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  1. Excellent. Welcome aboard drac. Let's take this to the Programming forum so we can discuss tasks to assign you. In the meantime you'll probably want to get set up, and start browsing the private forums... there's a lot to read!
  2. WARNING: EXTRA LONG (but thoughtful) POST AHEAD I don't normally post on political topics in forums, but seeing as this is a topic that touches me (I'm a student in at college in Boston, but I grew up in Philly, and went to public school there), I feel inclined to say something. Maximus in not exaggerating. Everything he says about the public school system here and the conditions of the neighborhoods they're in is, for the most part, accurate. Gangs, violence, schools that are falling apart, fifteen-year-old text books, the works. I'm pretty sure I remember a globe with the of the Ottoman Empire marked off on it in one of the classrooms. The teachers are, at best, tired and burnt-out, underpaid and extremely cynical about the situation. It's all completely borked. I did survive the public school system, but only for a few reasons. First of all, Philadelphia has a system in which students with good grades can apply to get into more exclusive magnet schools. It's a terrible system that whisks all of the bright minds away and leaves the neighborhood schools to deal with the dregs, but at least it saves those few from being swallowed up my the insanity. I had the luck to get into one of these schools, but I'm sure there were dozens of equally qualified cantidates that could have took my place. It's all a crapshoot. At the magnet schools, you at least have a chance to survive, since the people around you are hand-picked to be good risks for the school. It's a discriminatory system that favors those who come from families with a reasonable level of education and income, and tends to have the side-effect of sorting people by race, but it works, sort of. The magnet schools are much safer, have less problems with drugs and violence, and the level of education sometimes approaches acceptable. They're kept afloat by alumni endowments, which ensures that they don't fall into the same level of disrepair as the other schools. The problem is that for the students going there, this creates the illusion of a working public-education system, when in reality all that has been done is educate small percentage of the students and leave the rest to the wolves. These schools are being supported by private funds, because the government refuses to pony up enough cash to improve the school system as a whole. It's a stop-gap solution, ensuring that the best and brightest can make it out alive while the whole system collapses around them. Meanwhile, out in the suburbs, public schools have more money than they know what to do with. I have a friend who lives out near Allentown, an hour or so drive from Philadelphia, and he went to a public high school that had more money than they knew what to do with. Every time they found themselves sitting on a new mountain of dollar bills, they would just build a new athletic field, or a computer lab. What's the reason for this huge amount of disparity? Well, first of all, the funding for education in this country is tied to property tax values. Property taxes! Can you think of a stupider way to fund education? So the schools in poor areas that need it most get the least money, and the ones in rich areas that need it the least get the most. The government is supposed to help balance the situation by subsidizing schools in poor areas, but it's never enough. Education is a public service, and the money that people put into it doesn't go directly back into their own pockets, so it never gets enough funding. Now, I don't have the amount of scope that some of you people have, so I'm not used to thinking up problems for geopolitical problems, but I think that one thing this country needs is FLAT FUNDING for education. That means that funding for public schools is no longer tied to property values, but instead every school gets the same amount of money per student. The way, if education is underfunded, EVERYBODY knows about it since every person would have to deal with it. That would certainly exert enough political pressure to get the government to fund education at a reasonable level, and it would ultimately improve the school system in this country. It certainly wouldn't solve all of the problems with poverty, violence etc. that we have been discussing, but it would certainly go a long way toward alleviating them. 'course, the problem would be to actually get people to swallow the idea that the central government should dole out the money to all of their schools. Given the extreme paranoia of centralized government ANYTHING in this country, I'm not sure I could see it happening without a massive political movement.
