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  1. Ah... this would be the recent end-of-line indicator change talked about here: http://forums.thedarkmod.com/index.php?showtopic=6633 The files aren't actually broken; they're just using Unix-style line breaks instead of Windows-style. The change was made in order to be more consistent, since with both Windows and Linux users working on the files, we were using both styles. The best way to work around this problem is to use a text editor that isn't Notepad. Most decent text editors can handle Unix-style line breaks. I use and recommend TextPad, but there are lots of other good choices.
  2. Hey... I'd like to try out some beta-mapping for TDM. I know I'm a new face here... I used to be a member on the TTLG forums (still am, cypher628) and used to work with Dromed on both T1 and T2. I just downloaded the T3ED and am almost done running through Komag's tutorial. It's pretty different from dromed I'm still used to making everything out of brushes... I never got around to publishing much online but I could probably come up with some old screenies. My e-mail is ckahn@videotron.ca or cnetrix@gmail.com. :-D
  3. Yeah. I think there is even a patch for Steam, because there was som problem that didn't work in the steam release. So, yes, Doom 3 is indeed released on Steam now.
  4. Ok, just finished making an industrial style building. About 1.5 years ago I made a map for the teaser trailer - library, and in that I had made some buildings from patches and brushes. Well, now I decided to re-do them and make them fit more to our standards. Here are screenies: Comparison shot of my old patch and brush version vs my model version Size of the building in comparison to a City Watch guard Top to bottom perspective shot Looking up at the buildings The windows on the old version were add blend lit, while the model version is lit by lights. The windows themselves in the model version are composed of 3 layers - from closest to the wall to furthest are: *The diffuse glass layer - opaque and is the main texture *The reflective layer - gives the glass pane look and is basically a reflect cubemap *The frame layer - basically the frame of the first layer but with an alpha map to hide the glass. This is over the reflect layer so that it does not have a reflective sheen over it. I'm going to make more buildings in this style and then make an Industrial style map for showing them etc.
  5. Fidcal

    dds?

    Venus: I am using WTV as a simple viewer and the Nvidia convertor. Here's my old post. http://forums.thedarkmod.com/index.php?showt...st&p=120912
  6. Yeh I didn't mean to show the whole machine. I meant to see how two parts of it interacted. For instance, if you were doing a piston/crankshaft of an engine. It would mean u could quickly make the two parts sync together. An animation would be fine... even if it was stick figures, just so u see they are correctly syncing. If I could have another wish... then on patch verts, I'd like to be able to hit shift vert, and select all verts in that row or column. At the moment, I have to hold shift in cam and select each one individually. Not a problem for simple ones, but tedious on complex ones.
  7. Hey there, Just a quick topic about a few things. *A wiki link on the front page: Could we get a wiki link stuck on the front page? even though it's pretty much all development linked, its kinda nice to have a link somewhere visible *BioShock Video Post-Mortem (thanks to BU) "Christopher Kline of 2k Boston runs through the entire BioShock production in an hour and twenty-three minutes. Starting from the beginning, he shows off lots of great video of tech demos and early prototypes, giving a pretty clear and fascinating picture of the ups and downs of the development cycle."(133mb/1h:23m) http://video.google.com/videoplay?docid=-4508664361400518462 or http://tinyurl.com/35uahw (flv for watching offline in a decent 3rd party player, with some nice post-processing) Quite interesting, altho a fair bit is about completely irrelevant sections - it does sort of raise a few good points that you generally dont hear the devs talking about. I felt it was time well spent *Paint.NET http://www.getpaint.net/ A few posts about alpha channel issues and what applications correctly support them etc made me think of what I do when testing image stuff.... and I generally just use paint.net. It's around 4mb and comes with some pretty damn decent tools, good resizing, awesome UI and design. Its not going to replace your Photoshop, but it does a great job for a quick doodle or to check out a final version of something in another app *ATi Tray Tools & AMD Drivers http://radeon.ru/downloads/att/attsetup.exe I'v noticed quite a few people using ATI/AMD gpu's around here - and specifically some people with crashes during OpenGL renders are running. A strange thing happened a while back when I removed the .net framework completely from windows(err... dont ask), the OpenGL driver would refuse to run or crash a lot while doing certain odd things. Completely removing the driver, installing .net and everything went back to normal. Anyway, I did find one thing that really helped when I was having the random crashes was to not use the CCC/CP release of the driver and instead opt for the Driver only package (14mb odd), crashes completely stopped in the OpenGL renders that I could open without .net. Anyway - ontop of all that, the tool that's insanely handy to have around without a CP etc (and is way more handy anyway) is ATT. Has everything you could ever want from a graphics card and more, while staying very minimal in memory requirements etc. Highly recommended. Dump CCC. (just disable the FPS overlay, kinda irritating most of the time ) ***** And that concludes my 3am babbling on about random topics that I though of this week while reading the forums and lurking If there are parts that dont make sense etc, drink + 3am + too much studying = this. Serp
  8. Tels

    Linux support?

