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  1. You can't set a uniform texture scale on patches by entering a value in the Inspector, you can only change it relatively. Just hit the arrow buttons in the Surface Inspector and it will increase/decrease the scale by the specified step size. The entry widget is greyed out because there is no way to determine for DarkRadiant whether a patch texture is uniformly scaled or distorted.
  2. Your patch is on SVN now. I think you can cross off the task from the tracker now. What topic do you want to work on next?
  3. This is a continuation from: http://forums.thedarkmod.com/index.php?showt...st&p=174689 Current status: * Installed VirtualBox 2.1 from SUN (the OpenSource edition is with v1.5.6 quite outdated and doesn't run too well) * managed to install Ubuntu Server edition 7.10 * switched it to the generic kernel (so it will also run with VirtrualBox 1.5.6) * installed build-essential, the nec libraries, SVN and mc * checkout DR source code tree * run configure and install other missing libraries * finally compile DR The last step is still running but it should complete in an hour at most. Also, I moved around the deb files in my local repository so we have subdirs for each Ubuntu/Kubuntu release, so we don't have to worry about the deb file names being the same. Saw a few remnants of my wrong named architecture ("i386, amd64" creates an architecture "i386," and removed that. Once the compile and the .deb are finished I will nuke the repository on bloodgate and replace it with the updated copy from my local repo, to make sure no old files are left over. What's then left is: * clone the VDI (virtualbox image) file and update it to Ubuntu 8.04, trigger a new compile of DR * clone that VDI (virtualbox image) file again, update it to Ubuntu 8.10, trigger a new compile of DR After that, we need to come up with a way I can distribute these images to interested people. My estimate is that it will be 400 Mbyte for each, but I don't know exactly yet.
  4. You posted the revision yourself in the public forums, didn't you? 4021?
  5. It works great. :-) And now that I can test it, my patch also works.
  6. Have spent the better part of the day to improve the doc and the GUI: * documented quite a few spawnargs, and cleaned up a few def files * prompted by Flanders documentation effort (seeing articulatedfiure), inserted an atdm:af_entity_base entity definition and also cleaned up all our ragdoll definitions. (Currently unsure if they are used at all, see here http://forums.thedarkmod.com/index.php?showtopic=8907&hl= but figured cleaning them up is a start anyway) Also fixed two important bugs in the GUI code: * searching for certain spawnarg parts (like "mass" and also "ass" etc.) did lead to corrupt search results because the code coloring the results interfered with the code linking to other spawnarg definitions * deprecated entities are now marked in red and link to their replacement entity. * when viewing a single spawnarg page, the location where that spawnarg doc is defined is now also shown. * on the same page, it shows you the actual names of the spawnargs, because these can be different for what you actually look at. Like when you look at "foo", it also shows values for "foo3", "foo_1" etc. * on the same page, viewing a spawnarg without any suffix did not show spawnargs with suffices (the otherway round it worked, viewing "used_by_3" showed all "used_by", "used_by1" etc.). Here is an example that did not show any spawnargs before: http://bloodgate.com/mirrors/tdm/pub/doc/#...rg-replace_anim and now shows a nice list, the location of the definition as well as the spawnarg names. Enjoy
  7. Jup, good work :-), radiant finally starts again. But now it segfaults when using the new monsterclip functions :-( Program received signal SIGSEGV, Segmentation fault. 0x082c1d1b in TraversableNodeSet::traverse () (gdb) bt #0 0x082c1d1b in TraversableNodeSet::traverse () #1 0x082b8962 in map::(anonymous namespace)::Node_insertChildFirst () #2 0x082bc15a in map::(anonymous namespace)::createWorldspawn () #3 0x082bc3ec in map::Map::updateWorldspawn () #4 0x082bc4b8 in map::Map::findOrInsertWorldspawn () #5 0x0818062d in ui::OrthoContextMenu::callbackAddModel () I will have a look at that segfault tomorrow. btw. If you want to try the registry thing you taked about, I uploaded a patch. I can't try it, since radiant segfaults me, so no idea whether it works or not.
  8. greebo

    Main Menu

    Did this happen after loading a saved game? @Springheel: http://forums.thedarkmod.com/index.php?showtopic=8904
  9. I would think 500K is reasonable at least. If we post screenshots we want to post high res and one jpg migh be 100K to 200K. I've just posted in one of the private forums 4 modest jpgs to help clarify a prefab and had to post each one on a separate post.
  10. Thanks! Oh yeah, I'd say it has been worthwhile. To give you an idea, I haven't been able to visit these forums for over a week because I've simply been too busy doing things with my own game; doing support, talking to fans, trying to encourage the growth of the community that's suddenly emerged around the game, fixing bugs, doing additional promotional work, etc. etc.
  11. It's textures/darkmod/nature/grass/short_dry_grass. Now you mention it, that's what they have in common; the other big patch that is OK has some other texture. But mine's an Nvidia card gforceFX5900.
  12. If I open my map in Dark Radiant then Doom crashes when I open it in windowed mode. In my betamapper repository folder is m896.map. You might try the following to see if it does the same on your system. With doom NOT running, open the map in Dark Radiant. Then open darkmod/doom in windowed mode. I find it locks up into super slow mode. The in-game curse does not move and the start menu appears very very slowly. If I press the console key it does eventually appear after half a minute or more and every keypress takes half a minute or more. I have to use Task Manager to get out of doom. If I do it the other way round, open doom first so its running OK, then load Dark Radiant and m896 then no problem. Now, if it does that on your system, in Dark Radiant, in plan view, zoom out to see the whole map. At left in the top half are 5 big patches. Delete them then resave with a new name say M896B.map. Then close Dark Radiant and re-open with this changed map. Then try doom again and it should work OK. Note that the patches are not yet in their final positions or shapes but just placed roughly where I want them. The big patch at the bottom was there before and does not seem to cause this problem. I tried deleting the 5 patches one by one and testing every time to see if it was one particular one but only when all 5 were deleted did I get the error. This is Dark Radiant 0.9.2 Build date: June 21 2007 17:11:46.
  13. I see now some smileys aren't working in posts either: http://forums.thedarkmod.com/index.php?s=&am...st&p=176285 laugh.gif instead of .
  14. Na, I reverted all that stuff..... a Solution is of course better! Edit: that latest patch misses some includes in OrthoContextMenu.h since I put the Visitor class properly in there and forgot to move the includes, apart from that it should (I hope) work.
  15. Jeb