  3. OK, I scoured the forums for all bot related topics and Dled as much as I could. Took em home and read thru em. I'll summarize what I think the team wants (my opinion of what I read): oDDity wants cannonballs, almost everyone else isn't too sure about this. Personally I never liked the T2 cannons bots too much, kindof goes with that gun issue. If we have cannons why not guns. I don't think guns fit the thief enviro very well. I do think a side mod of a victorian/gun enviro would be a cool game, but a different one. Alot of mentions of arrows/crossbows/gas (maybe flametrowers) Here are a few concepts: Gas bot, I imagine this could be very similar to the size of lantern bot. Even working in tandem would be cool. This one has eyes, the lantern bot has the ears so to speak. Imagine one of these coming around front of crate, one around back, where to go? The face is just a mock-up for now, see below. Crossbow, good way to fire arrows. This would be the loading system? problems, bulky, too many polys? What happens to arrows, when they run out, would it be possible toanimate/attach arrows in this fashion. Need animator input I guess. Propulsion concepts. Wheels? legs? 4 legs on all? maybe elite bots are biped? Problems with wheels- stairs. can certian AI be made to avoid stairs? I suppose there is a stair anim for legged creatures. edit:looking for gargoyle pics, good face for bots. I think an animal type head would be cool, different than T2 human faces. I also think opening jaws to emit projectiles might be cool, the player would know the bot was 'winding up' I think mean looking, but not so much evil looking as face on the bot pic above. I like the one at top of this page http://gargoylestore.com/ http://www.geocities.com/gargoyleppa/photos/UPFF01.jpg
  4. @spar: Not a specific example built right now, but I recall resizing a table to be huge when we discussed it in another thread about this topic, long ago. There were some difficulties getting it right, and once I rotated the object in the editor, the scaling broke. Hm. I wonder if they could have changed something with the patch? @greebo: Yep, I believe so. In that case, rotate your model as you want it, do the scale hack, and then build a clip brush around it. *shrug* Anyway, I just meant that we could always just leave it alone, leave it unsupported, rather than actually disabling it... it's got some use afterall.
  5. I think I found a bug. I created a patch, and a brush. The patch I copied and rotated and fit it to the other end of the brushcylinder. Then I converted these three objects to a func_static. Now when I go into the entity editor and click on name it has the default generated name func_static_1. When I changed that name the entity dissepears. I also saved it to disc and looked into the map, but it was nowhere to be found. I think I found the reason. Apparently a func_static, that is converted in such a manner doesn't really have a model, so it associates the name with the model. Now when I changed both, the name and the model, then it was back again. I don't know if this is possible, but I think in such cases it would be good if the editor would automatically replace both entries, instead of only the one.
  6. Let's not forget the mechanical finger: http://www.ttlg.com/forums/showthread.php?t=113820
  7. What Springheel just posted is pretty interesting to me to read, though. It wouldn't hurt to maybe quote some selective posts from the internal forums, like even just bullet point "I did this this week" sort of posts, here just to give a flavor of some of the inner workings of progress. It doesn't have to be so formal or regular, but it's nice on occasion. I don't think it's such a big deal though; the normal updates have been fine for what they are. I do hope, though, that you'll archive the development discussions after release, though, for posterity's sake, because I think it would be pretty cool to look into the reasoning or genesis of some of the mechanics after it gets released (even if it isn't such a good idea before release).
  8. It's just the feet for me. If they ended in a knob or something that would be fine. It's not even a big problem the way they are now, just somewhat noticeable. Odd did a very T2-looking one back at the beginning. Deep Omega modeled one based on GIMG's concept art, which I really liked, but then he disappeared. http://forums.thedarkmod.com/index.php?showt...90&hl=robot
  9. Thanks. I've tried that though. Doesn't seem to work. I've got Dark Radiant 9.1 (is that right?, the one just released) and I've got the 1.3.1 patch for Doom3. I've added that to my shortcut path, Doomedit comes up but if I want to add a darkmod model I have to go to Add New Object. (My dark mod stuff is here: doom3\fs_darkmod is that wrong? I know the rars had everything in a darkmod folder (not fs_darkmod) and I can't say why I changed it, but at the time it was only way to get editor to work (dark radiant 8.01? -last version) Sorry, it's hard to explain things at home from library ya know, I can't directly reference anything. Anyway, I can load a Darkmod map when running Doomedit with that info in shortcut, but everything Darkmod is missing, black textures and boxes where objs should be. I've tried path names in Doom window: fs_darkmod/maps/city_area ect... but always get Can't find maps/fs_darkmod/maps/city_area.... Can only load a map if I place it in Doom3/base/maps
  10. I'm quite happy for DarkRadiant to be adapted for other purposes -- it is open-source after all -- however the only changes that can go into the main codebase (i.e. the current DarkRadiant SVN repository) are those which support Doom 3 or the DarkMod. Anything that was specific to another engine, such as the map file exporter you mentioned, would have to be maintained elsewhere. With this in mind, you are certainly welcome to work on and submit a patch for an enhancement or fix that benefits all of us -- the DarkRadiant bugtracker would be a good place to identify issues needing attention.
