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  1. I recently (couple months ago) reinstalled Oblivion. Here is my list of HIGHLY Recommended mods: Almost Everything VWD.7z attack_and_hide_v20_bundle_pack.zip Axebanes Hunters Mod 2.0-TESSource.zip Ayleid_Wells.zip Better grass texture without tiling-TESSource.rar Borderless_Icons_v10.zip Compass_Marker_Reducer.zip DarkDungeons.rar darker_loading_screens.rar dyseso_Alchemy_Potions_Perks.rar dyseso_LightIngreds.rar Elven Map Redux.rar FastHorse_v03.zip Final-Harvest [Flora]-TESSource.zip Francescos_leveled_creaturesitems_mod.ex e FrancescosOptionalNewItemsCreatures_new. exe Harvest [Containers]-TESSource.7z ImmersiveInterface103.zip Immortal_Horses.zip KT_DetectHostilityv13.rar KT_NightEyeToggle.rar Landmarks.zip Landscape LOD Texture Replacement-TESSource.zip Landscape_LOD_NormalMap_Fix.rar landscape_lod_replacement_textures_borde r_regions-tessource.zip lig_border_removal.zip magiceffectdim.zip More_Immersive_Sound.rar MovableBodies.zip Natural_Environments_v212.zip No More Annoying Messages-TESSource.zip no_psychic_guards_v12.zip NoLoad.zip nwl13.zip Oblivion Mod Manager.zip Oblivion NOCD_1.1.511.rar Oblivion_Ayleid_Ruin_Parallax_Texture_Pa ck.zip Oblivion_Cats_v02b.rar Oblivion_Sewers_Parallax_texture_pack.zi p oc_darker_nights_101a.zip P1D_LowPoly_Grass_v10.zip ParallaxCitiesGigaPack.rar quickstart11.zip Ultra_PP_mod_more parallax.rar Unofficial Oblivion Patch Installer Version-TESSource.exe Younger_Hotter_NPCs_10.zip
  2. We do have a gargoyle. However I'm gonna need to redo some of the uv's, I think currently the uv scale of the head and body are pretty far off. I believe it's in models/md5/gargoyle (not at home). Now that I know how to export poses and he is skinned I can put him in any pose we'd want. He's also got a few anims so he can come to life. http://forums.thedarkmod.com/index.php?s=&am...st&p=136588 We also have quite a few statues and busts, they already have skins so you can just put your material names in the skin files. Easy to test on a variety of objects. Also, I think most of the pillars have skins too, so you can test with those as well.
  3. Could an admin please cut of the bottom of this thread at this post: http://forums.thedarkmod.com/index.php?showt...st&p=171133 and move it to a new thread? It has nothing to do with the original question and discussion. Thanx!
  4. Sounds like you are upset the devs didn't deliver on many of their promises. Fair enough but they were just too ambitious. Still they delivered a pretty good single player portion of the game. It might not be what was advertised in articles, but read what is advertised in the box itself. Everything that's on the box is on the game. Look at Night-blade the mod that moved to UT 3. Look at Dark Mod. They don't advertise because things change on a constant basis. They are focused etc. Now look at Crysis. That game is being advertised to be the next game of the year and all this. We shall see how it turns out though. Anywho they are working on a multiplayer patch and fileplanet has the beta (subscriber only which is bullshit). So yea I like the game =).
  5. If you use a decal with a small (0.125) offset you can see how it looks in the editor, that's what I do. Someone else asked earlier. http://forums.thedarkmod.com/index.php?showtopic=8531 If necessary I can write a small wiki article on decals.
  6. See here: http://forums.thedarkmod.com/index.php?showtopic=8620
  7. Need more target practice greebo? http://forums.thedarkmod.com/index.php?showtopic=8617&hl=
  8. By the way visit this thread for the skinny on Deus Ex 3. Pure facts. http://forums.eidosgames.com/showthread.php?t=80786
  9. Well I agree with Oddity for the most part. If you get hit by an arrow properly anywhere you are dead without immediate medical attention. However, in a world with magic one can always have healing potions, balms and charms. I think a realistic damage model in TDM should allow for a limb to be taken out by arrow or sword, but healable with magic. The possibility of bleeding to death doesn't really make sense from a gameplay because realistically speaking any injury that you will bleed to death from will be a serious one and you really wouldn't patch yourself up mid-mission, you'd get OUT and seek help. There are very few injuries that you will bleed to death from that are not that serious as to quickly incapacitate you.
  10. You can already create decals -- you have to create a patch which is placed on top of the floor, and textured with a suitable decal texture. It is not specifically a DR function, just a general Doom 3 mapping technique.
  11. Tels

    Spam

    We got more spam accounts in the meantime, like http://forums.thedarkmod.com/index.php?showuser=2863 It seems the spammers register as fast as they can
  12. Baddcog

