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  1. I think we should set up an application thread. (just kidding). I'll update your permissions, so that you can access the member forums again. Note that we also have a bugtracker in the meantime, so you'll need an account there as well to see the TDM bugs. http://bugs.angua.at/
  2. Please see http://forums.thedarkmod.com/index.php?showt...st&p=186403 for why this isn't as easy as it sounds (it is actually easy, just a lot of work). It would also waste one extra entity per each candle/torch flame and I am not sure this is worth it
  3. Here we go: http://forums.thedarkmod.com/index.php?s=&am...st&p=142624 Those prefabs are still in the repo, and show how to use oscillating particles. Note that they appear to have the doubled light source and doubled particle issue (it'll be really bright and you'll see two particle flames; one moving, one not) which came up for some reason I can't remember (changed definitions?), but they're just an old prefab that shows how it works. Once we have a suitable, friendly, consistent candle system, we should get rid of the prefabs as they are former generation and buggy now.
  4. Here: http://forums.thedarkmod.com/index.php?s=&am...st&p=184930 Any developers know much about this? Could just try applying the rand_osc script to a particle; that might work. Or it might be barking up the wrong tree entirely.
  5. Wait for a patch guys multiplayer is having serious issues. Basically you can't connect to the server if you bought the retail game. Gives a server authentication error. Royaly sucks. No words from EA or Crytek too.
  6. Perfectly fine with me, let's remove the arrow code. I'll commit your current changes then as soon as I have a clean codebase again (I'm currently investigating stuff, so I can't apply your patch right now).
  7. Don't worry, the AI won't follow him, as they get stuck on a piece of paper :/ In my case, the AI always gets stuck on the of rope that is on the rope coil. I think in the long term we need to teach the AI how to walk/jump over 5..25cm high obstacles because putting monster_clip brushes around everything becomes very tedious... Btw, excellent model! I guess after the moustache-awareness, we now need to implement an eye-patch and a hook and a wooden leg
  8. This raises the larger question...what standards do we use to decide which AI get released with 1.0? Do we release only characters that have been switched to the new skeleton? The builder priest and elite guard are not likely going to be converted in time, yet we have at least two maps (St. Lucia and Chalice, respectively) that use them. Do we switch those characters for something else to release (doesn't work well for St. Lucia)? All the A-Level characters on this list: http://forums.thedarkmod.com/index.php?showtopic=4712 will be ready, and maybe one or two from Level B.
  9. Yes, they are unrelated to each other: Filtering is an automatic class-based filter system, whereby entities can be made invisible based on their entity class, applied textures or brush/patch status. This allows functions like "hide all caulk brushes" or "show only patches". Layering/Grouping allows arbitrary, user-defined sets of individual entities or primitives to be made invisible, so that the user could partition their map into areas or zones or whatever they wished (like the named groups in T3Ed). Yes, orthogonal might have been a better term. All I mean is that as currently designed, the layering system does not change the structure of the scenegraph. The layer information is essentially node metadata which is retrieved and modified by the methods on the Layered interface, and is used at render-time when the scenegraph is traversed to exclude any entities which are not to be shown.
  10. So I gather everything is working now? Or are there any issues left? If no issues are left (which is cool!), feel free to send us the patch for a little review.
  11. Discussed here: http://forums.thedarkmod.com/index.php?s=&am...st&p=185202 I had a go at this and I can see it working quite well, with a bit of tweaking and possibly a few different "frequencies" of cloudiness for ambients of different sizes. With a proper map the varied brightness could give the impression of general soft shadows that are not linked with any particular geometry.
  12. I don't have a maya version of the file. If you want to load it in Maya you'll need to download a md5mesh converter. http://forums.thedarkmod.com/index.php?showt...l=md5mesh++maya
  13. I uploaded the thug last week: http://forums.thedarkmod.com/index.php?showtopic=9272 I'll upload the citywatch tonight.
