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  1. If anyone has some spare time, there are two good models on FTP that still need to be textured--a horizontal bookshelf and a furnace. We could really use both of them, and I don't think I'll have time for a while. http://forums.thedarkmod.com/index.php?s=&am...st&p=106109
  2. Yes, installing the patch makes sense, as we upgraded the Dark Mod codebase to 1.3.1 a while ago. Although it won't make much difference from the coding point of view. If you upgrade, you'll have to upgrade both the game and the SDK, but I guess you know that already.
  3. Last night, I had some simulations for work I had to run at home that were absolutely critical to get done by tomorrow, since I'm going on vacation later this week. So I set up the program to take 12 data points which should take ~6 hours, disable the network connection just in case, and go to sleep. When I wake up, I see the login screen. Uh-oh. I figure it must have crashed at some point, and log in to see what the damage is. As soon as I log in, I get a helpful little windows security popup saying "Microsoft had to download a critical security patch and restart your computer"... what... the... fuck. I check my simulation output, and there are 3 data points plus a broken file from restarting in the middle of the 4th. So, not only did MS decide that restarting my computer was a good idea, but it somehow got the message that it had to do this despite the fact that I had disabled my network connection (I should have actually unplugged the wireless card from the PC I guess). What does it do, force the network connection to re-enable every so often just to check for goddamn MS updates? Thanks a lot microsoft! I almost hope this is a virus or something and not genuine, because my machine was just running stuff critical to my job, I wonder what happens on machines that are running stuff like life support, aircraft carriers? Hopefully they're not running windows.
  4. Ah, I hate when I write a long post and the forums doesn't take it. So this'll be much shorter... small gears would gunk up easier than big ones. So I don't think small bot disabled by moss and big bots not a problem. Don't remember what moss did in T3 other than the pagan stones, what comparision are you thinking of Springheel? Um... lantern being put out. The lantern glass IS a different material NOW. So it can be illuminated, so that material can have a seperate prop for stims. water, would be hard to extinguish lantern thru glass broadhead, maybe a little noisy, but well placed could break glass, put out lantern. selfshadows, what ever looks best, is mtr file prop so easy to change/test at any time.
  5. Diego

    Looks Awesome!

    wassup everyone! long time since i last checked the forums.. the screen shots available are really cool, i get very euphoric everytime i visit the site! btw, i noticed my account still have access to the rest of the forum. if you guys like, you can take me off, since i'm not a contributor for a long time now. Unfortunately college has taken all of my time, i even moved to a place nearer to the campus (where i don't even have a computer, btw). keep it up guys! if someone need any of those models i've done (all of them unfinished, i must add) just let me know.
  6. I just heard from a veteran of building cpu's that SLI isn't that good. If you were to get the 8800 GTS from Nvidia which is in the 500-600$ range you'd be way better off. Which is what the system I helped build above has. As for Quad-cores which I find very interesting, a real quad core is coming in July. Right now this is what the market has available and it's not worth it that much. http://www.newegg.com/Product/ProductRevie...N82E16819115017 I also found an article via Gamespot forums on Eigth core CPU. That's right 8 freaking cores. People are estimating the cost for the cpu to be like 1500$. http://www.legitreviews.com/article/521/1/ I think with a dual core all the future games should be maxed out with the 8800 GTS and no slowdown. Like creed, bioshock, gears of war pc if it ever is announced officially. Honestly i'm just happy the entrance price of 1500$ is resonable.
  7. Anyone interested check out this topic on gamespot forums. http://www.gamespot.com/pages/forums/show_...87489#289087489 Basically you can build a good dual core gaming rig for 1500$. In Europe you could save 500$ and build it for 1000$ as someone states in the thread over there. 1558.64$ with shipping http://secure.newegg.com/NewVersion/wishli...tNumber=4487525
  8. This is all very interesting .... too bad it'll probably all be moved to the private forums soon. I studied a bit of Paul Glimcher's lab work on "vision & risk/decisionmaking" in the brain, if you are interested in how the brain's vision system addresses these exact kinds of issues ... in particular I studied eye saccades, which is a kind of search routine. It sounds very familiar to the way Malcolm was explaining it, relative-weighted areas of the vision area getting updated as evidence comes in ... (well, more complicated, as you could imagine ... You could just google Paul Glimcher, vision, and NYU to find his papers if you want more detail on how LIP, the brain area he studies, does it). The one major element it adds to what you were saying is that it isn't just "likelihood" alone, but (likelihood of a hit) * (expected payoff, if it's a hit) ... in effect, relative expected utility of a hit (REU = L*P). You've already thought about likelihood well (shadows before well lit areas, heard sounds+, etc), so I don't need to really discuss it. And you've also got a system where the weights are relative to one another built into the hierarchy of choice based on weight, so I don't really need to talk about that, either. As for payoff, in most cases the expected payoff is probably the same -- a "hit" will be the same thief every time; there he is. It's not like some shadows are more likely to carry more thieves than other shadows so