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  1. The scripts are based on what was posted here: http://forums.thedarkmod.com/index.php?showtopic=7533 It's not like I have fully completed scripts sitting around hiding somewhere...I had to write them out in full when the opportunity presented itself. I'll be happy to do a couple more, thanks for the offer Gold. When do you need them by? Where is the outpost briefing, btw? I went through the .xd file while I was on vacation but I didn't see the briefing.
  2. Aye I know how you feel about the internet requirement thing. It's quite a good mod can't wait for them to patch it up even more.
  3. Another aside - just as I'm getting into this animating thing, I find out that Lightwave doesn't grok .fbx files (3DS Max, Maya, Motion Builder, Endorphin...), and it's apparently a real pain to try convert files and keep all the disparate information they carry in tact; I haven't found a failsafe way yet. They used to have a patch that handled the conversion but now it's like 2 versions outdated. Why on earth would LW be cutting themselves from 90% of what's going on in the 3D world like that, now, with the recent version, just when the internet is exploding with .fbx and 3DS Max stuff and it's become an effective standard??
  4. No prob, I'm still just getting into the editor myself so alot of this stuff is unknown to me, figuring it out as I go. I know the answer to this now;) I'll look at the Wiki and see what's up. Been doing a bit of work there lately anyway. New patch tuts up if you're interested, and info on specifics for creating objects for game.
  5. You'll need Doom 3 patched to 1.3.1. There are bogus versions of that patch out there, the one linked on the wiki is correct: http://wiki.thedarkmod.com/index.php/Installation
  6. I'm really looking forward to the release of TDM and I've been following this project for a very long time now over these forums. Kudos to you all doing this great work, but why aren't there more news updates? Sometimes one has to wait two months before anything is posted on the frontpage about the progress of the mod. Is that basically because there isn't that much interesting progress made during this time or is it just because no one thinks it is that important to write a couple of words about what is currently being done? Perhaps you don't want to tell to much, or well what do I know, guess it must be quite hard to coordinate everything like you do. If it's possible I wouldn't mind hearing about even the smallest new tweaks being made and new art being updated :> I don't want to sound like I'm complaing or anything, I'm merely wondering and curious But again, great job, keep it up
  7. There was this list from a while back: http://forums.thedarkmod.com/index.php?s=&am...st&p=149475
  8. Using first-person anims to help aiming is a tried and tested technique. I think someone mentioned on these forums a while back some game where you could use your avatar's left hand to help you aim grenades thrown with its right hand; it would basically point at the location where the grenade would impact. So if that can be done without too much issue then all the better. ^ However, I say the above not having tried combat recently, so take with a grain of salt.
  9. Dram

    Great job!

    Hello, welcome to the forums, and thanks for the encouraging comments The website is updated every now and then, usually when a lot piles up to update, while other things, like bug fixing, are not so interesting. As a little side note, it is now possible to have briefing videos (ala T1/2) before buying items etc. Should present some nice opportunities for great FM creators to pop in a video.
  10. Just so this isn't missed, there's an issue with the run animation and combat. AI can run while attacking, but the run animation makes them bend forward too far: http://forums.thedarkmod.com/index.php?s=&am...st&p=187521
  11. Dram

    Im new =)

    Hello, welcome to the forums Just a question, did you wish to help with the Dark Mod by being a programmer? Please clarify. Otherwise, if you are new to Dark Mod then feel free to check out the website for details and screenshots etc. http://www.thedarkmod.com
