Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/patch/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Ohh yeaaah. The game is starting to shape up and looking better than anything before. Can't wait! http://forums.eidosgames.com/showthread.php?t=80886
  2. The nice thing is that you will be able to if YOU want to hug the wall Metal Gear Solid style and switch to third person. This is simply to get a better view sort of like Thief: Deadly Shadows. You don't have to do that though you can stay in first person. Checkout this FACTS thread so you get the run down on what we know. http://forums.eidosgames.com/showthread.php?t=80786
  3. I agree with most of your concerns. However was hiding in the shadows really realistic? Hopefully the cover system might be better but I will definitely miss hiding in the shadows. At least the sound propogation is still there. As for the auto health regen that is something I really didn't like seeing when they first posted it. That's the decision they have made though which does suck. Hopefully it won't be as bad as it sounds. For the weapons they got this to say. CHARACTER/AUGMENTATION DEVELOPMENT You do gain experience points throughout the game which you can use to either upgrade yourself or your weapons. It's a choice. There are many augmentations in the game so like the first one, you can choose how your character (Adam) develops I just want to see the demo in February, that will give us all a better view of everything. I already have a picture of my head in the game though with everything that's been revealed. EDIT IMPORTANT: Just got a reply from one of the Eidos staff. It appears I was mistaken by an article so the demonstration might be for press only and not shown to the public till later or at all. However I am pretty sure the press will write about said demonstration. (Feb 2009, date subject to change but so far on schedule, no intel to the contrary) P.S. Check out some new shots here. The sniper rifle looks sweet. http://forums.eidosgames.com/showthread.ph...886&page=19
  4. Some more work on the JS GUI for the doc, this time also updated the online version at http://bloodgate.com/mirrors/tdm/pub/doc/ * the entity list now has links to each entity * such a link leads to a new tab, which displays this entity with the spawnargs * this view also contains an inheritance chain showing the inheritance So now the new interactive version can do all what the old can, and more The new view has still some WIP issues: * the chain can overflow and this is not yet handled properly, also the list "entities that use the current entity" is still missing. * no inherited spawnargs are shown yet Anyway, comparisation between old and new: http://forums.thedarkmod.com/index.php?act=a...ost&id=2900
  5. @spar: Not a specific example built right now, but I recall resizing a table to be huge when we discussed it in another thread about this topic, long ago. There were some difficulties getting it right, and once I rotated the object in the editor, the scaling broke. Hm. I wonder if they could have changed something with the patch? @greebo: Yep, I believe so. In that case, rotate your model as you want it, do the scale hack, and then build a clip brush around it. *shrug* Anyway, I just meant that we could always just leave it alone, leave it unsupported, rather than actually disabling it... it's got some use afterall.
  6. Thanks. I've tried that though. Doesn't seem to work. I've got Dark Radiant 9.1 (is that right?, the one just released) and I've got the 1.3.1 patch for Doom3. I've added that to my shortcut path, Doomedit comes up but if I want to add a darkmod model I have to go to Add New Object. (My dark mod stuff is here: doom3\fs_darkmod is that wrong? I know the rars had everything in a darkmod folder (not fs_darkmod) and I can't say why I changed it, but at the time it was only way to get editor to work (dark radiant 8.01? -last version) Sorry, it's hard to explain things at home from library ya know, I can't directly reference anything. Anyway, I can load a Darkmod map when running Doomedit with that info in shortcut, but everything Darkmod is missing, black textures and boxes where objs should be. I've tried path names in Doom window: fs_darkmod/maps/city_area ect... but always get Can't find maps/fs_darkmod/maps/city_area.... Can only load a map if I place it in Doom3/base/maps
  7. I'm quite happy for DarkRadiant to be adapted for other purposes -- it is open-source after all -- however the only changes that can go into the main codebase (i.e. the current DarkRadiant SVN repository) are those which support Doom 3 or the DarkMod. Anything that was specific to another engine, such as the map file exporter you mentioned, would have to be maintained elsewhere. With this in mind, you are certainly welcome to work on and submit a patch for an enhancement or fix that benefits all of us -- the DarkRadiant bugtracker would be a good place to identify issues needing attention.
  8. Yes, there must be several ways. Just a quick look and I see there is s & r to spawn an entity and that has randomness - though I've not tried that particular effect. Just been wandering through your map. As you say, very basic but it's a good start of the learning process and even though small, you have made a complete map with the limited Den resources. This is the ideal size to start with - not too ambitious. Hope you persist, and with some guidance here, will improve. Not sure if you want a critique but it's boxy, too open-spaced without interesting architectural features but the layout is OK. Texturing scale can be improved here and there and so on but all that will come with practice and guidance. If you are interested in proceeding with mission-making in earnest then now is the time to start building FMs for the future. The Saint Lucia mission provides a lot more resources. The emphasis on beta mapping is coming to an end and we are now looking for real missions to be built! What is your inclination? Do you want to complete this mission with help? We can make suggestions. I would recommend it so you have some simple objectives, small story and one or two readables to carry it. Or begin anew? Have you followed the A-Z complete guide to mission building at http://wiki.thedarkmod.com/index.php/...uide_Start_Here! And of course the editing forum at http://forums.thedarkmod.com/index.php?showforum=54
  9. Thanks for your kind words Gambit. Interesting that you mentioned randomness, there was a thread recently where the subject of random spawns etc. happening in TDM, came up. I'm going to try to see what I can do when I get some work done. Welcome to the forums btw.
