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  1. Someone needs to figure it out then write a wiki entry on it so anybody that wants to try it can do it themselves. (Maybe in a new, separate section for "Fan Contributions & Tweaks"). I see there's a spawnarg that controls the amount of blur. I wonder if that is a global setting or custom to each object. If it's for each object, that's cool because then you can vary the blur by shadow-casting distance and even split up an object so the places closer to the ground get sharper shadows. It might actually be good to have this come so close to release because then it encourages us to think about custom improvements that aren't part of the release. One response is just to say "It's not officially sponsored" and leave it to people talking about it in forums. But I think it might be better in the long run to set up a repository of custom additions, or like a self-contained separate part of the wiki like I mentioned -- custom objects, textures, AI, gameplay tweaks that people make or find from other Doom3 stuff out there. I think (eventually) we should house this stuff in a central location, links to stuff people can download and instructions on how to set it up in-game. It's still not official. But it sends the message that we are still friendly towards people contributing unofficial tweaks, with the footnote that users will have to set it up in-game themselves and "not officially supported" really means that (i.e., the game won't be changed just to make some fan tweak possible or easier). And then it will be like any fan tweaks that are added to commerical games. But being hospitable to tweaks will encourage a lot of fan participation in the Mod, I think. Well, I'm just thinking aloud anyway...
  2. It's his forum, why would he need to ask anyone else if he should do whatever to his own forums?
  3. 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).
  4. So maybe just on the internal forums (sorry public!)
  5. It's not "broken". You just don't like it. That's not the same as "broken". All decent browsers scale "pixels" these days anyway. And the gap above the content div is not a "bug". It's clearly a deliberate move to create a gap, adding a bit more whitespace to make it look better. You personally may disagree with that decision, but calling it a "bug" is a bit rich. Riiiight, because the forum theme changes every week. This is the first time it's changed since I joined the forums, over three years ago. And it would take you literally about 15 minutes to update your custom style each time it broke. 15 minutes in 3 years is hardly an onerous time burden. But whatever. You'd obviously rather whine about it than do something proactive about it, so I'll leave you to it.
  6. 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
  7. After the initial period of adjustment, I have to say I like this. Apart from the colour combinations already mentioned. @Tels: Maybe you can use a user CSS file to make everything look smaller (or hide it entirely). Probably wouldn't be too hard. In fact, here's a starting point for you. It pretty much destroys the visual appeal of the forums in the name of ruthlessly squashing everything down, but them's the breaks. It also needs more work; there are plenty of opportunities for more space-saving. ul.topic_buttons {font-size: 80%;margin:0;padding:0} ul.topic_buttons img { height: 1em; margin:0; padding:0 } ul.topic_buttons a {padding: 0.5em} div.topic_controls .pagination {padding:0} #header #branding a:first-child img {height: 70px} #user_navigation, #user_navigation .logged_in {margin:0} div#header div#branding {height:50px} #primary_nav{font-size:80%;height:20px} #primary_nav ul li, #primary_nav ul li a {padding:0} #content{padding-top:0} .post_controls li a{padding:0;margin:0} .post_wrap ul{padding-top:0em;padding-bottom:1.5em;margin:0} div .rep_bar {display:none} div .author_info .user_controls, .user_fields {font-size:90%} Your other option is to set font-size:80% on everything, and then override it for post content so you're not squinting to read.
  8. 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.
  9. 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.
  10. Hello there, I am working for a german online entertainment magazine known as gamona. As I am a Thief-Fan myself (been lurking around these forums for a while now, after learning about your project via ttlg.com) I thought this project deserved more attention. So here is my request: Is someone of your team available for an interview via e-mail? I would like to write an article about the outstanding work done by these creative modders for my magazine. gamona focuses mainly on mainstream audiences but with a focus on "unique content" to spice up our coverage. If you would like some examples from the one who wants to write about you...here you go: A "Machinarium" Preview A "World of Goo" Review A Special about the upcoming Gothic-successor "Risen" Unfortunately, all of these articles are written in german, but as far as I know you have some german team members as well, so they could help you decide if you would be willing to appear in our online mag. There is no need to hurry, as I am going to be out of office for three weeks now. Maybe you will have released "The Dark Mod" by then already. By the way, our magazine could host "The Dark Mod" files eventually. Best regards, Jakob Heiden
  11. 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).
  12. These are a lot of linker errors you're getting. The offending symbols should be coming from ui/einspector/PropertyEditor.cpp and checking the Makefile.am file it seems this is properly included. If you weren't getting these linker errors before, I'm assuming something went wrong with the makefile generation. But I see the compiler error went away, so it seems my fix did the trick. Sorry. I don't have an IRC channel, nor have I ever been using one. I'm usually around these forums anyway.
  13. Solis, we currently have pretty much everything that we need for the 1.0 release, but here are future projects that we could start on: 1. Some "sitting" animations. Currently, AI can sit, and look great doing it, but they don't actually look like they're *doing* anything while sitting. Animations that simulate the character doing something a sitting person might do, like "eat", "drink", "write in a book" or "turn page" would be useful. http://forums.thedarkmod.com/index.php?showtopic=9763 2. Female animations. Right now, we cannot have any female characters in a mission because we are lacking animations for them. Female characters will use the same default humanoid skeleton as males, apparently. 3. Creature animations. We have a few creatures right now with limited animations-- the spider, the revenant, and the steam-beast. All could use their own set of animations. We may also want a couple new idle animations for rats.
  14. washboard and tub. needs resized, board isn't moveable yet. author can create water patch eh?
  15. @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 } }
  16. 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.
  17. 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.
  18. Ah, well that's an easy one: there is a boost::bad_lexical_cast exception thrown in the patch parser, I'll fix that.
  19. No need to restore the file, here's some info on the replacement. The model shader needs to be updated, I guess. http://forums.thedarkmod.com/index.php?s=&am...st&p=192561
  20. Yes, for certain materials. See here: http://forums.thedarkmod.com/index.php?showtopic=9736
  21. 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.
  22. 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.
  23. Unfortunately, even the titles would show a plethora of spoilers. And we don't want that, now, do we? Even better than forums: the darkmod bugtracker. A massive tire fire is what that is... No sense in alienating robert. Why don't you create your own thread outlining your problem? Every detail helps us help you help us all.
  24. There was a screenshot i wanted to take of a typical day's "view new posts" which showed something like 30 posts from some of the 20 or so different dev-only forums and subforums to show people that this is a fairly major undertaking for the people involved...
  25. 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.
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