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  1. Hmmm, I didn't notice a lot of reverb on them when I was playing them on my system...but when trying them ingame, that's when I noticed it more. I noticed reverb was more abundant in D3 after the 1.3 patch though...everything seemed to echo far more than I liked. I'll crank through them and pay closer attention. I was keeping more of a check on the volume than the other effects when I tweaked them. If there is too much reverb, I'll try to tone it down.
  2. I will download it tonight. But I think I already have it applied. Last time I looked for the latest patch, it was already applied, so this might be the one. Yesterday I started to play with a pure thief a solo, but this is quite tough. It took me ages just to escape out of the first dungeon. It's quite frustrating IMO, because you can't really avoid the battles alltogether, adn since the stats are so low, my thief is standing there slashing for five minutes until I overcome even the weaker enemies. I put all my stats into hiding, lockpicking, and trap detection as well as pickpocket, so I barely can use traps at the moment (a skill about 20 or 30 at the moment). But still it has adavantages. By the time I got to Waukeens Promenade, I already upgraded three levels. I also found a nice exploit, so that I can use certain spells, even though my character can not use spells normally. I can only use spellscrolls that affect the character itself (like Oracle, Shield, etc.) but no offensive spells where you have to select a target. I tried to do the Circus quest, but I don't see how I can overcome the werewolfs. When I enter the first tent, I can free Aeriel(?) easily, but then, when I go on, there is no way I can sneak on, and once I'm inside that second part (where the werewolfs are waiting) I get immediately attacked by two werewolfs and a shadow, and even if I go back they come along. Since they are so fast, I also can not outrun them and hide from them, so I wonder how this could be tackeld. I figure I have to find some haste potion and so that I can run away from them, but then I still have the final battle to face with that illusionist gnome. I must look where the speedboots are, for they are most usefull for the thief.
  3. Springheel

    Big Thug

    Whichever makes life easier for you. (though I'd love it if the legs were uv-mapped so we could still keep the patch) I don't know if it's the perspective of that shot, but right now that thug's legs look really short compared to his torso...
  4. I'm not sure if it's dropped in price a whole lot. I don't think you'll find it for $5 or whatever like some old games. Spar, to play multiplayer you need to have done a full install, need the latest SoA patch which is this one, and you have to set the frame rate to 60 in the config options. Then I think you just type in my ip and join the game. IF you play a thief/fighter multiclass, you still get all your thief skills, but you are also a better fighter as well, so there really isn't much point in playing a pure thief class.
  5. The actual model feedback I have is consistent across all of them (and part of the gripe is due to my nature, so take it with salt): polycounts, polycounts, polycounts. There's no reason a small cylinder (e.g. panflute) can't be a rectangle. Or a larger one (an organ pipe), an octohedron. We do this with patches in the map editor all the time, using square cylinders. Rounded sides and tapered edges can be achieved with smoothing and materials. Sometimes it's okay for a scene to contain an item or two with a high count, but they do add up, and reduce a mapper's ability to add map detail. I'll reference a bell I made back in the stone age: http://forums.thedarkmod.com/index.php?s=&am...ost&p=83650 It's only got 12 sides (I could've, and maybe should've gone higher), but unless you're looking specifically at the edge, it looks round. All of the detail -- the trimming, the rivets, the scrollwork -- is in the material, none of it is modeled. Now imagine that on a much smaller scale; it wouldn't matter at all if a panflute pipe was 4 sided, maybe even 3. Look at the heads of the original Doom3 characters. They're a pretty extreme example, and I think id should've bumped it up. But still, unless you're looking for it, you don't really notice. Edit: Almost forgot: also, they appear faceted (e.g., the cauldron), though I haven't seen them for myself in game besides screenshots yet. Are you enabling smoothing? ASE supports it, and I believe LWO does as well. With it, most of the roundness detail and poly cost isn't needed.
  6. I am still trying to piece together where all of this fits together. So many walk functions! In the time I have this week I am going to try and map it all out to see what pieces go where. Perhaps then we can make a more informed decision about where we need to splice into it at. Hopefully I will have cvs access by the end of the week so I can get everything together and determine how I am going to test. So with any luck I will have a working patch by next week. Unless you (the team) would prefer I do the falling AI first of course. I will need more time to get that correct. I have no doubt about making them take damage but I do doubt my math skills are up to scaling it correctly. Perhaps someone with stronger math skills could assist with that part of it ? Sorry I only have a ged and that was over 20 years ago. I went to chester high(Chester PA) which I am sure means nothing to anyone else here but it was 99% black and I am white. I was not very popular unfortunately and had to fight everyday sadly. I would rather tell you this now then have you believe I can do something I am unsure I can in fact do. Computing velocity and the effects of gravity and I suppose the hardness maybe of what they are impacting is probably beyond my math skills. Like water for instance.