  12. For the nomination thread, go here: http://forums.thedarkmod.com/index.php?showtopic=8991 The following is an attempt at taking a serious look at our texture repository. Hopefully it'll help us find the right balance between providing a decent offering while not being bloated with redundant or poor textures, and while keeping overall art quality in the mod high. Anyone is welcomed to join or chime in. I certainly don't want to seem like the executioner. Please keep in mind what I write here is one person's opinion made on an assembly line process, and not intended to be a criticism of anyone's work. Notes I write aren't necessarily all-inclusive or fully thought out as much as what jumped out at me in an initial impression sense. If you disagree, speak up! The system I'm using is just to update this map a half-dozen textures at a time, using the text entities, then viewing them in game with the moving lights. This is an ongoing process, a little at a time, so I (or whoever else) do not become burned out on it. Okay, on with it then... =============================== Key: 7+ Good stuff. 4-6 Ranging from pretty good to not so good, or serves a need. Consider low end for deleting or fixing. 3- Poor; this stuff should go. ----- Notes: (1) would benefit from normal map improvement ----- textures/darkmod/carpet/rugs/ornate_green_black01 5: decent 'texture' to it, unique, serves a need textures/darkmod/carpet/rugs/ornate_black_gold01 5: decent 'texture' to it, serves a need textures/darkmod/carpet/rugs/ornate_floral_checker01 4: bland and blurry, odd normalmap textures/darkmod/carpet/rugs/ornate_rectangles_brown01 4: (1), appealing in a rustic sense, but is blurry textures/darkmod/carpet/rugs/ornate_red_tan02 6: (1), attractive and useful textures/darkmod/carpet/rugs/ornate_red_tan01 8: good coloring and normalmap textures/darkmod/carpet/rugs/plain_redgreen 4: (1), lack of normal and color clash with incoherency mute this one's potential textures/darkmod/carpet/rugs/plain_redgreen_design 5: (1), addition of design really helps here textures/darkmod/carpet/rugs/plain_whitey 5: (1), serves a need textures/darkmod/carpet/rugs/rug_arrow_darkbrown_mooyan 4: (1), has potential, but is currently too washed out and incoherent textures/darkmod/carpet/rugs/rug_arrow_darkbrown_old 4: (1), basically same as mooyan version textures/darkmod/carpet/rugs/rug_whitey_striped 6: (1), gaudy in a good way, and certainly useful textures/darkmod/carpet/rugs/rug_whitey_striped_design 8: (1), excellent aside from lacking normalmap textures/darkmod/carpet/runners/ornate_green_white* 6: serves a color need, though could be a better green, diffuse and subtle normalmap actually makes it appear fuzzy/sewn (awesome)! textures/darkmod/carpet/runners/geometric01_red* 6: decent normalmap, vibrant, not terribly attractive but serves a need textures/darkmod/carpet/runners/geometric02_red* 6: (1?), attractive, looks sewn textures/darkmod/carpet/runners/ornate_grey_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_black_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_blue_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_red_white* 7: attractive, vibrant, looks sewn --- end /carpet ------------------- notfound: textures/darkmod/decals/dirt/stainwallfade2 notfound: textures/darkmod/decals/dirt/drip notfound: textures/darkmod/decals/cracks/cracks01 notfound: textures/darkmod/decals/webs/web2_id notfound: textures/darkmod/decals/webs/web4_id notfound: textures/darkmod/decals/webs/webcorner_id notfound: textures/darkmod/decals/webs/webdangle_id notfound: textures/darkmod/decals/webs/webround1_id notfound: textures/darkmod/decals/webs/websquare_id notfound: textures/darkmod/decals/webs/webstrand_id notfound: textures/darkmod/decals/webs/webtile_id ----- end decals -------------------- notfound: textures/darkmod/door/metal/rusty_twopanels textures/darkmod/door/frame/arched_heavy01_frame 8: good deep normalmap, serves a need textures/darkmod/door/metal/bars_rivets_hinge 7: nice grain about it textures/darkmod/door/metal/bars_rivets_old 8: nice normalmap and speculars, a classic reinforced metal door textures/darkmod/door/metal/large_warehouse_old_green01 6: nice specs, serves a need textures/darkmod/door/metal/metal_pattern_overwood 7: interesting, decorative, multi-purpose textures/darkmod/door/metal/simple_rough01 5: (1), very basic, almost feels like a stage might be missing. Needs spec and normal improvement. textures/darkmod/door/wood/ornate/smooth_rich_ovalwindow01 5: (1), much potential, suffers from glare, slightly blurry, need better normals if to be used