  11. mohij, how familiar are you already with the DarkRadiant codebase? I gather you already downloaded the source and have a vital compile environment as you already pointed out a bug in the public forums. Are you building in Linux or Windows? (Wouldn't make much difference, just curious) Depending on how much time you have, I can point you to a number of resources that are useful to have (like our wiki, the GTK reference manual and such). Are you familiar with Doom3 or Quake3 mapping itself? P.S. Welcome to the forums, btw.
  12. There is such a thing as freedom of speech and I'm in favour of it. I was jarred and shaken when I shot guards in Thief for the first time, because they looked cinematically realistic, because as I already posted I played less realistic games prior. Does that mean I should have lobbied to ban Thief? Now I am more discriminating with computer game realism, and everything looks like a pathetic patch of polygons, and I have absolutely no reaction to gibs. (gibs stands for giblets - the bloody entrails - and I love giblets on rice in my local chinese restaurant, Kom Jug Yuen - much better than their beef) Yes, and it wasn't socially acceptable for a negro to drink from a white man's water fountain.. I'm not elaborating here.
  13. Yep, its basicaly the same technique as the ivy, which can be made into a bush pretty easily, except with this one i've made a few improvements which save on texture memory at the cost of a few extra polys. If you compare the diffusemap for the ivy and this tree you should see what I mean, the tree has less wasted uv space. Im gradually going to be making alot more nature type assets for the Ground Zero mod and The Dark Mod, it would be great if you guys could contribute some of your nature assets to the Ground Zero mod aswell because they're badly in need of them too. But I also want to make it perfectly clear that we will be releasing all assets to the community regually, Im not really too sure where you guys stand on asset sharing between mods but I think it would benefit both mods. yeah, I totally agree about trees being difficult to make, i've made about 6 so far, gradually improving the workflow after each one through trial and error, you need good references, images found on google.com quite often are'nt enough to really grasp the shape and structure of a tree, it helps to have multiple photos of the same tree around that same time period, otherwise you might start mixing seasonal differences onto the same model wich can look quite wrong. I'd advise getting out and actually photographing some trees yourself, good references online are hard to find. Also crack open call of duty or any other games you have wich have good trees in them and study the texture maps and how they are layed out onto a UV space, I learnt alot from doing this. this was my first tree model, I made it shortly after doom3 came out and I was quite proud of it at the time, so as you can see you're not doing too bad Badcogg but I think you'r pine could do with some more variation and some spiney bits going up the trunk, but I think you've got a pretty good looking tree there . http://forums.thedarkmod.com/index.php?showtopic=5854
  14. Changes since 0.8.1 I'll try to create a list here what features have been implemented since the last release, which bugs have been fixed and so on. Please post here when new features are committed to SVN and I'll add it to the list New Features: Objectives Editor (WIP) Stim/Response Editor Entity Inspector displays custom DEF keys Entity Descriptions are displayed (also for inherited entities) Find & Replace Dialog rewritten (was disfunctional) Texture Tool rewritten (Ctrl-Shift-T) Arbitrary Rotation / Arbitrary Scale replaced by new TransformDialog Surface Inspector (S) and Patch Inspector (Shift-S) redesigned Background Image for orthoviews Collision Model Export Select Complete Tall command added (can be found in the Toolbar by default) Map Positions can be stored for easier Map Navigation (store: Ctrl-Alt-1 .. Ctrl-Alt-0 recall: Alt-1 ... Alt-0) Revert to worldspawn function (Shift-G) Locked axis transformation mode (hold down Shift during a transformation) Camera Position is restored on Map Reload Patch Thicken (optionally along Axes) Support for "parallel" spawnarg in LightInspector Entity list selection focuses cam on the selected entity Flip Texture (available in Surface Inspector) Added "Select Related" command to Texture Tool Load Prefab / Save selected as Prefab (also available in Orthocontext menu) New commands: Copy Shader / Paste Shader / Paste Shader (natural) to allow shortcut assignment when copying/pasting shaders to the current selection. MMB focuses the media browser to the selected shader. Added "Jump to Object" command to focus the views on the clicked object (default: Alt-RMB) All geometry is internally handled in double precision floating point format, the map file output is using a new maximum precision of 16 