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  1. Keep in mind we have a lantern you can give to the player, so that you aren't obligated to place some form of light at various points in the level, if you so wish. You can have total spooky darkness. http://forums.thedarkmod.com/index.php?showt...mp;#entry107221
  2. Huh, it should work... I have no problems with the account data. http://forums.thedarkmod.com/index.php?showtopic=609
  3. I'm glad I took that screenshot else I'd be beginning to think I imagined it myself. It does now seem to be fixed and I can actually start mapping with DM resources. But I do not have info_player_start_deathmatch. But the problem with entities showing as black on black is close to unusable for me. Is there any way I can change them? Trying to line up a candle flame on a candle is hard when only one item is visible and you have to remember where the other one was and guess click at it. Sometimes items really are totally invisible and I think they are deleted. I thought I'd try deleting that DR folder you mentioned. First I backed it up elsewhere. I noted in a log a lot of lines that say: ColourScheme: Colour default_entity doesn't exist! Open Dark Radiant and all settings restored to defaults. Select Game in File menu and enter Dark Mod. Open my last map. The xyz background is the default white. The player start does not show at all. It was definitely there before and I had previously noted down its coords so I could find it when black. I click on that spot. Nothing. It is not there. Open entities menu. It does show there but if I try to add it then I get the error "Unable to create entity 'info_player_start', no brushes selected." Save map with new name and testmap it. The map runs OK indicating that surely the player start must be there but not tangible in the xyz display at all. zero. no trace. Zoomed in or out. Background black or background white. I know its coord but it is not shown. One maybe relevant glitch. In the 'select game' option in the file menu as I mentioned elsewhere I got corrupt text in the select mod box. This has now changed to 'rops'. If I click the drop arrow it shows one blank and the other is this 'rops'. Should it not say something like 'base' and 'darkmod'? Doom3 itself was a recent clean install plus the 1.3 patch. As I recall when I installed DR I just extracted it into the doom3 folder and set the shortcut parameters. Then later that 'Select Game' which I didn't know about.
  4. TDM won't be a black box since it'll be open source eventually. So if someone wants to find out those details, they'll be able to. And if they don't, why are they trawling the forums looking for every available tidbit of information? Anyway, I'm sure veteran Thief players have already figured out exactly how the AI in Thief works, and the community still seems to thrive...
  5. Opera renders the forums fine for me, I have neither of the problems mentioned. So it could indeed be a FF problem.
  6. More weirdness I noticed today. http://forums.thedarkmod.com/index.php?s=&am...st&p=107082 Edit: Or like that - a double post. The first time I hit submit, it did nothing.
  7. More weirdness I noticed today. http://forums.thedarkmod.com/index.php?s=&am...st&p=107082
  8. I don't play MMOs precisely because I'm quite sure I would get addicted if I did. The escapism is very very tempting... it's only knowledge of the consequences of such an addiction that stops me. I already spend way too much time on various internet forums as it is. I wouldn't call it an addiction; more of a habit. But it is detrimental. I really need to be doing an assignment now; I only fired up my browser so I didn't have to think about it for a while.
  9. Those are not the eyes I put on them & if you ever got a hand on any low poly model you'll realize that all of them are simplistic. They need to be if you want a real time model with good performance. oDDity's models are bits & pieces that are combined to make a whole and that's part of the reason why they look good. There was no way to do that with the belcher. Here's an environment shot I did of the belcher (click for a hi-res shot): Granted I did some gimp work to blur out the distracting details of the background leaves & the eyes have a little too much specular. & honestly I do not like the screenshot of the belchers on the website because it seems too simplified. I'll probably do another environment shot that'll put the belchers in a better light. We use Maya to rig the characters but there's exporters for Blender & 3ds Max. Here's a list of importers/exporters on Doom3World forums: http://www.doom3world.org/phpbb2/viewtopic.php?t=5474 & a list of tutorials: http://www.doom3world.org/phpbb2/viewtopic.php?t=11896
  10. That's useful, it looks like one of those demos uses portal information which might shed some light on the node/portal stuff. That said, working out the format is the easy part, probably 5% of the total map-compiling solution. Beyond that, it is necessary to 1. Flood fill the level, detecting any leaks and placing primitives into portal areas (which may involve splitting brushes if they cross a portal boundary). 2. Merging adjacent brush surfaces into planar windings, and turning these into triangles 3. Optimise the generated triangles to reduce polycount 4. Generate the shadow volumes based on light volume positions and the geometry within them. It is of course possible that 1-3 are already covered by the Q3 map code. It would probably have to be done in stages -- first step would be to spit out a basic non-optimised, non-portalled map from the brush and patch information.
