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  1. Yes. There should be a link to the appropriate patch in the information section. There are some patches labeled 1.3.1 which are not the correct ones, so this is it for sure.
  2. http://forums.thedarkmod.com/index.php?showtopic=609
  3. Well, I regularly visit polycount.com forums and one guy was showing pics of a character he was painting with his tablet. Got me thinking I should ask opinions on them, I've always been curious but didn't want to drop 300 clams. Anyway, was going to post and ask to help me decide as I've never used one. Went buy Best Buy after work since it's almost next door. Thinking, ah $250-$300, probably won't buy, but I'll look anyway. Turns out they have 2 tablets, one is 4x5 drawing surface for $65 and one is 4x6 for $200. So now I'm the proud owner of the 4x5 sized one. That was soo much cheaper than I thought I just couldn't resist, hell, if I don't like it it's not that much of a loss. Got Photoshop Elements and another program with it so that right there is probably worth it. Anyway, I'll post later after I use it and give my opinions. Anyone else use em. Like em , hate em, tips???
  4. Seems these days I think about stuff I want to do/get done for the mod than I actually accomplish. Anyway, one of the things I've been thinking of and did start a little bit of work on is some relic/artifact type object. This one is a suprise, basically I plan on making certain pieces in high poly to work on my normal mapping a bit. Then use all these pieces in different combos to make a set of relic/artifacts (loot/quest items - we can't have too many of these imo) from an ancient civilization. I don't recal anything in the forums about what the ancient civilizations would've been like so I'd like your ideas/comments/suggestions. I'm already set in stone on the stuff I've started, but other varieties can follow. This is as much for me as other modelers/texturists as it might give someone else ideas too. -------- Basically what I'm hitting at is that T1/2 used alot of eqyptian styling in the lost city stuff. I was scanning the net for images and was thinking that stuff more like american indian, mayan, eskimo would be a cool way to go.
  5. ShaZe

    ShaZe's Stuff

    Close up on the last staff Otherwise, where can I get the mod files? I was asking myself the question to know what exactly the path should be when I was setting the material file and the folder structure. I searched a little bit in the different forums but didn't found it.
  6. Hi there. Being a quick learner is probably the most important thing on a mod like this, so welcome to the forums, Serpentine. I gather you already had a look at the DarkRadiant codebase, compiled it or played around with the editor?
  7. Assuming that by "silence" you mean "fix the code" rather than "disable the warning", you are welcome to send patches to either me or Greebo in a PM or through the forum. If you wanted to get more involved in development you could be set up as a contributor and have access to the coding forums as well.
  8. Well, I might still contribute more models. It's just a matter of getting some enthusiasm back to do it. I was running entirely on enthusiasm at the start of the project. Without that, it just makes it all hard work with no reward. I may have made it look easy, but it is a hell of a lot of hard work building those characters, not helped by the fact that I have a strict set of self-imposed standards I have to keep to and surpass, or I'm not happy. I'll take a look around the forums and see what needs to be done, and if any of it interests me right now.
  9. I too have applied your patch and will look at it in due course. I have committed the missing <cassert> include already, since Tel seemed to have this problem in the public forums.
  10. Tels

    Linux support?

    It seems that include/itextstream.h is missing #include <assert.h>, and after installing all the required libraries and making this modification, it seems to compile now. So, where do I send the patch in? Is there a mailinglist somewhere? Or someone I need to send the patch to so it can be checked into svn? All the best, Tels
  11. I think you've covered that nicely. Currently modules have version tags/strings - will there be any need for this? I could imagine that a version stamp on built DLLs will prevent the Radiant binary from crashing when outdated DLLs remain in the modules/ folder (like we experienced with the Clipper module that I merged back into the core). Maybe we could prevent DarkRadiant from loading incompatible DLLs. Are you going to implement this soon? I would be eager to implement this new system, but I guess so are you.