on brushes textures/darkmod/door/wood/ornate/smooth_rich_squarewindow01 4: (1), blurry (is this used on models?) textures/darkmod/door/wood/5panels_01_worn 9: excellent, photorealistic textures/darkmod/door/wood/9panels_01_pale_worn 8: excellent textures/darkmod/door/wood/9panels_02_brown01 8: very good, likely to be a very standard frequently used material textures/darkmod/door/wood/9panels_02_red01 8: as previous; hopefully these are just hue shift textures? textures/darkmod/door/wood/arched_heavy01 7: good normals, serves a need (paired arch) textures/darkmod/door/wood/board_metalbands01 6: bit bland? textures/darkmod/door/wood/board_metalbands_old 7: very nice wood, would benefit from having the metal lifted in the normalmap textures/darkmod/door/wood/board_oblique_nails_hinge 9: excellent, will be used often textures/darkmod/door/wood/board_plain_hinge01 5: bland, normals on hinges are good textures/darkmod/door/wood/board_plain_hinge02 6: bit bland, hinges a bit blurry, but otherwise attractive textures/darkmod/door/wood/board_plainblue_hinge01 5: as above, could use stronger normal, why blue? textures/darkmod/door/wood/board_plainblue_hinge02 6: as above, could use stronger normal, why blue? textures/darkmod/door/wood/board_uneven_ornatecorners01 7: vibrant and interesting textures/darkmod/door/wood/board_uneven_ornatecorners02 7: vibrant and interesting, color of the metal a bit unsettling textures/darkmod/door/wood/boards_2diamonds_worn 5: (1), good diffuse but needs normalmap work textures/darkmod/door/wood/boards_old_rough 5: (1), good diffuse but needs normalmap work textures/darkmod/door/wood/diamond_pattern01 5: (1), slight blur, needs normalmap work, but overall not bad textures/darkmod/door/wood/diamond_pattern02_nails 9: excellent, near photorealistic textures/darkmod/door/wood/diamond_pattern02_nails_dark 7: darker version of above, very good but not as appealing textures/darkmod/door/wood/metalbands_crisscross01 8: very attractive, will be used often, would probably be a 9 but for slight blur textures/darkmod/door/wood/old_flat_oak01 1: bland, ugly, bad glare gradient, blurry, no normals (that's just a shadow in the diffuse you're seeing); only saving grace is the specular textures/darkmod/door/wood/old_weathered_boards01 4: technical problems: normals are inverted; this is a door? Diffuse is flat, but normal gives it panels. expect that it probably has cousin in /wood textures/darkmod/door/wood/smooth_2panels_red01 6: maybe slightly blurry/bland, even "non-doory", but interesting due to normalmap textures/darkmod/door/wood/smooth_2panels_rich 5: (1), for model use perhaps? needs normalmap for brushes, but otherwise attractive textures/darkmod/door/wood/smooth_3panels01_dull01 4: (1), something wrong with normalmap, looks lumpy textures/darkmod/door/wood/smooth_3panels_red01 4: (1), for models? needs normal if to be used for brushes (perhaps move to /models?) textures/darkmod/door/wood/smooth_4panels_red01 6: a bit flat, but otherwise nice textures/darkmod/door/wood/smooth_4panels_tan01 6: a bit flat, but otherwise nice textures/darkmod/door/wood/smooth_5panels01_tall 7: attractive and sharp textures/darkmod/door/wood/smooth_5panels01_tall_red 7: attractive and sharp textures/darkmod/door/wood/smooth_5panels02 7: good normalmap textures/darkmod/door/wood/smooth_5panels02_brown 7: good normalmap textures/darkmod/door/wood/smooth_5panels02_red 7: good normalmap (hopefully these are hue shifts) textures/darkmod/door/wood/smooth_5panels03_brown 7: good normalmap textures/darkmod/door/wood/smooth_5panels03_light (hue shift) textures/darkmod/door/wood/smooth_5panels03_red (hue shift) textures/darkmod/door/wood/smooth_6panels02 7: bit flat, but good otherwise textures/darkmod/door/wood/smooth_6panels_red01 7: good normalmap, different textures/darkmod/door/wood/weathered_boards 5: flat, needs normalmap work ---- end /door ------------------------- no issues with /fabric ; these are all decent or better quality, and serve a need ---- end /fabric ------------------------ (as is evident from the first addition to the list, only a few are in question of removal) (individual evaluation maps might be coming to SVN; TBD)
  13. It's strange that I never saw this. Because I'm always in cg forums and googling references in a daily basis! Just fixed that! It's one of the problems of detailing the parts separately, you lose notion of scale.