  11. why mean? why are you talking about thought? The problem here is actuation coupling. and wrt undead, as you might remember I had a dream a few days ago, and I shall elaborate on it once I don't have to worry about my presentations, thesis, studying, tests, etc. I'm gonna get a nice mug of cocoa, or 3, with double the standard concentration, at 60 degrees celcius, and turn on my kerosene lamps, and sit down for a nice evening of posting a post on the forums. -basically I'm not a big fan of commonplace magic and outright undead, I think magic should be a rarity.
  12. Pagan female: http://forums.thedarkmod.com/index.php?showtopic=5621 Townsfolk Male1 (needs head, inventor engineer is temporary): http://forums.thedarkmod.com/index.php?showtopic=5635 Diego's thug in progress: http://forums.thedarkmod.com/index.php?showtopic=5146 AI Mix & Match: http://forums.thedarkmod.com/index.php?showtopic=5628 Model svn repository: http://forums.thedarkmod.com/index.php?showtopic=5623 AF fixes: http://forums.thedarkmod.com/index.php?showtopic=5529 Rigging tutorial: http://www.thirdfilms.com/darkwiki/index.p...aracter_rigging
  13. He began as a proof of concept in this thread (I'd like to leave that thread open for AI mixing & matching in general): http://forums.thedarkmod.com/index.php?showtopic=5628 & now he's a reality (well . . . virtual reality that is): There's the usual rigging issues: shoulders too wide, the arm mesh is clipping. The textures are borrowed from other AI at the moment & there's no custom head so I'm using the engineer's. Looking at the screenshot, it looks like the torso's too long & skinny But that might be due to perspective & the illusion brought on by the lower half of the tunic. I'd have to take a look at that.
  14. Change inheritance of loot objects: http://forums.thedarkmod.com/index.php?showt...mp;#entry105857
  15. Sorry for delay; for some reason I am no longer getting email notifications of any replies from these forums even though I still have it set and it's the right email address. Anyway, regarding switching between Doom (still not got TDM) and DR I was probably doing it right but it just seemed awkward to what I'm used to with Dromed - one shifted key and I'm playing; ditto and I'm editing. In the Doom console even when windowed there is no direct way to 'get out' that is, the mouse is 'trapped' in the window so no way to just click on DR as the mouse pointer disappears outside the Doom window. The only way I know is Alt + Tab to switch so I assume that is what you mean. I just didn't want to do that for the next 99 years then find HaHa there is an easy way. Regarding which, is there no way for DR to 'feed' a string to Doom, dmap currentmap etc., tilde, map currentmap, to get straight in by pressing F2 or something? You guys must have typed dmap like a million times by now! Wonder if my key macro prog will work in that console?..... As for DR, now I think maybe that's what I did! The other day I think I downloaded the 'public' version but found it had no s & r so I thought I had the wrong one. Then in another session I found the SVN link, downloaded it, must have found it didn't work so instinctively extracted it again over the first download. Seems to be working at least as far as it can without TDM. My memory is not so good but it looks like I did two things right by dumb luck! Thanks for all help. I'll carry on learning but meanwhile suffering from data overload.
  16. I hope I can clarify things a bit: The last DarkRadiant release was back in January, which was version 0.8.1. That's the one that is available on Sourceforge and in the announcement threads in these forums. However, development has progressed quite a bit since then and to let people try out the new versions without having to setup a build environment, I'm uploading a zipped "snapshot" build to our FTP quite regularly (the last one is a few days old). This can be downloaded here (the link won't change until I say so): http://208.49.149.118/TheDarkMod/DarkRadia..._latest_SVN.zip This ZIP contains a few files that have to be unzipped over an existing DarkRadiant installation. So you have to install the release version 0.8.1 first before you can unzip that snapshot build over your install folder. Chances are that this snapshot build is interfering with the existing 0.8.1 config files, so a cleanup of your local settings may be in order (these are located in C:\Documents and Settings\Fidcal\Application Data\DarkRadiant, just wipe the folder). Feel free to ask more questions, they shall be answered.
  17. Hi Fidcal, welcome to our little hidey-hole. The current beta mapper's alpha version is here: http://forums.thedarkmod.com/index.php?act=a...p;f=31&id=9 BTW, the current version of DarkRadiant is actually 0.8... it sounds like you downloaded "revision 203", which has no connection to the version number. You can leave Doom 3 open while you work in DarkRadiant. Should be a bit faster then. I'm not sure whether or not you need to quit the map in Doom 3 while you work in DR (greebo or angua could probably tell you) - if so, you can quit a map without quitting the game by typing disconnect into the console.