  12. Hi! i did some search here on the forums and found nothing about the lock picking system, how is it going to be? sorry if it's in somewhere obvious, but I didn't find it.. lol i liked the way they did it in TDS, the originals were also nice, less fun though. oblivion on the other hand was really irritating, i always kept 200 lockpicks! and by the way, how do you guys feel about...hm.. I don't know if there's a term for it, 'modes'? ok, example. when you pick lock in TDS, the player enters in 'pick lock mode', climbing stairs are a mode, etc. thief games avoided whenever possible this modes, (tds had some.. but still few) wich is the most sensible thing to do, really! modes should be avoided. but used wisely modes can really add fun to a game. games that really abuse of this things are hitman, splintercell... and still they managed to came up with some nice improvements in gameplay that could be studied for TDM IMO. (obviously for future updates) there could be a special blackjacking (as an option to normal bj) where you would 'press/do/something' behind an enemy and it would knock him out already holding his waist and 'gently' laying him on the ground (by 'gently' i mean to avoid the noise of a giant guard fully armored dropping like a potato sack down the stairs).
  13. I have given you contributor status and also given you access to the beta mapper forums.
  14. I found a great plug to lessen the reverb on the footsteps. Dominion - signal modeling device: http://www.digitalfishphones.com/main.php?...2&subItem=4 If you're familiar with software synths and shaping those sounds with different attack/decay envelopes, then this plugin does the same thing with audio. Currently the sustain (decay) is at -45 @ 30ms thus removing the reverb tails of the concrete/stone/metal footsteps. After I test a bit, should I upload to SVN? EDIT: Nevermind, just saw this thread: http://forums.thedarkmod.com/index.php?showtopic=6400
  15. You mean except for the fact that around every corner there was someone buying and selling illegal goods? There were more fences and blackmarket merchants than there were regular tradespeople. Which I guess makes sense, since you could retire off the sale of one or two gas arrows. You either haven't done much reading in thief-related forums, or you are blessed with remarkably low expectations. I enjoyed TDS, but I did it in spite of its numerous failings.
  16. Sorry Mike, that was my mistake. Beta Mappers have access to a special beta mapper repository. All the info is in the level editing stickies section. Here is the relevant info. http://forums.thedarkmod.com/index.php?showtopic=5603
  17. That's a moveable chair that the AI is sitting in in this thread/picture : http://forums.thedarkmod.com/index.php?act=a...ost&id=1499 The collision model seems to work pretty well. You can also spawn an adm:moveable_diningchair (or whatever it's called) and use "g_showcollisionmodels 1" to look at it. What you see there is whatever D3 is using, so if it's somewhat concave, then it can handle somewhat concave things.
  18. I posted at polycount forums for help with metals. Curious to see what responses I'd get. A few people said I should add an enviroment map to the teapot for more reflection. The census seemed to be reflection on precious metals (gold/silver) and some specularity color. Metals like bronze, copper should be no reflection, like specular. (depending on tarnishing on all metals of course) ------------------- Currently the teapot has a reflective env map on it in addition to how it was. I'd appreciate if someone else could take a look at it and see what they think. I think it looks pretty good. make a creamer cup along side it (both are moveables), the creamer cup has NO env_map.
  19. Damn ... now all these forums are going to be in a new language I have to learn!
  20. Well, we can add shadow meshes to plants. Most of the plants do have alpha maps. This cuts down drastically on polys which is good for plants, there will typically be alot of them scattered about. But adding shadows does increase computation, and to get shgadows that look like the plants will require quite a few polys to be added to the models. A very basic 'blob' shadow mesh can be added but won't ever look like grass, it will just help darken things and hide player. I wonder if shadow2 can be used on a patch? I don't see why not. That could help authors just make a general area shadow where lots of plants are. Probably better than every plant obj having it's own shadow mesh. Plants that brush aside would probably need either an AF file (meaning animations, md5 files, ect... major pain, little benfit. most fm's will most likely be more city than vegetation jungle type maps) or maybe a script to make the plants move when touched, probably thru source/receptron. That would be a major lag on the system. ------------ I think it's one of those things that would be REALLY cool to see in game, but the computation is above the engine/modern computers. Also, alot of our plants (trees/bushes/grass) will probably be particles. They look alot better than old style models, but try and make particles behave that way. Don't think that's very likely, they like to face the player, that's about it. -------- Edit-- Just saw your new post and link... The problem I see with that is that it is for a 3d program. There are things a 3d program can do a game engine can't. one was the leaves, they are using clusters to make the leaves appear in certain areas. D3's particles aren't that good. Also, that program is not keeping track of all the game related stuff, only the trees. Don't know if you've seen our particle trees yet, they look pretty good. As good as Oblivion IMO. I think it would take alot of work to do it better, and that's as good of a tree as I've seen in any game to date.