    Model issues

    http://forums.thedarkmod.com/index.php?s=&am...st&p=170641 That's a chair lwo with Z fighting/gaps in it.
  13. I'm glad I took that screenshot else I'd be beginning to think I imagined it myself. It does now seem to be fixed and I can actually start mapping with DM resources. But I do not have info_player_start_deathmatch. But the problem with entities showing as black on black is close to unusable for me. Is there any way I can change them? Trying to line up a candle flame on a candle is hard when only one item is visible and you have to remember where the other one was and guess click at it. Sometimes items really are totally invisible and I think they are deleted. I thought I'd try deleting that DR folder you mentioned. First I backed it up elsewhere. I noted in a log a lot of lines that say: ColourScheme: Colour default_entity doesn't exist! Open Dark Radiant and all settings restored to defaults. Select Game in File menu and enter Dark Mod. Open my last map. The xyz background is the default white. The player start does not show at all. It was definitely there before and I had previously noted down its coords so I could find it when black. I click on that spot. Nothing. It is not there. Open entities menu. It does show there but if I try to add it then I get the error "Unable to create entity 'info_player_start', no brushes selected." Save map with new name and testmap it. The map runs OK indicating that surely the player start must be there but not tangible in the xyz display at all. zero. no trace. Zoomed in or out. Background black or background white. I know its coord but it is not shown. One maybe relevant glitch. In the 'select game' option in the file menu as I mentioned elsewhere I got corrupt text in the select mod box. This has now changed to 'rops'. If I click the drop arrow it shows one blank and the other is this 'rops'. Should it not say something like 'base' and 'darkmod'? Doom3 itself was a recent clean install plus the 1.3 patch. As I recall when I installed DR I just extracted it into the doom3 folder and set the shortcut parameters. Then later that 'Select Game' which I didn't know about.
  14. Btw, HappyCheeze, see here: http://forums.thedarkmod.com/index.php?showtopic=8577&hl=
  15. Hell, it's easy once you figure out the basic rhyme and reason of it all. Read up on that tutorial I mentioned (www.cgtextures.com, then the tutorials tab for reference), it'll help you get started down the road to awesome normalmaps. Also, I did a little write up on how I made that one wall I parallax mapped over on the T3 forums. It's alot more time consuming than the usual method, and not quite as precise, but it can make for some decent normalmaps.
  16. That's useful, it looks like one of those demos uses portal information which might shed some light on the node/portal stuff. That said, working out the format is the easy part, probably 5% of the total map-compiling solution. Beyond that, it is necessary to 1. Flood fill the level, detecting any leaks and placing primitives into portal areas (which may involve splitting brushes if they cross a portal boundary). 2. Merging adjacent brush surfaces into planar windings, and turning these into triangles 3. Optimise the generated triangles to reduce polycount 4. Generate the shadow volumes based on light volume positions and the geometry within them. It is of course possible that 1-3 are already covered by the Q3 map code. It would probably have to be done in stages -- first step would be to spit out a basic non-optimised, non-portalled map from the brush and patch information.
  17. Dayum, that's a serious window frame. A cut in the wall would need a portal of course, but I'm not sure whether it would block vis if the texture is opaque. We had some discussion starting about this for glass doors recently: http://bugs.angua.at/view.php?id=1184 http://forums.thedarkmod.com/index.php?s=&am...st&p=164609
  18. Don't have money to buy it and I visit the Fallout 3 forums instead .
  19. haha lol i have the ability to be very confused on forums :]
  20. Baddcog

    Zero Gear

    yeah, I kindof stumbled on that through polycount forums and a few people had made models. Was bored of stuff I was doing and had started on a low poly mini-truck which never went far so decided to try and get it in that engine. Then I got the bug and had to do more I've actually wanted to find a programmer who would start on something like this and have a few ideas I've been tossing around. But without a programer it can't go far. If you wanna work on a game sometime Crispy I'd love to. Don't know if you've checked out Ogre yet but it's a great renderer and there are alot of libraries to use. I can handle the modelling side but am completely clueless to any and all programming tasks. I've made a few suggestions on Zero Gear though that have been imlemented (like the tornado) so it kindof feels like I'm part of the team.
  21. I didn't complain (sorry if you got the wrong impression). But I just remembered, you can't read the internal forums yet Also, ideas are cheap, but we have a really really big heap of bugs and missing features, and getting sidetracked with more "optional stuff" is, well, bad for finishing v1.0. And I am notoriously bad at focusing
  22. Winkler Oszkar has a good question in the public forums about can we do campaigns and got me thinking. Unlike Thief, Dark Mod includes its own FM installer so the menu will show different FMs, probably dozens, even hundreds of FMs, much like Darkloader for Thief. Only the currently installed one can be played. So how do we intend to implement campaigns where there is a briefing for the first mission, objectives, shop, the mission itself, Mission complete, then some continue option, next briefing, mission, Mission Complete, and so on. There will not be many if any full 12+ mission campaigns, but 2, 3, and 4 mission packs are not uncommon in Thief.
  23. Read the wiki! There are no Hammerites in TDM. http://wiki.thedarkmod.com/index.php/Main_Page http://forums.thedarkmod.com/index.php?act=P...amp;qpid=169123 We spent a lot of time preparing the wiki with all the necessary information players would need. Please take the time to use it. It will save you a lot of frustration.
  24. Interesting points, I particularly love the bottle throwing, but I think the number of bottles should be like 1, and then it's just stones from the ground instead (makes more sense). What would you prefer that the guard just sat there yelling at you to get down while you pummel him with arrows ala thief series? This is much better and makes the guards just a little more interesting and believable. Also the blackjacking, yes it's a lot harder than in thief series but that's a good thing, you need to hit him in the head yes. I find that I have no problem centering the guards head on my screen but this is a WIP so maybe things will change. You can also shoulder bodies after frobbing their corpse, hit the use button and the body is carried on your shoulder, works really well for me That last bug with the guards feet running after you kill them, I've never noticed that personally. Must be pretty comical to watch though. Thanks for the feedback, hope to see you around the forums.
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