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  1. Sneaksie - I'm not sure if the projected light is a good approach for this. What about just decal patch on a wall on which you want to have caustic effects with animated translucent map with ADD stage only. It would require more work for non-flat walls (f.e. with some beams) but should be possible I think. That's just from the top of my head, never tried this. And I'm not sure what way Dram has made his caustics in his mansion map... That cloudy texture was for testing purposes, I suppose, so with more caustic-like texture it would look even more believable. http://www.rit.edu/~photo/IFS/index-photos...er_caustic2.jpg http://www.sfu.ca/~elfreda/film/caustic.gif
  2. Last night, I had some simulations for work I had to run at home that were absolutely critical to get done by tomorrow, since I'm going on vacation later this week. So I set up the program to take 12 data points which should take ~6 hours, disable the network connection just in case, and go to sleep. When I wake up, I see the login screen. Uh-oh. I figure it must have crashed at some point, and log in to see what the damage is. As soon as I log in, I get a helpful little windows security popup saying "Microsoft had to download a critical security patch and restart your computer"... what... the... fuck. I check my simulation output, and there are 3 data points plus a broken file from restarting in the middle of the 4th. So, not only did MS decide that restarting my computer was a good idea, but it somehow got the message that it had to do this despite the fact that I had disabled my network connection (I should have actually unplugged the wireless card from the PC I guess). What does it do, force the network connection to re-enable every so often just to check for goddamn MS updates? Thanks a lot microsoft! I almost hope this is a virus or something and not genuine, because my machine was just running stuff critical to my job, I wonder what happens on machines that are running stuff like life support, aircraft carriers? Hopefully they're not running windows.
  3. This is a big problem if you are away from the machine and counting on it to process your work. I just didn't expect it to be so obnoxious as to re-enable my wireless card. I even turned off my firewall to free up the resources, so when it brought itself back up to download shit, my system was wide open. Next time I guess I'll take the card out or put a Faraday cage around the tower (or just disable automatic updates, but I don't trust that either, for all I know they have a "critical patch" override).
  4. [transferred from 'itches' thread going off topic] (subject: name of doc on bloodgate) Yes but TDM consists of a lot more than just entities and materials. I was thinking maybe Dark Mod Entity Reference (Entref for short) but if other types are added then I would say Dark Mod Assets Reference (DMAR) or Dark Mod Resources Reference (DMRR) A candidate for extending it is the models. See my old thread http://forums.thedarkmod.com/index.php?showt...ObjectsList.htm It became rather unworkable as a web page and I was hoping to provide the program but have not had time to progress it. The old zip file is still there for reference though. The main element is keyword index by meaning so if a mapper wanted a chain he could enter 'chain' in your search and hopefully find all the chains in the dungeon folder, plus the ones in doom assets (which I know you want to kill off) plus maybe you could include prefabs which serve a similar function. If a mapper wants a table there are prefab choices as well as models.
  5. Just checked this out, very neat. Only thing is, I don't know what to do with it. Is this for those smooth paths just discussed a day or two ago, like wisps or maybe some machines? It seems to create the path as a func static, but I guess there must be a clue in the bonehoard script about how to get something to follow it; will take a look. Anything else this is for? It'd be neat to be able to use it as a starting point for patch curves... but maybe that's way out there.
  6. After reading this guie it appears you also must enroll in an Ubuntu beta programme. Oh well. https://help.ubuntu.com/community/EC2StartersGuide Btw, I think the DR compiling thread should me moved out of this thread into its own thread. Could some admin please do this? Edit: See http://forums.thedarkmod.com/index.php?showt...st&p=174843.
  7. Yes, installing the patch makes sense, as we upgraded the Dark Mod codebase to 1.3.1 a while ago. Although it won't make much difference from the coding point of view. If you upgrade, you'll have to upgrade both the game and the SDK, but I guess you know that already.