  21. Im playing FarCry Moto 4 Mod right now as a lark before school hits. Its fun, the gun battles are pretty cool, and none of those dumass mutant monkeys either. If you play it on realistic, be sure to learn how to save, cause the save points won't help you. There are a lot of good times and I may try moto 3 at some point at the first break. But there are flaws and some of them gave me some questions about the Dark Mods and how it will do things. For one thing, when the character Jack is hiding in the tall grass and bushes that are everywhere he is not hidden by those plants. You have to get ground or a tree between you and the AIs or they spot you. Its a little stupid in the game because there is all this great cover that just doesn't work. So it got me wondering, will the grass and bushes etc. be able to hide the Thief in the game, will they provide shadow. I understand they often get shadow casting turned off to save on processor power but I have an idea that may be able to do the job. First the idea depends upon whether or not a zone could be constructed around a patch of high grass or bushes. These can be alpha map plants, because they are not going to actually cast shadow. So imagine a patch of high grass and around it is an invisible box, that is roughly the same height, width, and depth of the plants, and that when the Thief is inside that box his light gem darkens. This is to mimic the shadows and cover that hiding in tall plants would provide. Is this a possibility? It doesn't seem out of the blue. One problem I could see is that the Thief would be able to stand in tall grass and still receive a shadow bonus, even if his head and shoulders are clearly in sight of the AI. I don't know if this could be compensated for somehow, if the game could somehow distinguish between when the Thief is standing or lying prone in a faux shadow casting zone. Ok, so assuming all that is possible, here is the second piece. I think there is a way, I will have to search the Internet for this again, but there is a way to mimic movement with alpha maps, I remember reading about it months ago. I cannot remember it all but it went something like this: In addition to the alpha map of the foliage, another map is laid very close to the foliage map but this map is simply a dark black map with the outline of the foliage map. Somehow, I don't remember how at all, the two maps are joined so that when the Thief would brush into them, they would move apart slightly, again I don't know the details of how. Essentially, the darker maps gives the appearance of being a shadow behind the foliage and jumps around behind the real image just a tiny bit as the Thief moves through. No shadow actually hits the ground but according to the site I read a long time back it looks like fairly convincing to the player that the plant is moving as well as at least some shadow effect. So if all this works I think alpha map bushes and grass could be constructed that appeared at least to move a bit when they are disturbed, some good sound would help too of course, and then actually provide some cover to the Thief. Perhaps to it would be possible for mappers to darken the ground underneath the area covered by heavy plants to mimic ground shadow. Although this does add some pixels to the processors workload it doesn't add polygons which is good. Im going to look for that website. If anyone can add some insight I would be really appreciative.
  22. Yeah, I figured as much. I do have thousands of ideas as everyone around here, I'm sure- but I imagine it's too late to attempt to introduce them at this point. I'll just post a suggestion thread in the general forums and be happy with a beta-mapper position, creating any models I find necessary (although I'll be taking requests if necessary). Besides, I have a pretty tight schedule (architecture studies) so I don't think I'd make for a valuable team member.
  23. We'll need to know what position you're interested in. Team member vs beta-mapper isn't as different as it used to be, but there are small differences. If you'd like to be a full team-member, that will give you access to all the forums, so you can participate in design decisions, etc, but are expected to follow some general directions about what you're working on. If you'd like to be a beta-mapper, you essentially have the freedom to do whatever mapping or modelling you want, but you don't get access to the mysterious, inner workings of the mod. Your choice.
  24. Yes, the exe is the only reason I joined these forums two years ago (this is my second account): I wanted to gain your trust and then infect your PCs! Anyway, I use Blender, Springy. Has decent export/import capabilities, collaborates with all main software. Baddcog: I'm working on a normal map for the low-poly goblin right now.
  25. Wow there you are - that was quick! Ah - well the shadow is definetly missing from the mesh. I guess fbx_import.mb has nothing to do with it. http://forums.thedarkmod.com/index.php?s=&am...st&p=123307 All I know is when I ran exportModels and did a diff of the tdm_ai_thief.md5mesh between my local copy and the server, it showed number of meshes was 6 in my local, and 7 on the server copy, and at the bottom of the file was a clearly deleted mesh section. (I was doing a diff to get the materials back in the mesh. They were all wrong after I ran exportModels)
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