  7. Yes, the bug tracker also double duty serves as a feature request list after discussing it on the forums
  8. Just to check whether we're on the same page, shotgun, you did check out the betamapper repository on your local machine? http://forums.thedarkmod.com/index.php?showtopic=5603
  9. I think it is due to Capela being vanished during the past few months. He volunteered to get them ready for submission, IIRC, which never happened. That's the thread: http://forums.thedarkmod.com/index.php?showtopic=6411 I think this task can be reassigned then - any volunteers?
  10. Okay I'll be refreshing the forums intermittently
  11. We do, though it's not great. I think you're being set up as a contributor shortly, which will give you access to the list of needed models: http://forums.thedarkmod.com/index.php?showtopic=7366
  12. Oh yeah one more thing "About the game itself, I can tell you right now: it looks really really great. First of all, from what I gathered, many issues have been taken into account and it looks the community has played a role in it since their worries are really taken seriously. Moreover, the early echoes from real players (including fans) are extremely positive. One last thing, if you're looking for freedom in DX3 you should not be disappointed, it will be a key element. Concerning the news releases, you need not worry... all in due time and regularly." http://forums.eidosgames.com/showthread.php?t=78639
  13. Well, right now, it's not as if animation is the only thing holding the mod back from release. We still have a lot of work in all departments. That being said, I would think something like choosing some "core" animations and characters would be good. Once the core animations are done on the core characters, we can spiral out into animating secondary characters with unique animations, and making some animations that are somewhat lower priority (I don't think anyone will mind if yawning is abscent from release 1.0 and doesn't appear until patch 1.1, for example). I don't know anything about animating, but that would seem to make sense.
  14. BEAR, the info is in the first post in this thread http://forums.thedarkmod.com/index.php?showtopic=8123 (last section: "Public Relations"). PM me if you are unsure what I mean.
  15. For some reason, the hour or so of Half Life 2 I played bothered me. Not sick, just... weird. First time ever in a game, and Descent never bothered me a bit (quite a thrill, actually). I think it may be the narrower FOV? Isn't HL2 something like 70 degrees instead of 90? I could be wrong. Edit: Interesting, answered my own question. Yup: http://forums.nvidia.com/lofiversion/index.php?t191.html
  16. @HappyCheeze: As soon as New Horizon has set you up, you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694
  17. Ok, can you set up our two new Beta Mappers, New Horizon? @Flanders: you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694 (accessible with Beta Mapper permissions) I'll post that link in HappyCheeze's thread too.
  18. Yes I have doom3, I bought it when you guys started this mod actually Tried playing it but it sucks as a game. Great engine showoff though I suppose. Thats where they make their real money after all I would imagine at what $100k a shot? I will re-install it and patch.
  19. Yep, it was released just a little while ago http://www.ttlg.com/forums/showthread.php?t=122490 If anyone doesn't know this is part 2 of the Circle of Stone and Shadow Thief II Fan Mission campaign. It follows up where Cosas left off after Gathering at the Inn. I won't get into details, I have yet to play it (hopefully tonight). I was a part of this time quite awhile back and can say what I saw of the terrain in MissionX it is a pretty cool layout. I am very happy that my work will finally be released. I modelled the main characters (Raputo, Cloud) something like 4 or 5 years ago. At the time it was a pretty big deal for me and some of my first completed characters. AnarchicFox (I believe) did the skins so they should be looking really nice. I also did quite a bit of furniture and a few small items. Anyway, I figure anyone here would love to play this one but might've missed the announcement.
  20. Nope, the patcher refuses to err, patch, unless it detects the game is installed. I might be able to add the registry keys manually or something, but I should probably just do a fresh install of the game anyway. Strangely enough, I also had Resurrection of Evil installed which automatically patches Doom 3 to 1.2 (or was it 1.3?), but the executable is still showing up as 1.0.0.1, so...yeah, I probably shouldn't just wait until the game implodes on itself. But I'll just do that on the side while I make these animations, I can use the model viewer to look at the finished .md5anim files so getting the mod to work isn't a neccessity right now.
  21. Can't you patch it without reinstalling?
  22. I started a thread about them almost a year ago: http://forums.thedarkmod.com/index.php?showtopic=6754 Apparently, these items are on your ToDo-List.
  23. I've lost my acess to TDM resources and team forums, so I can not check these spiral stairs... But... what's the best method to build monster clip walls that would outline round surfaces (e.g. walls around spiral stairs or tower walls)? The one described in spiral staircase tutorial? (Unfortunately, there's no screenshots there now.)
  24. Yup, there are a good few of us steadily working on stuff, posting in the internal forums about issue and things. Between us and the more official main mappers, there should be a good strong handful of cool missions ready for the mod release (probably around next summer)
  25. You're welcome. There are still a few steps left to go before the model is actually ready, but at least you have your first result. I was thinking that this conversation should perhaps be moved back to the public forums - I believe it could be quite instructive for others. What do my fellow team members think?
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