  8. I am not sure you can do this with the commandline version but I might be wrong. I personally would use: * KDE: kftpgrabber * Gnome: use "Places -> connect to server" or use Nautilus as FTP client (I don't have Gnome, thats what I found in 5minutes reading the ubuntu forums http://ubuntuforums.org/showthread.php?t=241559 There is also "ncftp" (commandline version). You can also use "Midnight commander" (package "mc"), if you are working a lot on the console, it's a must-have,anyway and it should do a seamless "remote directory", I just haven't used that feature yet Last resort: I tried it with Firefox, but it doesn't seem to work at all. Edit: Found this one: http://mipagina.cantv.net/lem/perl/ftpsync (save as) it is a Perl script that can sync directories from server <-> local. Should come in handy
  9. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  10. Until I get more internal access (source code, forums), I'm tinkering with those Rope Arrow issues through the provided .script.
  11. @OrbWeaver: somebody on the public forums asked for a .deb package. Do you have time to assemble this for the most recent DarkRadiant 0.9.9 versions?
  12. It can be a bit overwhelming getting started. We have to set you up as a contributor and give you our mod source, then to atually test the mod source you'll need the mod itself, which is a huge download that takes a long time on our server. The whole process can take a few days. I think New Horizon was going to set up a contributor thread? Until then, you can get the Doom3 SDK and make sure you can compile it, if you haven't tried that already. There are various guides to getting started and what you'll need to compile the SDK at Doom3 modwiki (www.modwiki.net), and the Doom3world.org forums.
  13. Once you got it, download the 1.3.1 patch and update it. Make sure it's the right one. I think we put a copy on our FTP because there are some wrong version out there. You might also start to read basic DoomEdit tutorials from doom3world. They have a great collection there, which helped me to get into the basics pretty fast. Once you feel comfortable with everything you should also start reading about SVN, because this is our tool to distribute the mod contents. I have to create an account for you, so you can access the mod and download it. We have a release version on FTP, but this one is outdated, and with SVN you can stay on top of the development with less worry about big downloads (once it is finished). The mod itself is about a 1.5GB download and growing.
  14. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  15. You should make any changes necessary in your local workspace in order to get the implementation into a state where you can test it and confirm it to be working successfully, then use svn diff to produce a patch and send it to us.
  16. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  17. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  18. It really depends how he goes about it. If he would fire people over sandwich-stealing or merely because they're going through a rough patch then obviously that's bad. But if he's actually well-intentioned and really does want to promote good relations among the team, then he'd just go and have a friendly chat to the sandwich stealer, and try to get the divorcee more involved in group activities. I think either case could be inferred from his comments, so it's not fair to immediately assume that one of them is true. I think you're jumping to conclusions. I can't say that your conclusion is necessarily wrong, but I can't say that it's necessarily correct either. Give the guy a chance.
  19. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  20. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  21. I just read this after my post from here: http://forums.thedarkmod.com/index.php?showtopic=8767 I think that's the cause, after making tga files instead of dds they look better. Again, nice textures, I'm sure using more from the master builder store in the future.
  22. @mohij: Thanks for the patch, this does work fine. And it was quick. I know that I haven't mentioned this before, but I think it should be expanded to take an existing info_player_start into account. Otherwise the map would end up with several info_player_start entities (but only one would be considered by Doom3). There is a class available named EntityFindByClassNameWalker (in entitylib.h) which can be used to search for a specific entity class. If such an entity is found, it should be moved to the specified location instead of creating a new entity. The ideal solution would be to perform this check before the context menu is actually shown, such that you can rename the Menu item caption to "Move player start here" instead of "Add player start here". This could be more complicated, but I guess you should be challenged a bit.
  23. Thanks for the patch, I already committed it to SVN. I saw you're using spaces as indentation, which is probably not a problem, I just wanted to point out that I used tabs (that are displayed 4 spaces wide) for all my refactoring.
  24. I can't upload .patch files. So email then. Can I edit the bugtracker and add myself as "assigned to", or has an admin to do this?
  25. Squill, you didn't update your changes to humanoid_base.def to SVN did you? I'm having the following problems: http://forums.thedarkmod.com/index.php?showtopic=8764
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