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  1. This raises the larger question...what standards do we use to decide which AI get released with 1.0? Do we release only characters that have been switched to the new skeleton? The builder priest and elite guard are not likely going to be converted in time, yet we have at least two maps (St. Lucia and Chalice, respectively) that use them. Do we switch those characters for something else to release (doesn't work well for St. Lucia)? All the A-Level characters on this list: http://forums.thedarkmod.com/index.php?showtopic=4712 will be ready, and maybe one or two from Level B.
  2. Discussed here: http://forums.thedarkmod.com/index.php?s=&am...st&p=185202 I had a go at this and I can see it working quite well, with a bit of tweaking and possibly a few different "frequencies" of cloudiness for ambients of different sizes. With a proper map the varied brightness could give the impression of general soft shadows that are not linked with any particular geometry.
  3. 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.
  4. I don't have a maya version of the file. If you want to load it in Maya you'll need to download a md5mesh converter. http://forums.thedarkmod.com/index.php?showt...l=md5mesh++maya
  5. 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
  6. I uploaded the thug last week: http://forums.thedarkmod.com/index.php?showtopic=9272 I'll upload the citywatch tonight.
  7. We seem to be answering this question a LOT lately. To answer it once more. No. I'll quote myself from ttlg.com http://ttlg.com/forums/showthread.php?t=88654&page=57
  8. I've uploaded new pre-release test versions of DarkRadiant, for both x64 and Win32 targets. There were some changes to load/save and prefab handling, that's why I'd rather test such a package internally before posting this in the public forums. Get the package here: Win32: http://www.bloodgate.com/mirrors/tdm/pub/d....10pre1.exe.zip Win64: http://www.bloodgate.com/mirrors/tdm/pub/d...re1.x64.exe.zip (Tels' server doesn't allow hosting exe installers, that's why I zipped them up.) Please test this in terms of map file handling robustness (save/load/import/region etc.) and report back if anything strange happens. Note to Win32 users: this is with the new GTK+ 2.14.5 binaries again, which are reported to cause problems on some systems. I'll try again anyway, maybe something was amiss the last time. So keep your eyes open for the "viewport lockup" issue as reported in the other thread.
  9. 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.
  10. 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).
  11. It's the Dram's FTP: http://forums.thedarkmod.com/index.php?showt...st&p=178391 Username: darkmod Password: -TeamMember0- Greebo put his conversation video there too.
  12. This has caused problems with models too, which were using the old shader names. http://forums.thedarkmod.com/index.php?s=&am...st&p=184767
  13. 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.
  14. 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.
  15. Just get everything done within 30 days. http://forums.thedarkmod.com/index.php?showtopic=9279
  16. Springheel

    Thief 4

    Some quotes from Stéphane D'Astous, the general manager at Eidos-Montreal, that make me cringe: Read: We're trying to target non-stealth gamers. Let's stay close to the fans by selling them things! That's something to be proud of. We can't reveal anything at all, but we will have things to sell you today or tomorrow. . That sounds like 'marketing speech' to me. It's interesting that he's already convinced people will be "happily surprised and impressed", yet the Eidos forums are only just starting to ask questions like, "What factions do you want to see in the game?" Why bother asking questions like that if you already feel like you have something the fans will be impressed about? Seeing as just about every conceivable option for T4 has been debated to death on TTLG, what revelation could possibly "surprise" anyone? This idea is repeated at least five or six times in the interview. Sounds like they definitely are planning on doing something different. Their focus seems to be on putting their own stamp on the franchise. By contrast, we never talk about "a fresh approach" when talking about TDM...our first line of description is always, "capturing the feel of T1/2". They're *proud* of that logo?? They think using ridiculous 12-yr old L33T speak is "very respectful of the fanchise"?? That speaks volumes.
  17. BEAR

    ttlg down

    Is ttlg down for everyone else? It went down last night it seems and there has been no annoucement in IRC and even the host of the temporary forums is down. downforeveryoneorjustme.com doesn't even register the domain name :-/
  18. May be overloaded at the moment. Eidos forums are on fire post-announcement but TTLG's Thief Gen was already heading towards mental for the last 24 hours.
  19. Springheel

    Thief 4

    Questions like the above suggest either 1) they have no idea what they are going to do with the series, or 2) they already know what they're going to do but want to generate traffic on the forums and give the appearance of listening to fan input.
  20. brethren

    Thief 4

    I feel compelled to say, this has been known for quite a while now. http://www.ttlg.com/forums/showthread.php?...933#post1807933
  21. brethren

    Thief 4

    I read somewhere the Crystal (Tomb Raider Underworld) engine has been highly modified for Deux Ex 3 and is barely recognizable, whatever that means. Whatever that does mean, you can bet it will be even more so (modified) for T4. Edit: Here's, its in the faq from the Eidos forums:
  22. @Noisycricket: I'll set you up as Animation Contributor in a minute. There is a startup post describing how to get ready for direct contribution here: http://forums.thedarkmod.com/index.php?showtopic=6694 Now I've got 2 requests for you: - Please take your time to read through that post, it contains a lot of info for starters. - Please stick around for more than just one or two animations. The team is "marked" by literally dozens of people showing up, putting efforts in their application, only to disappear right after they got SVN access. Please don't be one of them, it's so disheartening for the team to invest time on a newcomer, help him getting ready only to see after three weeks that time is wasted for nothing. That said, we're happy to help in case you're hitting a wall or something.
  23. 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.
  24. 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.
  25. I'm pretty sure we tried all those things a year ago when this first came up. Let me see if I can find the thread. This is all I can find at the moment: http://forums.thedarkmod.com/index.php?showt...hinges&st=0 I don't remember, but apparently: "Polygonoffset seems to be designed to address exactly this problem, but for some reason it doesn't work for me--it just turns the material black and the z-fighting is still there. I thought turning the texture into a decal might work, but it has the same result." Seems like there were a few working options: 1. Move the hinges further out on existing doors. 2. Make new door models with fully modeled hinges. 3. Use a LOD system to swap between two different models Maybe #2 is the way to go....would the extra polys be significant if they were non-shadowcasting? - That's annoying. It would take me literally 15 seconds each if they were .lwo files.
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