significant digits. Bugfixes: Locked axis transformation had strange minimum distance jump. Light Inspector changes were not tracked by the UndoSystem DarkRadiant is using proper skin in lit or textured mode Names for some entities were not shown Texture lock not working for func_static child primitives Crash when opening certain ASE exported from Blender on Linux func_static and similar group entities are handled correctly now func_* entities show their origin correctly Matching Skins did not show all skins when multiple model keys were specified in the skin file Property changes were not saved Brushes with zero size get deleted after a drag transformation (and a warning is emitted in the console) Cancelling Open cleared the map Open dialog forgets path after first time Save path doesn't default to Load path File Save As dialog does not seem to attach a default .map Extension to Filenames Patches could disappear upon PasteTextureNatural File->Import caused segfault when importing into an existing map Many light textures cast no light in render mode Collision filter did not work in cam view Crash on opening .BAK file Crash when closing 'colors' GUI bind spawnarg was not properly updated when duplicating items/inserting prefabs. Splitplane View Dimensions were not saved between Sessions Patches with infinite vertex coordinates were saved without warning/correction. Map parser converts 1.#INF and -1.#INF values into large numbers instead of throwing an error. Filtered brush faces are excluded from selection now. Added tdm_collision_* textures to collision filter. Joint rotation Mode for models was broken after func_static-relevant changes. "Show all light volumes" did not show projected lights. Duplicate Item command selects the cloned item instead of the source item now. Tweaks: Primitive count is displayed during entity load (convenient for large maps) Added "Snap To Grid" command to toolbar and grid menu Select Complete Tall and Select Inside select lights as soon as the origin is contained/within. Default model view in modelselector is front (was top-down). "Choose shader" dialog remembers its size/position now. Fixed some issues with Save Region producing infinitely high values and excluding entities. Filtersystem is using commands now (shortcuts can be assigned) Menu command structure has been outsourced to menu.xml file. Preserved keys between entity selections (allows quicker assign of the same spawnarg to multiple entities) Map loading can be aborted now Map Load Failure Fails To Display Error Message Cancel of transformation operations with ESC before releasing mouse buttons LightInspector defaults colour to white now Entity inspector: column sorting was not possible LightInspector uses space more efficiently now. LightInspector is toggle-able now (J) Added default key in Save dialog Set focus to list items after opening "Create entity..." from the context menu Patch creation: no brush is needed to create patches, selected brush can optionally be removed Scale Manipulator removed (was buggy) Fixed a typo in noshadows property Translate Mode (w) more friendly functionality (reacts to clicks anywhere in the xyview) Accelerator keys for messageboxes assigned (e.g. "save changed map?" dialog) Default entity colour is customisable Entities get higher selection priority in orthoviews (this is optional and disabled by default for the camview) Single left click doesn't deselect previously selected control points anymore when editing patch vertices Light Inspector changes are instantly applied and undoable now Save Region commands renamed ModelSelector shows activity bar while searching the models folder Position of light properties dialog was not remembered Insufficient User Feedback when working with the mouse TexturePaste Tool Caulk is default texture for new brushes, instead of 'shader not found'. Model preview window cuts the top off of model. Model Selector made inefficient use of screen space Revamped the Preference Dialog (fs_game and engine path selection should be clearer now) Transformation pivot point no longer snapped to the grid. A detailed changelog can be found here: http://bugs.angua.at/changelog_page.php and here
  15. That's exactly what the Filter system allows you to do -- you can filter by entity class (worldspawn, light, func_static etc), texture (e.g. hide all textures/common/visportal) or "object" (which currently means brush or patch IIRC). Both negative and positive filtering is provided, with sequential operation (i.e. hide all entities, then add back all of the entities of class "light") and regular expressions ("hide textures/common/.*"). Take a look in the .game file in the install/games directory to see the current filter definitions, which should demonstrate how you can write your own. Greebo might know more about this; I have a feeling there is already a "jump to entity" feature of some description, which might already be able to do this (or could be upgraded to do so).
