now that we/Springheel have mastered making skins for different objects, would it be possible to make some "extinguished" skins for lights that have flame in the texture? I'm thinking mostly about the candles and candelabras, but maybe some other lights have that setup too. That way, when the water arrow hits them, we can script the skin to change to the extinguished skin, so that the flames go away.
  7. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! 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'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  8. 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
  9. 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.
  10. cool i knew brown barn spiders are worth something.
  11. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  12. BlackThief

    Lights

    Ok started on the fancy gas-light. here's a early WIP shot. (of course we can have several versions of it - for example the same thing in gold)
  13. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  14. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
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