  14. We seem to be answering this question a LOT lately. To answer it once more. No. I'll quote myself from ttlg.com http://ttlg.com/forums/showthread.php?t=88654&page=57
  15. I've uploaded new pre-release test versions of DarkRadiant, for both x64 and Win32 targets. There were some changes to load/save and prefab handling, that's why I'd rather test such a package internally before posting this in the public forums. Get the package here: Win32: http://www.bloodgate.com/mirrors/tdm/pub/d....10pre1.exe.zip Win64: http://www.bloodgate.com/mirrors/tdm/pub/d...re1.x64.exe.zip (Tels' server doesn't allow hosting exe installers, that's why I zipped them up.) Please test this in terms of map file handling robustness (save/load/import/region etc.) and report back if anything strange happens. Note to Win32 users: this is with the new GTK+ 2.14.5 binaries again, which are reported to cause problems on some systems. I'll try again anyway, maybe something was amiss the last time. So keep your eyes open for the "viewport lockup" issue as reported in the other thread.
  16. Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).
  17. It's the Dram's FTP: http://forums.thedarkmod.com/index.php?showt...st&p=178391 Username: darkmod Password: -TeamMember0- Greebo put his conversation video there too.
  18. This has caused problems with models too, which were using the old shader names. http://forums.thedarkmod.com/index.php?s=&am...st&p=184767
  19. washboard and tub. needs resized, board isn't moveable yet. author can create water patch eh?
  20. @Tels, maybe you should start a thread on shaders/params. You seem to understand them as well as anyone and better than most (I basically copy/paste and quick edit any materials I use). I do think it's helpful that you put comments in the .mtr files. This will be great for future modders. But perhaps a page on the Wiki that goes into more detail about all of our options. Currently this is one of the things that kindof kicks my @$$ modelling for the mod. Most of my mtr's are fairly basic. If I want something like a good crystal or glowing doohicky I gotta search for something that you, PinkDot or Dram has made. That's OK too, but the material shaders seem to double the time it takes for me to get a model in game. A big reason I've tried to keep things simple so far. Alot of my materials could be added to to improve them, for now I'm getting stuff working, later tweaks can be made when there is time or someone feels something needs it. Arghhh, then there are def files.... Got alot of models I need to turn into moveables/loot,ect... what a pain. Oh yeah, AF files... Anyway, this the flower rgb test, maybe you can point out the problem. They probably don't need the frob info as it is just a patch of flowers. But in the diffuse color I thought the last value was alpha (0.2). I just tried with 1 but still smae effect, entire tex is shown giving me green squares, not green flowers. They are under nature/flower/bc_yel_patch/green_flower_1 //flower rgb value test bc_flower_green { surftype15 description "foliage" qer_editorimage models\darkmod\props\textures\bc_yel_flower nonsolid twosided noshadows noSelfShadow { blend diffuseMap map models\darkmod\props\textures\bc_yel_flower color 0, 0.8, 0.1, 0.2 } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models\darkmod\props\textures\bc_yel_flower rgb 0.15 * parm11 } }
  21. Just get everything done within 30 days. http://forums.thedarkmod.com/index.php?showtopic=9279
  22. Models are fixed in size and won't fit everywhere, while you can copy a patch over from another map (in case you didn't know this already, you can copy stuff from one map to another) and resize and reshape it as much as you want, so I think patches are a lot more flexible.
  23. I'd say patches are your friends in this case. You can have a look at the graveyard map, there are some nice examples of drainpipes in there. For the roof end-piece I would try to use an endcap patch.
  24. Ah, well that's an easy one: there is a boost::bad_lexical_cast exception thrown in the patch parser, I'll fix that.
  25. Springheel

    Thief 4

    Some quotes from Stéphane D'Astous, the general manager at Eidos-Montreal, that make me cringe: Read: We're trying to target non-stealth gamers. Let's stay close to the fans by selling them things! That's something to be proud of. We can't reveal anything at all, but we will have things to sell you today or tomorrow. . That sounds like 'marketing speech' to me. It's interesting that he's already convinced people will be "happily surprised and impressed", yet the Eidos forums are only just starting to ask questions like, "What factions do you want to see in the game?" Why bother asking questions like that if you already feel like you have something the fans will be impressed about? Seeing as just about every conceivable option for T4 has been debated to death on TTLG, what revelation could possibly "surprise" anyone? This idea is repeated at least five or six times in the interview. Sounds like they definitely are planning on doing something different. Their focus seems to be on putting their own stamp on the franchise. By contrast, we never talk about "a fresh approach" when talking about TDM...our first line of description is always, "capturing the feel of T1/2". They're *proud* of that logo?? They think using ridiculous 12-yr old L33T speak is "very respectful of the fanchise"?? That speaks volumes.
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