  14. Wow, I finally have a few minutes to hop on the forums and make this announcement to you guys. Milly gave birth to our first born, a son, on Sunday, June 7, weighing 8lbs 14 oz, and 21.5 inches long. We had a home birth! So our little boy was born right in our own bed in our new home which we only just moved into one week ago! I know it sounds sorta crazy, but we really were careful to research the risks and benefits of hospital birth in the US versus a professional midwife attended home birth, and it turns out that if you are a healthy woman with few or no risk factors, that a home birth is equally safe. (The hospitals here often actually introduce complications, leading to our ridiculously high 30% cesarean rate for instance) Now, his name ... you MUST believe me that this has NOTHING to do with Thief, and I even resisted it a little on that basis, but in the end Milly and I decided on "Garrett Sterling Ramsey". I know some of you are laughing your butts off over that, and I can't help but realize that it DOES look awfully funny for a huge Thief fan to name their kid after a computer a game, but the truth is that we like the name and I even almost decided against it due to the game, but then I just figured "Hey, we really like this name, and who cares what a few Thief fans online think", so we went with it. But we all know I'll still be calling him my sweet cute little thief.
  15. So if you just install D3 under Windows 7 64, it runs but with heavy flickering and sluggish control input (flickering is not fixed by turning vsync on). I read some forums, and saw various suggestions like run in compatibility mode, update drivers, etc. When I updated to the latest Catalyst, it wouldn't run at all complaining about "can't launch OpenGL." The suggestion I saw that did work for me was to install it in XP (already done on my old HD), then just run that executable from within Windows 7 (so no install under Win 7, no compatibility mode or anything). This worked. Hopefully this helps anyone else with that problem.
  16. Hi there, I downloaded Thief's Den and Tears of St. Lucia and started playing these missions. I really, really love them! Actually, I have nothing to complain, except this bloom problem (good things the forums exist so I know there's a solution) ... The Dark Mod has a true Thief-like feeling. I'm looking forward to try creating FMs...
  17. Neither the horse nor raven are really priorities for 1.0. There are still other animations needed for the human characters, aren't there? Last I checked we didn't have any archery animations yet. http://forums.thedarkmod.com/index.php?showt...;hl=draw++arrow
  18. I misremembered about the assertion. In earlier version of the ModuleRegistry, the assertion was there, but it got removed later on, because of initialisation-order issues (IIRC). Anyway, where should the assertion be positioned, when the reference is cached? Should it be done like in the code sample I posted above or somehow else? I guess for small maps this would be acceptable. I'm wondering whether this would be practical in maps like bonehoard with 13k+ map elements. I guess populating such a GtkTreeModel is more than just slow, that's probably why the GtkRadiant people settled for instant-updating. Another problem is the Selection-status-update. This is tightly bound to the scene::Instances now, which notify the GraphTreeModel on each change. I'm really not sure how this could be accomplished in a faster way while keeping the functionality intact. To be honest, I haven't figured out what the call graph is supposed to show. Is this some sort of call stack? The function lists don't make sense at all, they seem to appear in random order. Yes, I was referring to the erase() method which makes use of the std::find() algorithm. I already thought about replacing that, but there are of course complications. We need a structure that - stores pointers to scene::Instances - has fast append() routines - provides fast lookup to allow for fast removal - provides insertion order information. The last point is the tricky one. The GlobalSelectionSystem().getUltimateSelec ted() and getPenUltimateSelected() routines rely on a SelectionList::back() method. This is especially important for the "entity connect" command and "stitch patch textures", for instance.
  19. Since you're a newbie then, I'll try to calmly explain something you might not fully appreciate regarding this: There is no such thing as "simply coding main game play mechanics". What seems at first like even the most basic mechanics, once you actually get into the code turns out to be something that will take months of hard, full time work, just to get it to do the job badly; then another few months to bug fix and clean it up. And that's just for one mechanic, when you need to have dozens on your list to do anything interesting. Once you get an appreciation for that, you start to realize just what you're really asking people to take on for your project. It's a tremendous amont of work even for the smallest thing. "Credit" isn't enough to motivate people. They have to share the same vision and be doing it for themselves, too. What you really want to find are a few people that are as committed and excited as you are to a new Deus Ex-type game, that are also newbies, but wanting to go on this journey with you too for their own reasons. Coming before some jaded old crusties like this group isn't the best place to start (who are anyway completely swamped with this mod!). Hit up some Deus Ex forums and find other people that have already thought of this idea. Because believe it or not, you're not the only one that's thought of doing this, and all of you need to find each other so your enthusiasm will all be pointed in the same direction. That's actually exactly where you should start; if you can't get something off the ground technically yourself, look for another Deus Ex Total Conversion mod that's close to what you're doing and start contributing your ideas and design plans, and build off their work. Edit: I should add a serious piece of advice. If you are really new at this, create a modest small mod you can do entirely by yourself, to learn the ropes ... a Doom 3 mod, a HL2 mod, a Deus Ex mod ... anything (preferably in the engine you want to do your TC in). And save your big ambitious plans for after you finish it off by yourself. You will be soooo much more experienced and know exaclty what the engine can do and what you're asking for when you make plans, that it will be 1000% improvement in your design plans. And you *can* learn every aspect of it to make a modest but full mod because complete tutorials exist for every engine. I'm serious about this. I wouldn't have known where to begin with some of my bigger plans now if I hadn't made some smaller stuff first completely by myself.
