Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/patch/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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.
  2. 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.
  3. 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
  4. 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
  5. 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).
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. For a sec I thought I was on the Oblivion forums
  12. That's inevitable, since we all have such stupid and arbitrary names on internet forums anyway.
  13. ???? 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....
  14. 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
  15. 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!
  16. 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'
  17. 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.
  18. 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.
  19. Seeing that it does involve textures, I thought I would post a link here. http://forums.thedarkmod.com/index.php?showt...mp;#entry109604
  20. Implement Gil's gamma-standard window in mainmenu.gui http://forums.thedarkmod.com/index.php?showtopic=5629
  21. 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.
  22. 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).
  23. 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.
  24. 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
  25. http://forums.thedarkmod.com/index.php?showt...mp;#entry107364
×
×
  • Create New...