go to those first (the traditional way P works). If the task is just to find that one guy, then that's it. So it might not apply so well. But just so I don't make a completely irrelevant point, another possible way to think about payoff is the same thief in different situations. E.g., there might be situations where the guard has a better chance of catching the thief by surprise or at least off-guard ... that's a higher payoff for the guard. ... So you might tweak the scales a little so that certain evidence that indicates coming from a certain direction might catch the thief off guard (e.g., coming from behind the thief rather than in front of him) will bump up the P factor in the weight just a little more than usual for that direction relative to the other direction (of course, the L factor might still outweigh for the other direction). Or an approach which better cuts off the thief's exit. Or, vice versa, things that lessen the expected payoff for the guard might get bumped down, e.g., if the direction puts the guard in a particularly vulnerable position if he catches the thief, relative to catching him from another position. Or, e.g., distance/work to get to the spot might also tweak the payoff, insofar as it leaves him more vulnerable to fight vs. another approach (need to think about that; if fatigue were a factor it definitely would, but I don't think you'll have that, or some approaches making fighting easier or harder for him, not sure.) The point is that these wouldn't be independent factors affecting the weighting, but a multiplier to the factors you already have (which are most all, in effect, "likelihood" factors), that have the potential to tweak a little in either direction with the right evidence, otherwise it's just set at "1". Although maybe this graduated-approach you have to weighting--bits of evidence tweak the amount this way or that--amounts to the same thing in effect. My examples are just me thinking on the fly, take them with a grain of salt. You need to think the idea through. You might think it might be better to have a hit at all than worry about the relative value of that hit when it happens (well, really this is about a hit from one place relative to the same hit from another place; but from a more/less advantageous position for the guard, coming from the Thief's behind, or cutting off his exit, etc). But anyway, because so much of the literature always has this equation of REU = L*P for rational saccade/search behavior, it's worth spending a little time thinking about how the P (expected payoff) factor might work for you, as well as the L factor that you've been working with ... maybe in a much different way than my examples. Since there's just one hit, maybe it's not all that important as it would be in other situations (e.g., where there are other potential hits at play), but it might come up in other ways like I was trying to think out. It's just worth thinking about, that's all I'm saying, outsider that I am.
  9. I had to just type in one word and it came up wit the write thread http://www.ttlg.com/forums/showthread.php?...376#post1597376
  10. I have to still look through the database to see which might apply and which can be closed now. Perhaps 238, but I'm not sure how 'solid' we are on the method at this point (select->tab->action). I assume (hope) there is a possibility that could change with any kind of selection overhaul (to allow for actions like resize, move, and texture without needing to tab first). Here are raw notes (not for consumption, but what the hell) I'd taken so far in an effort to better categorize the selection/func_* related issues in bugtracker. There might be stuff missing, as I still have to make sure everything in the database is covered: ------- 1. single brush func_*: to Apply Texture (RMB in Media tab), user must select and then Tab to get off the origin and onto the actual brush. -progress inhibitor/annoyance -may change with selection overhaul 2. multi-object func_*: to select individual part, tab through. but, resizing 'breaks' connection to group. Next time group is selected, this object will be treated as separate. To fix, grab that object again and move (or resize) it a bit. Then reselect group. (Seems to be FIXED: http://forums.thedarkmod.com/index.php?showt...p;#entry115111) 3. desired: ability to drag the origin around by itself 4. desired: if #3 cannot be achieved (direct manip of origin), then existing method is fine (drag the whole group around to place origin instead), but then a method to grab and move all parts *except* the origin is needed. Imagine a 20-brush drawbridge, you move the group to place the origin, but then you have to reposition each of 20 parts manually - argh. Instead, one state should exist in the next-object list such that the parts are selected, and the origin is not. 5. the inconsistency in behavior mentioned above ( http://forums.thedarkmod.com/index.php?s=&am...st&p=115111 ) Although minor, clearing this up would probably help this process feel better/much more friendly as a whole.
  11. (Woe, cool forums better than phpbb2) The mod you guys are making owns all. Its gatta be the best rpg mod for doom 3 its too leet... You guys have to had modified the sdk! What did you use to compile it?
  12. First off we have a new b trailer with lotsa nice gameplay. Mostly action with very little stealth though. There's only 1 vent crawl. http://www.gametrailers.com/search.php?s=b...movies&ac=1 (it's the 7 minute trailer I believe) Alternatively you can get it from fileplanet on HD make sure to run it on Divx if you do because windows media player lags like a bleep. Secondly I got this link from gamespot forums. It seems to be an online magazine featuring bioshock. IE 7 is ideal. Enjoy. http://cde.cerosmedia.com/f1c4558b762f5de9...7185c7f0117.cde Will check the magazine out later myself. Let me know what you guys think of this stuff. I found the 7 minute trailer to be very cool. I just hope that you can stealth through the game.