  20. Uh... good luck. The reality of the modding world is that whoever wants to get the ball rolling has to do the lion's share of work, especially at the beginning. And then if it's promising people will be attracted to that. You have to show them something first, not just ideas. That's not a criticism of your ideas; just basic advice. Yes the Doom 3 engine is very powerful and will be open source, so it's in a good position for doing total conversion types of things like you're talking about. Other engines might be good too; you have to research pros and cons. So if you're really serious about this, there are two roads, I think. 1. Lessen your ambitions to something you can do by yourself, like a Doom3 mod, HL2 mod, or Darkmod FM with some Deus Ex like features. You have all the Doom 3 scifi assets to work with, so it's not that crazy. Or a mod for another game. You'll have much better odds making something good from a basic mod than a total conversion. Very few ambitious TCs see the light of day. 2. Learn Doom 3 the hard way like we're all doing here, and make or design a big chunk of what you're thinking about on your own. Then when people see what you've done, they'll take you seriously. Or just the design outline of what features you want. The more technical specificity you go into, the more interesting it looks for other people. And there's no real shortcut to that. Download the SDK for Doom 3; get some Doom 3 mods to research how they did things; read the Doom 3 World forum. Everything you need to know is either documented out there somewhere, or is a new thing that you'd have to figure out for yourself anyway. Or make a few AI or objects on your own and post screenshots. I also don't think Darkmod code is going to be very helpful for your project either, since the games are so different. Even the expertise of the people that did it won't be so helpful for the same reason. To the extent they know some basic stuff, it's all documented in forums out there dedicated to it. And as for the Darkmod code itself, you'll be able to see it along with everybody else when it's released.
  21. Ok, the Decal patch creator is implemented now. Snapshot is on the way (in a few minutes), in case Sotha wants to test it out. http://darkradiant.sourceforge.net/snapshot.php
  22. Baddcog

    Model issues

    While I'm thinking about it: The dining room chair has a collision model and def, can be moved. It's the only one. So I'd say we either need to add that collision model to all chairs (since it works fine might as well use it) so they all move, or we should make that one chair NOT move. I think they should all move. Unfortunately they are all lwo so someone else will need to do it. (if they were ase we could just copy/paste the tex files) @greebo could you remove this line from your post models\darkmod\nature\trees\bc_*pot_tree => Shaders tree_bark02 and dirt1 referenced but missing. Those models are now gone. The pots are in decorative. authors can add trees/plants as desired. Also , they can use a patch for the dirt, this was done to have a proper collision mesh.
  23. Copied from another post so if oit looks familiar it is: Beta mappers beware! bc_chest and lid 1-3 (deleted, replaced with chest and lid 1-3) bc_stairs renamed stairs... bc_pots renamed pot... bc_sign is now sign_square bc_coatrack now coatrack bc_ceramicpot_b now pot_creamic_broken bc_flask 1 &2 now flask 1&2 bc_non-extinguish lights deleted (previously renamed, waited to delete) renamed lights named to convention bc_gauges renamed gauges bc_doublebass renamed double bass bc_pines renamed to pines... bc_flower patch renamed bc_lily renamed lily That should do it, beta mappers get to work sorry. btw, shaders and textures will NOT be renamed.
  24. Vista is known to run horribly on laptops...or just about anything really. It's a bloated hog. Get rid of it. If you can, install Windows Server 2003 sp2 and then run the server 2003 to xp conversion pack. http://www.jcxp.net/forums/index.php?showtopic=9290 That way you keep the stability and speed of 2k3, but the OS is then identified as XP...meaning no programs will refuse to run on it.
  25. Hm, I'll have to re-check, maybe I was confusing something. I'll probably commit your patch changes in any case.
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