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  1. Just got a good news alert for you guys. I read on Gamespot forums but lost the thread. Basically PC Gamer UK says it's one of the best games ever made. Also there's a pivotal moment in the game that was very shocking and cool. You know one of those gaming moments that never goes away and stays with you in your fond memories. Like playing Thief: The Dark Project and hearing the A.I. talk with themselves.
  2. Yeah, I mean KeyState. Before D3 patch 1.31, that didn't exist, so we were using our own keyboard hook. The hold-button-to-lean code was written for that old keyboard-hook, but never got updated when the patch came out and we got rid of it.
  3. Well then, this is the patch with the SoundManager changes: soundManager.diff. I only briefly tested it (copied changes over to clean checkout, got it to compile, one test run), but I guess it works. I think I'll restart with the Speaker class with a 1:1 copy of genericEntity. Since then it'll compile and work for once. I think I won't get anywhere when I continue to mix the light and genericEntity class without understanding what I do... Oh, should I now actually go with the name == "speaker" check?
  4. It's really the kind of thing you pick up in wiki, forums, and tutorials. D3ed uses a similar system so its not completely new.
  5. Feel free to PM me your reactions, Nyar... I'm interested that you didn't like some of it. Or you could use tags, with appropriate and visible warnings.
  6. Nope. I'm .:MOO:.TheDestroyer|CK|, a JKA clan. I am also a member of The Jedi Academy [.net], also a JKA group. TJA is a major 12-13 thousand people family. Cool eh? for the links, get star wars jedi knight jedi academy, learn to use it, then download http://jediknight2.filefront.com/file/OJPE...me_Manual;80816. With this, and Open Jedi Project Enhanced v0.0.9v you will learn to fight. OJP-E changes saber fighting big time. Swdroids.com is just a good lookin' site w/ nothing on it, its just my major file center. I test forums on it, etc. etc. I'm working on different projects such as a RP kit for STar Wars Jedi Knight: Jedi academy. -TheDestroyer
  7. We've come full circle. So... http://forums.thedarkmod.com/index.php?s=&am...st&p=118792 (I could/will make a bugtracker entry of course; I just wanted to know if the request was outright rejected before doing so, or if it would be considered)
  8. Not sure I've understood this. I create a gate, rotate it 45 degrees so its rotation values are 0.707107 0.707107 0 -0.707107 0.707107 0 0 0 1 I want to make it 8 times thicker which is the Y value so multiply each of the middle column to get... 0.707107 5.656856 0 -0.707107 5.656856 0 0 0 1 But don't seem to have done it right as the result is clearly wrong. (sorry did the above off line in Courier New and it lined up correctly but somehow the code tags move it out of line)
  9. Anyway, if no one can vote at all, then it basically locks in the result as of last night. I don't think it will hurt you, all in all. I think being popular on some internet forums worked in your favor for having a consistent turnout throughout, so if anything a final push might have worked against you, in relative terms I mean ... but that's just a guess.
  10. Sorry for the global post, but this is joebarnin and I can't post to the private forums or sent a PM. Here's the error I get: ----------------------------------------------------- Forbidden You don't have permission to access /darkmod/index.php? on this server. Baby Jesus cries... ----------------------------------------------------- I am logged in as joebarnin when I try to post.
  11. If you do a search in the public forums for "sinusoidal shearing", you can probably find Gildoran's examples of grass that sways using animated textures. There is also a tree that we were given by EOC that uses animated textures to make the leaves move. I don't know a whole lot about animated textures myself--I've used them a few times in menus, but that's about it. I know that you can scroll side to side or up and down, which works like a conveyer belt if you have a tilable texture. You can also rotate the texture. The speed of motion is customizable, and you can also make the texture go forwards and backwards (the swaying effect). I'm pretty sure you can also increase the intensity of the texture (a 'pulsing' effect).