    LCD Monitors

    I typically read the Dark Mod forums every day. I usually don't have much to contribute; however, I just went through this myself. I did a lot of research on LCD monitors recently and this one is a beauty, both aesthetically and feature wise. I just upgraded from a Samsung Syncmaster 216bw LCD, which is an excellent screen, to a Dell SP2309W LCD monitor. It's a significant bang for the buck. It's a 23" LCD with a 2048x1152 resolution, a 2ms refresh and an amazing contrast ratio. It has a glossy screen, and unless it's off, there is no noticeable glare or reflection. I played Thief 2 with it's dark settings and didn't notice any noticeable distractions from glare or reflection. The blacks looked very black, and I haven't noticed any ghosting or blurring. I cant find any numbers to verify this, but from my experience so far, it appears to have a very low input lag. Quick Specs: Panel Size: 23" Optimal Resolution: Higher than Full HD 2048 x 1152 at 60 Hz Dynamic Contrast Ratio: 80,000:1 (max) Brightness: 300 cd/m2 (typical) Response Time: 2 ms (typical) Viewing Angle: 160° / 170° (typical) Color Support: 16.7 million colors Pixel Pitch: 0.249mm It also has an adjustable stand with height and tilt adjustment. The monitor can be used in both portrait and landscape. It also built in 2 megapixel webcam and 2 mics, as well as a built in USB hub. I actually prefer the Dell SP2309W over the Dell 2408WFP Ultra Sharp that I use at work. It's currently $379 which is not bad. I got lucky and was able to purchase it when Dell had an $80 off + free shipping sale. I consider it an excellent monitor for both production ( coding / graphics / etc ) and entertainment ( games / movies / etc ). Based on my personal experience with this monitor, I strongly recommend it if it fits your budget.
  16. STiFU

    TTLG

    I always thought the ttlg forums were pretty civilized, aside from geting flamed when u use teh h4x0r speech, but I don't like that anyway, so I'm fine with that. Better stick to proper, readable english! I do hardly look into ttlg these days though. Since TDM, I lost interest in the TDS-deadend, so I mostly stayed around here.
  17. You should be a member now. You should start reading here: http://forums.thedarkmod.com/index.php?showtopic=6694
  18. Springheel

    TTLG

    I think we're planning on keeping these forums going when TDM is released.
  19. BrokenArts

    TTLG

    I still play Thief, so, the FM forums, Thief Gen, are the civilized places, and the editors guild. Don't diss the whole community because of comm chat, thats where the BS is, it can be brutal at times. Depends on your cup of tea, pick your battles. Sometimes its fun, and amusing too. I go in there, I pick and choose what I post to, and stay out of the BS. I know better. ~m2 hosts the server here, but, TTLG needs more overall. ~m2 probably couldn't handle the amount TTLG really needs. Its also The circle as well, not just TTLG.
  20. Quite so! I was never a fan of TTLG forums anyway. Around these parts, people are civilized.
  21. Maybe it's not a bug, but just a missing "feature". It could be that id Software just didn't think it would be useful to have ragdolls react to the player's movement. Or maybe they even left it out because it caused problems. I think obihb on the doom3world forums did some cloth-like ragdoll setups for his Wolfenstein Project some years ago. Those did also only react to shots, iirc.
  22. greebo

    TTLG

    This is the point where we should appreciate modetwo hosting our forums. There's been hardly an outage over the years.
  23. BrokenArts

    TTLG

    Here is the rundown from Daveh himself, admin of TTLG, he posted this on Eidos. Lot of people hang around Eidos Thief forum, even more so now that the forum is down. In the meantime, it doesn't look good, but, they will be back. Here is the thread to check out. http://forums.eidosgames.com/showthread.ph...5602&page=4
  24. I'm fairly disappointed that id haven't replied. I know it was a longshot in the first place, but I used my "real" email, so it wouldn't be seen as spam or filtered, I included the topic in the subject, and this seems like a real bug. Who knows, maybe it'll be addressed in a patch. Then again, maybe my mention of TDM was the downfall... the team has collectively said many times that Doom3 sucked as a game, so I wouldn't be surprised if we're getting the blow-off.
  25. Note that brushes don't have their own set of spawnargs each, they are children of the worldspawn entity. Hence, if you edit the spawnargs of a brush/patch, you're editing the worldspawn spawnargs instead. Select a different brush and you'll see the same spawnargs again. A way around this would be to move brushes to func_* entities, which allows them to share the spawnargs with that entity instead of worldspawn. Delete protection for brushes is not possible; as mentioned, there is currently no way for brushes to store information. This would work for entities, although we'll have to think of a consistent way to handle that. A "editor_readonly" = "1" property could do the trick here. As soon as we've found an elegant solution to store information for each object, we could also implement the often-requested layers and parenting feature.
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