  18. Although I've been occasionally posting on the public forums for a year or so I'll just post a few lines here about where I'm coming from: Background is Thief right from the launch of Thief 1. Dromed level editing since the end of 2002 so I'd call myself a moderate Dromed expert. One T2 FM released (yeah not much in all that time but it's a big one.) I'm not into C++ unfortunately though I'm a homegrown amateur programmer for well over 20 years: various BASICs, Z80 assembler, a junior qualification in 'C' (though now very rusty) and currently using IBasic for any odd Windows stuff I might need. A year ago I could see that TDM was definitely the way to go so tried a couple of beginner's Doom Edit tutorials just to get some idea of what it was about. Resolved to continue with that once I finished my T2 FM which I eventually did early this year. Once I had the basics I hoped to produce a modest Doom map for consideration so I might get accepted as a TDM mapper. Circumstances pushed me along when the S & R thread in the ttlg editing forum led to me being (willingly) roped in early as a contributor. So strictly speaking I'm not really prepared and many of the Doom editing concepts and terms will be unknown to me. I plan to continue for a while with what DoomEdit tutorials I can find as it is not yet clear to me whether they will be meaningful in Dark Radiant; I've already noticed confusing differences even in the Doom Edit tutorials I've found to what is in the actual DoomEdit I'm using so I'd expect that to be worse using DR. (I'm assuming here there is no 'Dark Radiant Absolute Beginner's Tutorial' available as it's still being developed.) Anyway, I downloaded what I think is the latest Dark Radiant (v2.0.3 19th March 07) but I will not be able to get the main mod itself for a while because it's too big a download for me unfortunately. I am considering different options but at best it will be weeks before I can get it. BTW I've also been unable to find the download link anyway! (a nudge would help?) That said, I took a quick look at Dark Radiant and was very impressed - especially for me to be able to change the colours as the default in Doom Edit is close to unuseable, the selected red on bright white for instance being actually near invisible! I expected other colours might help but one look at Dark Radiant in black background astonished me at how vastly clearer it is to me; I can really work with this! Dumb question: in DoomEdit I enter the game using F2 then dmap at the console etc. I see no such route from Dark Radiant and I'm just loading Doom separately each time, exit to console to dmap, exit again to map then close Doom to get back to DR! Surely not? I took a first look at the S & R interface and it seems excellent but I need to study it before I can add any sensible input in that thread. I've also been reading through various threads to see the thinking so far.
  19. oDDity

    Pagan Female

    With the normal map she has fingers and toes. http://forums.thedarkmod.com/index.php?showt...=3533&st=50 Also I made a proper version of the t stance. http://www.pixelwerks.be/pictures/pagan_nude_female.rar
  20. http://forums.thedarkmod.com/index.php?showtopic=5613 This repository was created for the source files of models & animations: https://darkmod.homelinux.com/svn/model_src With tortoise svn, right click in the Doom 3 directory & checkout https://darkmod.homelinux.com/svn/model_src to: doom3\darkmod\models\model_src (let tortoise create the directory for you) Because all of the def files for the AI are exporting from this directory now. Also there are repositories (empty at the moment) for texture sources (*.xcf gimp files, *.psd photoshop files), & sound sources: https://darkmod.homelinux.com/svn/texture_src https://darkmod.homelinux.com/svn/sound_src
  21. hey pinkdot, are you posting you're models anywhere else?, you know, if you show some of you're models around on game modeling forums I think you'd pick up some contract work
  22. There's a big thread on that exact issue: http://forums.thedarkmod.com/index.php?showtopic=5029
  23. I actually had my first Vista experience yesterday. A friend of mine got a new computer last month, and it came with Vista already installed (he's not happy about it but isn't computer savvy enough to erase it and install XP). I found the experience of trying to install a couple games on it so frustrating that I actually had a nightmare last night that it somehow got onto my computer! The interface was highly unintuitive and looked cheap. I had to wrestle with it to do basic things. And it was slow as hell on a faster system than mine. Windows kept popping up for programs I hadn't started, and it wanted me to confirm basic operations like starting a program (I thought all the talk about that was exaggerated, but nope!). I actually tried to download the D3 patch 4 times, and first it simply tried to deny me the ability to do it, and then it kept moving or deleting the file when it was finished downloading! I downloaded the patch four times, and each time a little window flashed up briefly that said something about moving the file, and I wasn't able to find it anywhere. I finally gave up! I can't imagine what incentive I'll need to install that piece of crap on my machine.
  24. Good... as long as it "Looks good" to Spring, and "Does the job" for oDDity, I can leave it alone. I might un-linearize the hips like squill pointed out, a minor tweak. As for a variety of death anims, ... well, I think these 3 (mine, squill's, and solis') should be all we do for now, untill we work out this death anim trigger thing, here http://forums.thedarkmod.com/index.php?showt...view=getnewpost
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