  13. Great work at any rate, thanks for sharing it. I too looked at that first picture and thought about the gameplay possibilities so it is inspiring. Looks like a cool place to loot. As far as concepts, I'm still trying to pin down ideas on bots, if you have time to paint some up, any ideas would be great. In the models forums I've got a thread about them with the one I've almost finished aloing with other concepts and ideas. Other than that I guess just any insprational architecture/objects would be great.
  14. For a start take a look here http://forums.thedarkmod.com/index.php?showforum=31 and look through the stickies. Also go through the other forums and look at the stickies.
  15. Ok, I got my Doom3 (it lay under some other wargames but I found it for 10 Euros!;D Original US-Version:P)... And I'm downloading a patch 1.3.1, let's see if it is the right one...;D So I only need this 1.5 GB editor from your FTP? Nothing more? (e.g. the original SDK) Is there an installation note in there (or somewhere at the forums)? I'm already searching around here but at the moment it is a little bit confusing...;D
  16. Once you got it, download the 1.3.1 patch and update it. Make sure it's the right one. I think we put a copy on our FTP because there are some wrong version out there. You might also start to read basic DoomEdit tutorials from doom3world. They have a great collection there, which helped me to get into the basics pretty fast. Once you feel comfortable with everything you should also start reading about SVN, because this is our tool to distribute the mod contents. I have to create an account for you, so you can access the mod and download it. We have a release version on FTP, but this one is outdated, and with SVN you can stay on top of the development with less worry about big downloads (once it is finished). The mod itself is about a 1.5GB download and growing.
  17. sorry, what's the EOC forums?
  18. o hehe I've taken a some new ones I will post on the ttlg forums
  19. Hey guys! First of all I have to excuse my (in my opinion) bad English, for I am from Germany!;D Ok, today I read Fidcal's impressions in the TTLG.com-Forums and it made me more and more curious about your project. (Congratulations at this point: Your work is absolutely amazing!) As I'm extremely creative (mostly;D) without the possibilities to realize them the way I want to. At least one of my hobbies and ways to express my (senseless?;D) thoughts is to work with editors of any kind. You know how this will end?! Five years ago I began to build with DromEd...and although I began some more missions (which were never finished and partially ended in the swirling mists of oblivion during hardware crashes) but at least I have two T2-FMs to show. At first I worked with Christine at "Curse of the Falcon" (ok, maybe it the name was a bit different in English, can't remember it at the moment...but you know what I mean, don't you?;D) specifically at its second mission "Mereska". The second one is "Strange Meeting", built during our German FM-Contest with a lot of time pressure, that made it look not the way I originally planned, but that shows my...strange ways of thinking for I tried to create something different than a normal FM. The mission could be solved in a good and in a bad way (even as it was hard - in the ways of realism and technical errors). Even as it is not very impressing...especially "Strange Meetings" indicates my "claims" (hope I'm right with this word from my dictionary): I read a little bit about scripting in the Doom3-Engine at this site/forums, but could someone summarize the main possibilites of this kind scripting? At least I don't possess Doom3!;D But I would be interested to buy it to test your editor - as long as you would be interested to let me try it! For registration and some questions are free, I thought I should try it! Currently I'm imagining a mountain monastery far away from any kind of civilization which is at first "visited" for it's relic treasures...but in the end there's something more about the caverns beneath the walls. Ah, my initial plan is to visualize a fantasy story set in my own roleplaying campaign setting. As long as it is possible at this point of your work I would test everything (nearly, I would never promise it all;D) in connection with snow and ice...Since I've played "Icewind Dale" (Hope you know it, I love the memory of snowy winter days with this game...*sighs*) I have a faible for this weather (remember the second mission of "Curse of the Falcon"?;D). I would be glad to test your genious work and I'm excited about your answers! Have a nice day, Ar-Zimrathon
  20. You should make any changes necessary in your local workspace in order to get the implementation into a state where you can test it and confirm it to be working successfully, then use svn diff to produce a patch and send it to us.
  21. Yes, we have an FTP server, please read here how to access it: http://forums.thedarkmod.com/index.php?showtopic=609 Do you have some material files for testing? Otherwise I could provide a few to facilitate testing. (Looks good so far, the devil is probably in the detail as usual, but I get the idea.)
  22. Read http://forums.thedarkmod.com/index.php?showt...l=image+hosting and Google "image hosting"
  23. It really depends how he goes about it. If he would fire people over sandwich-stealing or merely because they're going through a rough patch then obviously that's bad. But if he's actually well-intentioned and really does want to promote good relations among the team, then he'd just go and have a friendly chat to the sandwich stealer, and try to get the divorcee more involved in group activities. I think either case could be inferred from his comments, so it's not fair to immediately assume that one of them is true. I think you're jumping to conclusions. I can't say that your conclusion is necessarily wrong, but I can't say that it's necessarily correct either. Give the guy a chance.
  24. I'm afraid I'm even worse. I had to drop off the forums for three weeks due to finals and vacationing in Sydney. I've yet to do anything since I've gotten back (apart from playing Twilight Princess). Deadlines are my kryptonite.
  25. There's a detailed discussion on it in the public forums.
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