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Showing results for '/tags/forums/patch/'.
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Don't know about Opera, but you can block it quite effectively in Firefox using Adblock with the URL http://forums.thedarkmod.com/uploads/av-254.jpg Maybe there is an equivalent plugin for Opera which allows more specific URL filtering.
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SubVersioN. We mostly use TortoiseSVN around here (Linux users use something different). Once NH gets you set up, you'll be able to see what we're talking about and how to get it set up. For repetition's sake, the link you will need to get started on TDM: http://forums.thedarkmod.com/index.php?showtopic=6694
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As we don't have a proper announcement post for this set up, I thought I mention this here: The Dark Mod is a "free" project, which means that the game we create can be played by the community for free, without charges. The game code is going to be open-source (GPL) and our assets (textures, models) are going to be released as well. We haven't ultimately decided under which license we are going to release our creative assets, but it might be a non-commercial one (creative commons, share-a-like or whatever it's called). I hope this is not a problem for you, AstralNinja. I thought I'd ask before our content creators are surprised about it and disagree with the Mod being open and their assets being used by the community. (@Team: Please anybody feel free to correct me if I state something incorrectly). We really need a properly formulated, sticky thread in these forums. If you're fine with that, feel free to PM in case you're running into problems with setting up the mod. I have a startup thread (which itself is still in its startup phase, funnily enough) here: http://forums.thedarkmod.com/index.php?showtopic=6694
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http://www.ttlg.com/forums/showthread.php?...293#post1658293
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http://www.cnn.com/2007/US/11/17/internet....e.ap/index.html Myself included. Considering in BCG forums I was not a good person and raged a lot. Will the internet ever have accountability? What would it take for such a measure to be passed? When is enough really enough? I guess you can say the freedom should never be taken away and the responsibility rests on the individuals and family. It sure does but could other measures be taken to protect people who are under 18 and really have a very limited view of what's out there? Should the internet be limited to those who are under 18 regardless of content for their own protection? hmmm
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The CG isn't that good, in fact looking the trailers, a lot of it looks like the average level you see on forums like CG talk. The animation is good because its all motion capture and lip syncing. Judging only from trailers I've seen, I hated it, and never want to see it. It looked like dumbed down kiddies crap. I can't trust Komag's opinion since his ridiculous review of the Ice and Fire books.
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Does anyone have Motionbuilder running in XP with an 8800 GTS type of card? I've got myself a new rig with an 8800 GTS but the current nvidia drivers screw up the realtime playback It skips a few frames ahead when playing in 24 fps (or whatever speed). When playing animations with the show "ALL FRAMES" option it does like it says play all frames but that's of course too fast. i read on some cg forums that it's a general problem with the current 7XXX en 8XXX series and autodesk is apparently working on this issue. So be warned
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I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
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Wait for a patch guys multiplayer is having serious issues. Basically you can't connect to the server if you bought the retail game. Gives a server authentication error. Royaly sucks. No words from EA or Crytek too.
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Well I've tried multiple times to set it up correctly, but now I'm just out of energy to try again. I'd love to animate the horse but unless the AF works correctly I cannot. I'm posting here in the hope that someone who knows how to set up the AF could take a crack at it so that I could finally animate the damned horse. Thanks to anyone who tries. Here's the link to the original thread, and it is also the direct link to the image of the bone hierarchy in the model: http://forums.thedarkmod.com/index.php?s=&am...st&p=130277
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The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
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Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
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Perfectly fine with me, let's remove the arrow code. I'll commit your current changes then as soon as I have a clean codebase again (I'm currently investigating stuff, so I can't apply your patch right now).
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Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
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Don't worry, the AI won't follow him, as they get stuck on a piece of paper :/ In my case, the AI always gets stuck on the of rope that is on the rope coil. I think in the long term we need to teach the AI how to walk/jump over 5..25cm high obstacles because putting monster_clip brushes around everything becomes very tedious... Btw, excellent model! I guess after the moustache-awareness, we now need to implement an eye-patch and a hook and a wooden leg
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Yes, they are unrelated to each other: Filtering is an automatic class-based filter system, whereby entities can be made invisible based on their entity class, applied textures or brush/patch status. This allows functions like "hide all caulk brushes" or "show only patches". Layering/Grouping allows arbitrary, user-defined sets of individual entities or primitives to be made invisible, so that the user could partition their map into areas or zones or whatever they wished (like the named groups in T3Ed). Yes, orthogonal might have been a better term. All I mean is that as currently designed, the layering system does not change the structure of the scenegraph. The layer information is essentially node metadata which is retrieved and modified by the methods on the Layered interface, and is used at render-time when the scenegraph is traversed to exclude any entities which are not to be shown.
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So I gather everything is working now? Or are there any issues left? If no issues are left (which is cool!), feel free to send us the patch for a little review.
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Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
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add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
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Greebo is definitely an exception with the time thing. Personally I'm still at uni, and during term my TDM output falls to a few hours per month, not counting the time I spend reading the forums (which I've never timed). Almost all our discussion happens on our private forums. If you want to discuss something privately, the forum's Private Message feature is probably the best way to do it; but usually we just use the forums themselves, since there's not a lot that benefits from being made personal. The benefit of putting it on an internal forum for the entire team to see is that we can pool our knowledge better.
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I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
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I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
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I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
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But regardless, our licensing status is at the moment quite unclear. I opened up a thread in the internal forums: http://forums.thedarkmod.com/index.php?showtopic=6752 And yes, I think the video should probably put up on thedarkmod.com - monthly updates would suit us well
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Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).