  10. There is such a thing as freedom of speech and I'm in favour of it. I was jarred and shaken when I shot guards in Thief for the first time, because they looked cinematically realistic, because as I already posted I played less realistic games prior. Does that mean I should have lobbied to ban Thief? Now I am more discriminating with computer game realism, and everything looks like a pathetic patch of polygons, and I have absolutely no reaction to gibs. (gibs stands for giblets - the bloody entrails - and I love giblets on rice in my local chinese restaurant, Kom Jug Yuen - much better than their beef) Yes, and it wasn't socially acceptable for a negro to drink from a white man's water fountain.. I'm not elaborating here.
  11. Just got a reply from one of the guys in regards to a female version of Adam Jensen. (The Protagonist). No comment yet so :crosses fingers: that they will be able to pull it off. DX: Bible here: http://archive.gamespy.com/articles/april0...dx1/index2.shtm Story about how JC and Paul Denton came to be here: http://forums.eidosgames.com/showthread.php?t=83883 Very interesting stuff.
  12. Thats a semantic... situational horror vs. startle horror. But Springheel, picture this: You're in an old dilapidated cathedral, and there's a long hallway with a door at each end. You're entering the hallway from one side for the first time... and halfway down the hallway walking toward you is a burning dead (scripted to start a patrol toward whichever door you open first). All you have are a blackjack and a sword. A bit scarier now? Personally, I'd probably pee my pants. But that's startle horror. I've said it before on these forums and I'll say it again. My personal scariest gaming experience ever is summed up in two words. "Shalebridge Cradle" Anyone else agree? If you really want to implement something really SCARY in a TDM campaign, I'm shouting LOUD once again for the cage-heads.
  13. Argh... does it work properly??? Don't let me get my hopes up for nothing... Boy am I glad I logged in today... *edit* actually this is the real thread link http://www.ttlg.com/forums/showthread.php?p=1793911 yeah sounds slightly quirky so far but for the most part you can actulaly play through the first lot of original missions. Towards the end more bugs become prominent. Finaly my dream of playing Calendra's Legacy with my 2 brothers will come true. One of them hasn't played it yet, it will be pretty awesome.
  14. Here's a very interesting article with Project Lead of Deus Ex 3 Jean-Facois Dugas. (From CD-Action) http://forums.eidosgames.com/showthread.php?t=83786 Definitely makes me more excited considering how complex and detailed the game world is going to be. Haven't finished reading it so I will edit my comment with further thoughts. A definite must read for any Deus Ex fan... Interesting snipit Invisible War? Forget it! The nod to newcomers shouldn't however trouble fans of the originals - before starting production, the Eidos Montreal team thouroughly analysed both Deus Ex and Invisible War. This was highgly important, as the godfather of the franchise, Warren Spector, is not involved with the making of the new addition to the cycle. The developers wanted to preserve the spirit of the previous games - We spent a lot of time discussing what makes Deus Ex what it is. - recalls Dugas. - The consensus was that it's an action game with RPG elements, with gameplay mechanics based on four elements: combat, stealth, hacking and and advanced social interaction. Additionally, freedom of choice must be offered, with various choices having their consequences, sometimes really meaningful. For their own needs, the Eidos Montreal team have devised a set of seven key elements of the Deus Ex brand (more in the corresponding box) which decided the character of the first two games in the series. Both, though in some aspects similar, were substantially different from each other. Dugas has no doubt which one should be the more important inspiration for the team producing Deus Ex 3. - We quickly decided that we should look that our model should be the first game - he explains. - Invisible War did have a few interesting ideas, but the proposed changes did not go in a good direction. You can notice we're inspired by the first Deus Ex on several different levels, beginning with trying to capture the atmosphere, and ending with some of the very simple, basic gameplay mechanics. Obvious example? No unified ammo like the one in Invisible War. Each weapon has it's own ammo. Even our inventory screen is much like the one from DX1.
