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  1. I'll set you up as an applicant, then you can post your samples in our private forums.
  2. I don't think the team has ever 'collectively' said any such thing. I think it's far more likely that they're too busy with new projects to respond to questions raised about a game they released three years ago than the possibility that they regularly read our public forums and were personally offended by the occasional isolated comment from individual team-members that they didn't think much of D3 as a game.
  3. You can see this often in some game forums, even D3world. Somebody comes in and says he has this great idea but he needs somebody who codes it for him. For the trivial task of implementing a full featured game you will get 20% of the income after release. Sure. these guy all have the notion that the idea of the game is the most imporant thing and usually they wont even give details because they fear that it might get stolen. Knigers is a good example for that. Of course the idea is important, but it's the hard work that really counts. In the end you can have good ideas all day long for free, but that doesn't make you rich, until you start implementing it.
  4. 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.
  5. Just a reminder. I need everyone here to vote once a day until July 16th. It's a long process, but we can win it. Also, if you visit any other forums...pass along the info there too. If we can get support elsewhere, all the better. Thanks.
  6. Welcome to the Forums! How's it going with your movie hunt?
  7. 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.
  8. 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
  9. 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).
  10. jdude, I have to commend you on the quality of your work, one look at that street and you can tell right away this is going to be a very fine looking Thief level in TDM. I'm also impressed with the scale of the effort. Perhaps you would be the sort of level designer with the kind of skills and ability to design/create fairly fast that would be capable of modeling the city as we are discussing in this thread below. Who knows, maybe jdude will be the first level designer/FM author that will come at least fairly close to the dream of modeling The City in TDM at a high quality level. And thus, of course, attain legendary Thief fan status. hehe http://forums.thedarkmod.com/index.php?showtopic=3470&st=0
  11. I should have mentioned this a long while ago (actually I covered this in the belcher thread): http://forums.thedarkmod.com/index.php?showt...=5452&st=75 Anything that's inheriting from atdm:ai_base tend to stand around when they should be attacking. I think most of the focus has been on atdm:ai_humanoid which has more functionality than the base. I think we should have atdm:ai_nonhuman because ai_base is pretty thin. So I think the problems you're facing with the bot is the lack of ai_base functionality.
  12. 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.
  13. New Horizon - Now I seem to have correct access to the Contributor forums. Thanks! Ishtvan, Springheel - thanks for all of your ideas and suggestions -- please keep them coming if you think they'll help me. Some of the questions you raise are issues I had thought of too, so at least I'm starting to get my head around what needs to be done. I'll grind away in learning/experimenting mode for a little while, then maybe write up a short design doc, encapsulting these ideas.
  14. If anyone has some spare time, there are two good models on FTP that still need to be textured--a horizontal bookshelf and a furnace. We could really use both of them, and I don't think I'll have time for a while. http://forums.thedarkmod.com/index.php?s=&am...st&p=106109
  15. 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.
  16. 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.
  17. Ah, I hate when I write a long post and the forums doesn't take it. So this'll be much shorter... small gears would gunk up easier than big ones. So I don't think small bot disabled by moss and big bots not a problem. Don't remember what moss did in T3 other than the pagan stones, what comparision are you thinking of Springheel? Um... lantern being put out. The lantern glass IS a different material NOW. So it can be illuminated, so that material can have a seperate prop for stims. water, would be hard to extinguish lantern thru glass broadhead, maybe a little noisy, but well placed could break glass, put out lantern. selfshadows, what ever looks best, is mtr file prop so easy to change/test at any time.
  18. Diego

    Looks Awesome!

    wassup everyone! long time since i last checked the forums.. the screen shots available are really cool, i get very euphoric everytime i visit the site! btw, i noticed my account still have access to the rest of the forum. if you guys like, you can take me off, since i'm not a contributor for a long time now. Unfortunately college has taken all of my time, i even moved to a place nearer to the campus (where i don't even have a computer, btw). keep it up guys! if someone need any of those models i've done (all of them unfinished, i must add) just let me know.
  19. I just heard from a veteran of building cpu's that SLI isn't that good. If you were to get the 8800 GTS from Nvidia which is in the 500-600$ range you'd be way better off. Which is what the system I helped build above has. As for Quad-cores which I find very interesting, a real quad core is coming in July. Right now this is what the market has available and it's not worth it that much. http://www.newegg.com/Product/ProductRevie...N82E16819115017 I also found an article via Gamespot forums on Eigth core CPU. That's right 8 freaking cores. People are estimating the cost for the cpu to be like 1500$. http://www.legitreviews.com/article/521/1/ I think with a dual core all the future games should be maxed out with the 8800 GTS and no slowdown. Like creed, bioshock, gears of war pc if it ever is announced officially. Honestly i'm just happy the entrance price of 1500$ is resonable.
