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  1. Great work at any rate, thanks for sharing it. I too looked at that first picture and thought about the gameplay possibilities so it is inspiring. Looks like a cool place to loot. As far as concepts, I'm still trying to pin down ideas on bots, if you have time to paint some up, any ideas would be great. In the models forums I've got a thread about them with the one I've almost finished aloing with other concepts and ideas. Other than that I guess just any insprational architecture/objects would be great.
  2. For a start take a look here http://forums.thedarkmod.com/index.php?showforum=31 and look through the stickies. Also go through the other forums and look at the stickies.
  3. Ok, I got my Doom3 (it lay under some other wargames but I found it for 10 Euros!;D Original US-Version:P)... And I'm downloading a patch 1.3.1, let's see if it is the right one...;D So I only need this 1.5 GB editor from your FTP? Nothing more? (e.g. the original SDK) Is there an installation note in there (or somewhere at the forums)? I'm already searching around here but at the moment it is a little bit confusing...;D
  4. Once you got it, download the 1.3.1 patch and update it. Make sure it's the right one. I think we put a copy on our FTP because there are some wrong version out there. You might also start to read basic DoomEdit tutorials from doom3world. They have a great collection there, which helped me to get into the basics pretty fast. Once you feel comfortable with everything you should also start reading about SVN, because this is our tool to distribute the mod contents. I have to create an account for you, so you can access the mod and download it. We have a release version on FTP, but this one is outdated, and with SVN you can stay on top of the development with less worry about big downloads (once it is finished). The mod itself is about a 1.5GB download and growing.
  5. sorry, what's the EOC forums?
  6. o hehe I've taken a some new ones I will post on the ttlg forums
  7. Hey guys! First of all I have to excuse my (in my opinion) bad English, for I am from Germany!;D Ok, today I read Fidcal's impressions in the TTLG.com-Forums and it made me more and more curious about your project. (Congratulations at this point: Your work is absolutely amazing!) As I'm extremely creative (mostly;D) without the possibilities to realize them the way I want to. At least one of my hobbies and ways to express my (senseless?;D) thoughts is to work with editors of any kind. You know how this will end?! Five years ago I began to build with DromEd...and although I began some more missions (which were never finished and partially ended in the swirling mists of oblivion during hardware crashes) but at least I have two T2-FMs to show. At first I worked with Christine at "Curse of the Falcon" (ok, maybe it the name was a bit different in English, can't remember it at the moment...but you know what I mean, don't you?;D) specifically at its second mission "Mereska". The second one is "Strange Meeting", built during our German FM-Contest with a lot of time pressure, that made it look not the way I originally planned, but that shows my...strange ways of thinking for I tried to create something different than a normal FM. The mission could be solved in a good and in a bad way (even as it was hard - in the ways of realism and technical errors). Even as it is not very impressing...especially "Strange Meetings" indicates my "claims" (hope I'm right with this word from my dictionary): I read a little bit about scripting in the Doom3-Engine at this site/forums, but could someone summarize the main possibilites of this kind scripting? At least I don't possess Doom3!;D But I would be interested to buy it to test your editor - as long as you would be interested to let me try it! For registration and some questions are free, I thought I should try it! Currently I'm imagining a mountain monastery far away from any kind of civilization which is at first "visited" for it's relic treasures...but in the end there's something more about the caverns beneath the walls. Ah, my initial plan is to visualize a fantasy story set in my own roleplaying campaign setting. As long as it is possible at this point of your work I would test everything (nearly, I would never promise it all;D) in connection with snow and ice...Since I've played "Icewind Dale" (Hope you know it, I love the memory of snowy winter days with this game...*sighs*) I have a faible for this weather (remember the second mission of "Curse of the Falcon"?;D). I would be glad to test your genious work and I'm excited about your answers! Have a nice day, Ar-Zimrathon
  8. You should make any changes necessary in your local workspace in order to get the implementation into a state where you can test it and confirm it to be working successfully, then use svn diff to produce a patch and send it to us.
  9. Yes, we have an FTP server, please read here how to access it: http://forums.thedarkmod.com/index.php?showtopic=609 Do you have some material files for testing? Otherwise I could provide a few to facilitate testing. (Looks good so far, the devil is probably in the detail as usual, but I get the idea.)