  15. I tackled an oldtimer issue today, and have uploaded a new snapshot (0.9.8pre13) to our FTP. It's not the same snapshot I posted in the public forums, for a reason: I had to change the map saveAs algorithm (massively), and this is potentially dangerous, of course. I'd like to have this snapshot tested by one or two people, whether saving / exporting / importing / saving as / saving copy as / whatever still works fine. On top of that, the bug report #660 should be resolved as well, of course. Here is the snapshot build: http://72.8.59.188/TheDarkMod/DarkRadiant/...-0.9.8pre13.exe (Again, you'll need the VC++ 2008 redist package if you haven't it installed already) Thanks for testing in advance.
  16. That's exactly what the Filter system allows you to do -- you can filter by entity class (worldspawn, light, func_static etc), texture (e.g. hide all textures/common/visportal) or "object" (which currently means brush or patch IIRC). Both negative and positive filtering is provided, with sequential operation (i.e. hide all entities, then add back all of the entities of class "light") and regular expressions ("hide textures/common/.*"). Take a look in the .game file in the install/games directory to see the current filter definitions, which should demonstrate how you can write your own. Greebo might know more about this; I have a feeling there is already a "jump to entity" feature of some description, which might already be able to do this (or could be upgraded to do so).
  17. hey, so, in case anyone's interested, thief 2 multiplayer had their first public beta release this past week. you can download it here: http://s149432842.onlinehome.us/thief/t2mp_184.zip and view the thread about it here: http://www.ttlg.com/FORUMS/showthread.php?...594&page=14 I still haven't played it yet. (I didn't find out until right after thanksgiving break ended...) But that's what winter break is for! I hope some of you guys take a look at this. I know it's not polished yet, but I certainly would bet it'll be pretty fun.
  18. See here: http://forums.thedarkmod.com/index.php?showt...st&p=172469
  19. I was also a big proponent of this, I brought this up quite a while ago in the ttlg forums. There they said it was not tech possible. If the blackjack is thought to kill them, then yes the diff is how quiet or noisy the death is ( arrow vs black jack) Unless it is not a life killing blow, people do wake up from being hit on the head. It is realistic. prob happens every day. As to the game not supposed to be realistic, well, .........why improve the game at all......... Instead of the waking guard calling other guards to his area, I thought it would be better if he yells about what happen to him, and all hearers in that location would come to be at a higher level of searching, instead of them just lollygagging. ( love that word) Sure the place will simmer down if they cant find you within a given time, (cause your not there or whatever) but if you stumble back into a room or area where you clubbed a few people earlier, you run the risk of coming into a group of guards that are in hi alert, running around.......looking in every nook and cranny - that would raise your apprehension up a notch or 2 - or 3. Ok, if it is not feasable with this engine, that is fine, but as for realism, and hieightened gameplay, it would be great. Thanks! and keep up all the great work! Thanks!!!!!!!!!!!!!
  20. No. Not really. The sound department has been more or less dead for as long as I can remember, apart from the odd once-off submission here and there and a few attempted revivals. There is this sticky: http://forums.thedarkmod.com/index.php?showtopic=5743 I don't know whether that's current or not.
  21. Ok, I can see the problem now. I'll look into it. As Orbweaver said, all "ordinary" brushes are child of the worldspawn entity, that's why its properties are shown when any brush or patch is selected. Additionally, I use the worldspawn entity to store the custom stim type information, that's why you can see the "editor_dr_stim" stuff. These are just the definitions, "real" stim/response spawnargs look like sr_type_1 sr_class_N, and such.
  22. Yes, it sounds like he is using 3DS Max. Here's the topic: http://forums.thedarkmod.com/index.php?showtopic=8674 Will you be able to upload the updated skeleton? I want to make sure I point Dram to the right one.
  23. Cool, thanks for that I should have net access every now and then, depending where I am at the time really. In any case I should be able to get onto the forums about once a week imo. In any case, sure just let me know what to do on those first two models and I'll get on it once I'm there - won't be able to do much before I leave unfortunately. Then, once you work out what needs to be done on the other three just post them here and I'll jot it down and get that done. I'm flying November 30th btw.
  24. So MODDB (Mod DataBase) has a new statistics tool which shows more information on how your mod has been affected by news and updates and such. Here is the code for an embedded version for The Dark Mod in case anyone wants to try it out in their own browser or add it to their Thief or Doom related fan site: <object width="600" height="400"><param name="movie" value="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles"></param><param name="wmode" value="transparent"></param><embed src="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles" type="application/x-shockwave-flash" wmode="transparent" width="600" height="400"></embed></object><br /><a href="http://www.moddb.com/mods/the-dark-mod">The Dark Mod mod for Doom III</a> (Can this work on the forums or only on a normal webpage?) It's interesting to see the HUGE spike (in all categories) after Saint Lucia's release!
  25. Theothesnopp, using SL resources, reports that 'extra materials' eg, rtable1 he has used in his map have 'spontaneously' changed to _default. I just can't think what might cause this. I'm using some extra materials in my own map and they are stable after many saves. Any ideas? http://forums.thedarkmod.com/index.php?showt...st&p=171401
×
×
  • Create New...