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  1. 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
  2. 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!
  3. Well that proves my point. You'd be best summed up by the words 'computer geek', as are most of the people who hang out at the thief forums on TTLG, and those are exactly the sort of compulsive obsessives who have played it through 50 times each, and start threads such as 'what do you think is garets favorite underwear'
  4. I really hope you didn't have to figure this out for yourself, because there is huge red FAQ thread on the TTLG forums dealing with exactly those types of problems. There is also a permanent fix for the Thief executables available you might want to check out.
  5. Alright, we are apparently not the only ones having problems with this. I visited the IPS Customer/Support Forums and found several threads covering this situation. I'll see if there are posted temporarely solutions or explanations to this behavior. One tip might be not to browse "so many" user profiles between each time you log in.
  6. Seeing that it does involve textures, I thought I would post a link here. http://forums.thedarkmod.com/index.php?showt...mp;#entry109604
  7. Implement Gil's gamma-standard window in mainmenu.gui http://forums.thedarkmod.com/index.php?showtopic=5629
  8. Strangely, I really don't have any impuse to "get to work". I would rather like to convince all the people around me to start taking work more like play, less seriously. Sartre, other authors. Judging by all these books' names people throw around on these forums I'd say I don't read at all. And it would be true. No derailment. The whole point of the off-topic topics is to vent our mind off work by immersing in creative discussion.
  9. In the merging mayhem today, it seems some of the posts actually pertaining to this thread were moved as well. If they could be move back, it would be great, but if not or in the meantime: First nomination (for example as well) - stone/floor/blocks_005: http://forums.thedarkmod.com/index.php?s=&am...st&p=109547 Please respond here only, so as not to derail the other thread. So far only OrbWeaver has responded, and in agreement. Does anyone see saving grace in this image? (no time limit pressures, just looking for opinions - that's what this is supposed to be about afterall).
  10. I opened this issue on the bugtracker: http://bugs.angua.at/view.php?id=266 As already discussed some time ago in the forums, DarkRadiant is using float, whereas DoomEdit is using double. So far, this hasn't been much of a problem, but it will certainly become one (one occurrence has already been observed in the bonehoard map). As float has 6 significant digits, all items placed with the smallest grid size of 0.125 will lose information when their absolute position in 3D space is more than 999 units away from the origin, as in this brushdef: (0 0 -1 3128.13) It's obvious that the .125 fracture is being rounded to 0.13 because the 4 of the 6 significant digits are being eaten up by the 3128 part. We should look into porting the objects to use double precision, problems will get more and more frequent the larger the maps are growing.
  11. This site http://hometown.aol.co.uk/northerntrumpet/...bbies_front.jpg for example I had only tried previewing previously and thus only noticed lack of rendering. Tried posting now, and saw this error given: Sorry, dynamic pages in the tags are not allowed
  12. http://forums.thedarkmod.com/index.php?showt...mp;#entry107364
  13. You should put it in the sticky above this thread. http://forums.thedarkmod.com/index.php?showtopic=1755
  14. I have one that I'm not sure is a software or config bug, but it sure is user-unfriendly. See for example this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=109070 When I click the images to see the big versions, the popup windows are ridiculously small. They must be manually stretched every time, instead of automatically being the correct size for the image.
  15. Moved your post here for discussion. Oh, CAPTCHA's work, but it depends on each system on how good they are. The previous version of IPB had a much weaker CAPTCHA than the one we have now. That one was 'cracked' so bots could automatically sign up to IPB 2.1.* forums. As far as I know, the system in version 2.2.2 has not been cracked yet which makes it harder for spambots to sign up.
  16. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  17. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  18. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  19. 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
  20. Not sure why, normal social etiquette between a bunch of avatars and nicknames has always seemed pointless to me since I first started using the internet. You seem to agree, judging by the way you conduct yourself on these forums.
  21. 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 =).
  22. If you need louder grass sounds there are some really good ones in the file I uploaded here: http://forums.thedarkmod.com/index.php?showtopic=5701 Edit - Oh, I didn't realize you made louder ones already.
  23. 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.
  24. In TDS, you needed an item icon, but never needed to know what weapon you were was using, if you can see it in your hand. If you look at the... http://forums.thedarkmod.com/index.php?act=A...ost&id=1353 ...screenshot, we see the vine arrow in 3D, and we may also notice the HUD icon, if we look closely. I think the Minimalist Project added something good to Thief gameplay that got me thinking: in a 3D game, in the end, I think the best HUD--is less HUD. Yes, we still need it for messages, and showing things like health--until we can have damage maps on the character, but that's a few years from now. I think the player shadow does add to the immersion of moody lit games like T. In the real world, we cast shadows. In TDS, I could sometimes how well I was hidden, by checking for shadows. In the Cradle, I jumped at my own shadow. Walking across narrow things is easier, if you can see where your feet are. When I T2, now I notice, "I have no legs!" I was not suggesting getting rid of the light-gem subsystem, but as a option to move the gem to the player model. If it's too much work, I understand. it was just an idea.
  25. 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.
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