  16. There is nothing wrong with cheating in a single-player game. But that doesn't change the fact that unlimited saves are cheating. Players should be able to access unlimited saves, but only through using a cheat cvar. I can't remember where, but I've already seen entire articles suggesting this approach in MMO design forums. Except, they went even further, suggesting a whole pyramid of different levels: For free, players get a basic MMO hack'n'slash game with collecting items, slaying dragons, going on quests, maybe basic crafting, etc. If they purchase a subscription, they also get to buy and sell tracts of land, construct buildings, craft and sell advanced items, etc. If they purchase a premium subscription, they get to be royalty, and tax the land-owners in their kingdom, or recruit armies, etc. The general idea, was that since a player who wants to be king depends on a large range of other players to be their subjects, they should effectively subsidize the other players' subscriptions as RL payment for them pretending to be mere adventurers/peons. Even an inn-keeper or a blacksmith needs other players to pretend to be clients, so even they should subsidize adventurers' subscriptions to some extent.
  17. Yep, agreed, there's should definitely be room for a one-liner. What would you suggest as a catchy description? "open-source Doom 3 level editor" or specialised Doom 3 editor for the Dark Mod? I'm not very good at these titles, obviously. You mean the icon that goes along with the executable? I can look into this, I think I had such an icon software some time ago, I'll have to dig through my software folder. Let's see if my creativity has run out for today. I'm in a split mood, the page is public after all. I don't know if it would it cause any problems, but I can of course go Komag's way and put up a non-linked page which is referenced within these forums only.
  18. What the heck are you talking about? Looks perfectly normal to me. I'm at the office today aswell and I didn't have to login, I browsed the forums from home before I went to work. No problems at all. Can you do me a favour and either upgrade your Firefox (if you don't already have the newest version) or try another browser, like Opera. Anyway, don't you use the password manager in Firefox? In Opera I only have to press Ctrl+Enter to be logged in to a website if I've saved the password.
  19. Baddcog is Schwaa from TTLG. You must not have seen the discussion in the public forums. Anyway, baddcog/schwaa applied for contributor status. His past work in the thief community speaks for itself, no introductory period needed.
  20. Ok, I can see the problem now. I'll look into it. As Orbweaver said, all "ordinary" brushes are child of the worldspawn entity, that's why its properties are shown when any brush or patch is selected. Additionally, I use the worldspawn entity to store the custom stim type information, that's why you can see the "editor_dr_stim" stuff. These are just the definitions, "real" stim/response spawnargs look like sr_type_1 sr_class_N, and such.
  21. For a sec I thought I was on the Oblivion forums
  22. That's inevitable, since we all have such stupid and arbitrary names on internet forums anyway.
  23. ???? There are so stupid ppl after all.... 1. You are calling ppl nerd because I wanted to install Thief to play T2X??? 2. Count your posts in the forum and then count the rests! Who spends most of his time next to a stupid PC screen? You may are an older member, so just count post percentage. Still you are one of the most nerdish 3.And you know what? I dont come each day here and write in every thread just to be "considered" and not forgetted 4. Also HELL I would bet my d!c& that my girlfriend seems a LOT better than your does, despite the fact mine should be "nerdish".... I have been seeing you throught the forums oddity, you do nothing but just complaining and nagging and swearing others! GET A LIFE! Stop pretending to be a smart alec! I can accept a different opinion and a justification for it, but certainly cannot accept a dump one playing it "somehow"... Gosh, some ppl here are even worse than ttgl's....
  24. LIST!for god sake tell me where is the list! ok if we suppose this is the real sfx list! "http://forums.thedarkmod.com/index.php?showtopic=2698" why not updating untill now? i made the drop water coz i notice from "pakmannen"file here "http://forums.thedarkmod.com/index.php?showtopic=5701" "Grass2, Louder REupload topic". water_drips03_loop.ogg some air noise on sample So "pakmannen"supposed the game need one ,i'm just editing the new one actually you are talking about "differant sfx" 1-Splashing..........what kind of (soft or hit or hard) 2-water running in a sink or gurgling noise on a river side ok i'll put everything in a new topic and choose as you wish
  25. Actually I wanted to install it because I have never played T2X: Shadows of metal age! As for discovering that myself well yes! In the ttgl forums one mentions about a multicore fix but nothing more! In google search multicore fix drops you stupid results! I just got a flashback from my Isssas virus when I had to open each day to task manager and delete from the processes the fake issas! At that time I have seen something like CPU 0, CPU 1 (CPU 1 was unavailable back then) but now I got the meaning of this! Seems to be perfect fot Thief's multicore issue!
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