  10. Read http://forums.thedarkmod.com/index.php?showt...l=image+hosting and Google "image hosting"
  11. It really depends how he goes about it. If he would fire people over sandwich-stealing or merely because they're going through a rough patch then obviously that's bad. But if he's actually well-intentioned and really does want to promote good relations among the team, then he'd just go and have a friendly chat to the sandwich stealer, and try to get the divorcee more involved in group activities. I think either case could be inferred from his comments, so it's not fair to immediately assume that one of them is true. I think you're jumping to conclusions. I can't say that your conclusion is necessarily wrong, but I can't say that it's necessarily correct either. Give the guy a chance.
  12. I'm afraid I'm even worse. I had to drop off the forums for three weeks due to finals and vacationing in Sydney. I've yet to do anything since I've gotten back (apart from playing Twilight Princess). Deadlines are my kryptonite.
  13. There's a detailed discussion on it in the public forums.
  14. The short answer, no. There is probably a thread in the public forums on silhouette detection if you want to learn more.
  15. I have mentioned this several times on some pyhton forums, but you are always shot down. "You are a newbie and have to get used to it." "You must be doing something wrong it always works for me." "But it's so great because it forces programmers to write nice looking code." etc. I also don't really like this indentation as a syntax but that's how it is.
  16. There are texture_src and model_src repositories on SVN for these kinds of things... you guys should get into the habit of using them as much as possible. Above is from http://forums.thedarkmod.com/index.php?showtopic=5449
  17. thanks to you and the other person as well. That's how this all started with the old Ionstorm forums and TTLG. We all asked questions, why dammit why. Deus Ex was a masterpiece and IW was not even close. I'm just glad that Deus Ex 3 is close to being made. Just need the green light from Eidos. Maybe I should start a petition. Couple thousand signatures and send it to Eidos. Hmmm
  18. I am not sure that having a GlobalCounter module would be all that useful, unless there are likely to be a large number of globally-visible counters required. If the only thing missing is the patch count, it would probably be best to implement this in the same way that the brushes and entities are counted (whatever this is, presumably there is some scenegraph traversal class that does it?). Fixing the patch count is certainly useful, but if mohij wants something more challenging then the Map Expressions support is needed before the 1.0 release. This is currently implemented very simplistically (by me), when in fact this should really be implemented as a hierarchy of polymorphic objects implementing an IMapExpression interface.
  19. As you can't see the internal developer forums, I thought I'd drop a note here as well: the problem/crash in Linux is due to the dynamic_cast operator not working when used on classes created in the shared libraries like the entity plugin. The cast returns NULL where it is expected to return something useful. This works in Windows, but not in Linux as it seems. OrbWeaver is currently investigating the linker options to find a way around it - if you're feeling adventurous, feel free to play around with the compiler flags as well.
  20. It would be nice if that worked, but it only works on a few computers. I've tried every single fix on the face of this earth, and nothing works. I get the menu fine, and everything, but as soon as I load up a mission, black screen and nothing. I checked the forums all over the intraweb and nothing
  21. A compiling darkrd on Ubuntu would be cool and would it make possible for me to do some little changes (vbos etc) myself. So far I always got a scons related error: scons: Building targets ... scons: *** Directory /home/cc/Projects/darkradiant/trunk/darkradiant/libs/string found where file expected. scons: building terminated because of errors. I searched the forums and the suggested way to fix this is to install an older version of scons. However, this is no option for me since two of my projects rely on the recent (96.92) scons-version.
  22. There's also the problem that md5 models default to nonsolid, and the last time I looked into the issue, no one knew of a way to fix that problem. You can check out the grandfather clock entity for an example. It's an md5 file (for an animated pendulum) but when you put it in a map you can walk and shoot arrows right through it. Here's the original thread about the gfather clock. I checked around on D3W and other forums at the time and no one had a real solution for this.
  23. I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
  24. @mohij: Thanks for the patch, this does work fine. And it was quick. I know that I haven't mentioned this before, but I think it should be expanded to take an existing info_player_start into account. Otherwise the map would end up with several info_player_start entities (but only one would be considered by Doom3). There is a class available named EntityFindByClassNameWalker (in entitylib.h) which can be used to search for a specific entity class. If such an entity is found, it should be moved to the specified location instead of creating a new entity. The ideal solution would be to perform this check before the context menu is actually shown, such that you can rename the Menu item caption to "Move player start here" instead of "Add player start here". This could be more complicated, but I guess you should be challenged a bit.
  25. Thanks for the patch, I already committed it to SVN. I saw you're using spaces as indentation, which is probably not a problem, I just wanted to point out that I used tabs (that are displayed 4 spaces wide) for all my refactoring.
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