  20. Anyone interested check out this topic on gamespot forums. http://www.gamespot.com/pages/forums/show_...87489#289087489 Basically you can build a good dual core gaming rig for 1500$. In Europe you could save 500$ and build it for 1000$ as someone states in the thread over there. 1558.64$ with shipping http://secure.newegg.com/NewVersion/wishli...tNumber=4487525
  21. This is all very interesting .... too bad it'll probably all be moved to the private forums soon. I studied a bit of Paul Glimcher's lab work on "vision & risk/decisionmaking" in the brain, if you are interested in how the brain's vision system addresses these exact kinds of issues ... in particular I studied eye saccades, which is a kind of search routine. It sounds very familiar to the way Malcolm was explaining it, relative-weighted areas of the vision area getting updated as evidence comes in ... (well, more complicated, as you could imagine ... You could just google Paul Glimcher, vision, and NYU to find his papers if you want more detail on how LIP, the brain area he studies, does it). The one major element it adds to what you were saying is that it isn't just "likelihood" alone, but (likelihood of a hit) * (expected payoff, if it's a hit) ... in effect, relative expected utility of a hit (REU = L*P). You've already thought about likelihood well (shadows before well lit areas, heard sounds+, etc), so I don't need to really discuss it. And you've also got a system where the weights are relative to one another built into the hierarchy of choice based on weight, so I don't really need to talk about that, either. As for payoff, in most cases the expected payoff is probably the same -- a "hit" will be the same thief every time; there he is. It's not like some shadows are more likely to carry more thieves than other shadows so go to those first (the traditional way P works). If the task is just to find that one guy, then that's it. So it might not apply so well. But just so I don't make a completely irrelevant point, another possible way to think about payoff is the same thief in different situations. E.g., there might be situations where the guard has a better chance of catching the thief by surprise or at least off-guard ... that's a higher payoff for the guard. ... So you might tweak the scales a little so that certain evidence that indicates coming from a certain direction might catch the thief off guard (e.g., coming from behind the thief rather than in front of him) will bump up the P factor in the weight just a little more than usual for that direction relative to the other direction (of course, the L factor might still outweigh for the other direction). Or an approach which better cuts off the thief's exit. Or, vice versa, things that lessen the expected payoff for the guard might get bumped down, e.g., if the direction puts the guard in a particularly vulnerable position if he catches the thief, relative to catching him from another position. Or, e.g., distance/work to get to the spot might also tweak the payoff, insofar as it leaves him more vulnerable to fight vs. another approach (need to think about that; if fatigue were a factor it definitely would, but I don't think you'll have that, or some approaches making fighting easier or harder for him, not sure.) The point is that these wouldn't be independent factors affecting the weighting, but a multiplier to the factors you already have (which are most all, in effect, "likelihood" factors), that have the potential to tweak a little in either direction with the right evidence, otherwise it's just set at "1". Although maybe this graduated-approach you have to weighting--bits of evidence tweak the amount this way or that--amounts to the same thing in effect. My examples are just me thinking on the fly, take them with a grain of salt. You need to think the idea through. You might think it might be better to have a hit at all than worry about the relative value of that hit when it happens (well, really this is about a hit from one place relative to the same hit from another place; but from a more/less advantageous position for the guard, coming from the Thief's behind, or cutting off his exit, etc). But anyway, because so much of the literature always has this equation of REU = L*P for rational saccade/search behavior, it's worth spending a little time thinking about how the P (expected payoff) factor might work for you, as well as the L factor that you've been working with ... maybe in a much different way than my examples. Since there's just one hit, maybe it's not all that important as it would be in other situations (e.g., where there are other potential hits at play), but it might come up in other ways like I was trying to think out. It's just worth thinking about, that's all I'm saying, outsider that I am.
  22. I had to just type in one word and it came up wit the write thread http://www.ttlg.com/forums/showthread.php?...376#post1597376
  23. I have to still look through the database to see which might apply and which can be closed now. Perhaps 238, but I'm not sure how 'solid' we are on the method at this point (select->tab->action). I assume (hope) there is a possibility that could change with any kind of selection overhaul (to allow for actions like resize, move, and texture without needing to tab first). Here are raw notes (not for consumption, but what the hell) I'd taken so far in an effort to better categorize the selection/func_* related issues in bugtracker. There might be stuff missing, as I still have to make sure everything in the database is covered: ------- 1. single brush func_*: to Apply Texture (RMB in Media tab), user must select and then Tab to get off the origin and onto the actual brush. -progress inhibitor/annoyance -may change with selection overhaul 2. multi-object func_*: to select individual part, tab through. but, resizing 'breaks' connection to group. Next time group is selected, this object will be treated as separate. To fix, grab that object again and move (or resize) it a bit. Then reselect group. (Seems to be FIXED: http://forums.thedarkmod.com/index.php?showt...p;#entry115111) 3. desired: ability to drag the origin around by itself 4. desired: if #3 cannot be achieved (direct manip of origin), then existing method is fine (drag the whole group around to place origin instead), but then a method to grab and move all parts *except* the origin is needed. Imagine a 20-brush drawbridge, you move the group to place the origin, but then you have to reposition each of 20 parts manually - argh. Instead, one state should exist in the next-object list such that the parts are selected, and the origin is not. 5. the inconsistency in behavior mentioned above ( http://forums.thedarkmod.com/index.php?s=&am...st&p=115111 ) Although minor, clearing this up would probably help this process feel better/much more friendly as a whole.
  24. (Woe, cool forums better than phpbb2) The mod you guys are making owns all. Its gatta be the best rpg mod for doom 3 its too leet... You guys have to had modified the sdk! What did you use to compile it?
  25. First off we have a new b trailer with lotsa nice gameplay. Mostly action with very little stealth though. There's only 1 vent crawl. http://www.gametrailers.com/search.php?s=b...movies&ac=1 (it's the 7 minute trailer I believe) Alternatively you can get it from fileplanet on HD make sure to run it on Divx if you do because windows media player lags like a bleep. Secondly I got this link from gamespot forums. It seems to be an online magazine featuring bioshock. IE 7 is ideal. Enjoy. http://cde.cerosmedia.com/f1c4558b762f5de9...7185c7f0117.cde Will check the magazine out later myself. Let me know what you guys think of this stuff. I found the 7 minute trailer to be very cool. I just hope that you can stealth through the game.
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