    Got the email, the pgp-key, the photos, my firefox data, guess the rest wasn't important But then, maybe I can repair my old partition and access the rest of the data. Related good news: scons: done building targets. Yeah! (But you should have warned me that it takes a small cluster to finish the compile in under one day....) Now I just need to figure out how to install Doom 3 under Kubuntu... http://forums.thedarkmod.com/index.php?showtopic=6572&hl= All the best, Tels
  9. The film composer, Chris Thomas, who came to WOU for a recording session (this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=110911 ) has been nominated for an award! I just got this email: http://www.filmtvmusicawards.com/login.php I heard his scores & they are awesome! So help a fellow composer win an award!
  10. Hey there, No problems my side - I'v co'd the svn from sf. Just taking the time to get comfy with where everything is - and how everything is stuck together and working. Also reading the forums(and bugtracker!) as you will notice my nick chilling at the bottom quite often As I said to greebo, doing a year's worth of uni work in the space on a month (because why work for 9 months of the year when you can cram it into a few weeks and get away with it :/) Today I have looked at maths for about 30 minutes... and then watched about 5 hours of series and movies to avoid looking at it, its now 2am and I feel guilty as hell... so I'm gonna go read astro in bed
  11. Sounds and looks good, I have to say. Welcome to the forums.
  12. So hey, i did a search in the forums for a freeware game i downloaded recently and didn't find anything; so if this has been talked to death already forgive me. The game in question is Facade, which is basically designed around a kind of soap/drama in which a couple who are old friends invite you over to their apartment for a party and end up having a large dramatic fight about their marriage. The graphics are hardly anything special but the sound and audio for it are very extensive; and of course the AI too. Essentially you interact by typing short sentences which the game then reads and acts to accordingly. I was quite surprised by the level of depth that went into this game considering its only made by like 2 people. When I replayed the act over again I was surprised to find that alot of different combinations of speech can occur, and entirely new dialogue can be unlocked by doing or saying various things. Obviously there are some limitations to this game, the AI has trouble with slang for instance and I find it difficult to type fast enough and have the game read my text in time. This can lead to various errors in the conversation, often with unexpected results. The goal of the game is for you to try and help the couple, Trip and Grace, work out their differences. However I found it much more enjoyable creating a character named Gonzalo and being a complete and utter prick to them At the end of each act a screenplay is generated; which contains all the dialogue, as an example: Heh the screenplays are massively long, too long to put in a post, but i really found this last one quite funny. Hah the shocked expression on his face was classic, and i was surprised that the AI would react in such a way. Apparently racial epithets are banned in the game . To anyone who's interested the game is freeware at http://www.interactivestory.net/ ,its interesting to see how the AI has been designed to react to the player. So far i've been thrown out of their apartment every time I've played. Also, if anyone happens to know of any similar games with sophisticated AI I would like to check them out so i can be an asshole to the characters in them too
  13. Hi Yandros! Good to see you here. The editor code is possibly better designed (mostly thanks to OrbWeaver's and greebo's efforts, no thanks to the GtkRadiant guys who we inherited the source code from ). The mod code is written in id software's style (or lack thereof) and is therefore somewhat messy and mostly undocumented. On the other hand, it's possibly more interesting to work on a game than an editor. And IMO it's more important than the editor right now; the editor is very usable and contains most of the necessary features already, while we still need to do a lot of work on the main mod. If working on AI tickles your fancy, that's probably the area that most needs attention right now. We definitely need more mod coders, at any rate. Most of us have very busy "real lives" as well, so no worries about that. As for documentation... There isn't a lot of developer-oriented documentation yet (something we're working on right now in fact), but here are a few pointers. Our internal forums have lots of tidbits scattered around in them, but you can't see them at the moment. Most of our organised documentation is on our wiki: http://www.thirdfilms.com/darkwiki/index.php There's some developer-oriented editor documentation here and some dev-oriented mod documentation here. It's also useful to refer to documentation on Doom 3 itself from time to time, so here's a link dump from my Doom 3 bookmarks folder. Not all of this will be useful for you immediately. http://www.iddevnet.com/doom3/ - id's own documentation; somewhat limited in scope but a good introduction http://www.doom3world.org/phpbb2/viewtopic...sc&start=20 - Trevor's SDK Related Tutorials, probably the only decent Doom 3 SDK tutorials around http://www.modwiki.net/wiki/Doom_3 - Good general D3 editing wiki http://www.doom3world.org/phpbb2/index.php - General D3 forums, occasionally useful for the odd D3-related question http://www.modwiki.net/wiki/Script_events_%28Doom_3%29 - A partial reference for scripting work Feel free to ask questions about anything you need clarification on.
  14. I thought iD disabled the CD check themselves in one of the earlier patch versions. I certainly don't recall ever needing the CD after starting with the editor.
  15. 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.
  16. http://forums.thedarkmod.com/index.php?showtopic=609
  17. 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???
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. 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.
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