  12. Here's an example of how the new weapons can easily be modified by different skins. By swapping different wood and metal textures, it's easy to make many different looks. These are just a couple. The rustic axe and mace could still use some work, but the others are "decent". I could work on them longer to make them even better, but I'm going by the philosophy that it's better to get lots of decent models in game now, so they can be used and then tweaked later, than a few excellent models here and there. Anyway, I think I'm going to take a break from the weapons for a bit and do something else. For those keeping track, our weapon totals are: 4 swords (longsword, shortsword, dagger, ceremonial sword) 3 axes (battleaxe, handaxe, rustic axe) 2 polearms (halberd, spear) 1 quarterstaff 1 hammer 1 mace ---- 12 melee weapons 2 longbows 2 shortbows ---- 4 missile weapons http://forums.thedarkmod.com/index.php?showt...enant&st=25
  13. What languages does vanilla D3 support anyway? Just European ones? The patch notes for D3 1.3.1 suggest that at least English, French, Italian, and Spanish are supported. I've had a little internationalisation (i18n for short) experience. There are lots of potential pitfalls and it is a bit of a pain; even more so if you're trying to retrofit existing code.
  14. 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.
  15. OK, thnks. How do I scale a texture on a patch? I've just searched the net and as far as I can tell it should be possible the same as a brush but the surface inspector always feints out and disables scaling at 0.25. Pressing the inc/dec buttons seems to have some effect but I'm not certain what as I am working on a tiny cylindrical patch and the values remain at 0.25.
  16. 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?
  17. It works great. :-) And now that I can test it, my patch also works.
  18. You know, my modelling has gotten a lot faster once I remembered the reloadmodels command...no more waiting for maps to load in between every model change. Just for people who don't know about it, there are tons of 'reload' console commands you can do to update changes immediately. http://forums.thedarkmod.com/index.php?showtopic=2149
  19. 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.
  20. Lazarus

    Man

    I'm using IE7... but it does the same BS on Firefox. http://forums.thedarkmod.com/index.php?showtopic=6164
  21. 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.
  22. 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.
  23. 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.
  24. First of all: can somebody (New Horizon?) give him Applicant or Contributor status so that we can discuss things in more detail? @Arcturus: I could take a look at it now, and I have some feedback for you. - While the normalmaps look good in theory, they are almost not noticeable for the "old" and the "white_brick" textures. They should be much more pronounced. I looked a the textures using "r_skipBump" and could hardly tell any difference between the appearance with and without normals. edit: Ok, after looking at them at smaller scale it actually isn't that bad, but the lights have to hit the texture at really sharp angles to make it properly visible. So don't take this too seriously. The brick normal can definitely be deeper though. - The normalmap of the tile textures is very grainy or noisy. It makes the shingles appear like sand, which feels a bit wrong. The roughness should be decreased a lot, this would look much better. The diffusemap is non-tiling, which can probably be fixed easily. - The "old" texture has non-power-of-two dimensions (1068 pixels). This will not work when the imagesa re converted into the DDS format. All dimensions should be powers of two: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc. Width and height don't have to be the same, of course. Please don't be discouraged by my feedback. If you are willing to put some more work on the textures, I can imagine that these could fit into our repository. I (or somebody else) can give you some more detailed instructions in the internal forums with respect to techniques and organisational stuff like naming conventions, DDS conversion and such. edit: Thanks for moving that, N.H.
  25. I'm not sure if this has been discussed before... I've just searched the forums but couldn't find any information about it (probably because I'm not sure what words to search for). I'll try to explain: In Thief3, you could wander around in the city, without people yelling ooooh, thief, because you're just a passenger pedestrian, and there's nothing that makes people think you're a thief. Apart from those who know who you are... This is what I really liked in Thief3... and if I remember it correctly, it wasn't the really case in Thief 1&2 (or at least it didn't really stand out as much as in Thief3). Also, it's funny how your own footsteps are "triggered" (people will come and take a look), and footsteps of a guard ain't. You probably know where I'm going to: how will others know you're thief and not just a regular guy, servant or guard? I recently saw a trailer of , and I immediately thought of Thief. Of course the game is a lot different, but the interaction with the crowd is a bit similar. Hitman also had some interesting ideas: the less you act like a regular guy, the more people will find you suspicious. I'm just wondering how this will be done in the Dark Mod Of course, most of this will apply to what's going on in the streets, and not really the mission itself.
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