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. Elo Horizon, sorry I forgot to check back after I initially posted this thread. I got your Pm at ttlg, thanks for reminding me, nice one...! Ive reinstalled Doom and installed the 1.3 patch, now Im off to D/L the Doom3 editor so I can have a fiddle biker nb. where the heck is that app thread then... doh! ive just realised this is it hahahah lol. Oh dear, I slay myself sometimes...
  2. I hope so too. I think if they are played on the separate sound channel reserved for music, they won't be effected, but I'd have to check. Actually, we can look at what Id did in the D3 maps, since in the latest patch they had both reverb environments and music.
  3. I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
  4. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  5. Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
  6. hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
  7. Could you send me a patch and I will have a look?
  8. Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
  9. Well, that's promising. The game looks good. Did the patch make much of a difference (I kind of thought the demo had problems).
  10. I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
  11. I guess it was a commercial move of Bethesda's, they hoped that the fans will patch everything up. Mind you, they did. And the problem with Thief is that you have to be good at it or it won't make sense.
  12. Ok, thought so. I don't know if there are any precision-critical applications in DarkRadiant. Another thing: I found that the Vector2 class is only used by patch.cpp a few files. Should I split the generic/vector.h into parts (generic/vector2.h, etc.)?
  13. Yup, so far perfectly! I saved about 5 different times last night and before the patch I couldn't save once without the error. The verdict is still out on the resize/dragging problem. I didn't experience it yesterday, but I mostly just tinkered yesterday.
  14. Having bug in the code is not the big problem. It's inevitable, as Goedel proofed long ago. But having GLARING bugs in a commercial game is indeed a big nono. And the custom of more companies throwing out code where they STILL know it's bugy is bordering on fraud, because they want to make the buck now and know that people get used to patch games later on. Imagine if you bought a car where you had to come in several times to fix the breaks, the steering wheel gets loose every so often and so on. I doubt that such a company would make money in the long run, but for games and software it became customary to do so.
  15. Looks like this idea is not new...Ascottk suggested it a while ago, back when I really had no idea what he was talking about. http://forums.thedarkmod.com/index.php?showtopic=5269 There was never any followup on the idea, as far as I can see.
  16. For future reference, here's Oddity's animated gif of the original bow animation: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050
  17. Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
  18. No, the colour of the dashed brush/patch selection lines is already customisable, I referred to the camera view (render view), where all objects are being half-transparently overdrawn with a red colour when selected. BTW, you can change the dashed line to a solid line via the preferences, so the selection highlighting is fully adjustable at the moment.
  19. I'm still looking for the red overlay of selected brushes in the camera window, but instead I found the colours for patch and brush vertices. These are on SVN now. I also had to increase the row count in the scheme editor, since it was getting really big. BTW: I recently built DR in release mode for angua, and now scons defaults to release mode when hitting Ctrl-B in Eclipse (this is kept till I clean the targets or force scons to build in debug mode). When compiling in release mode my build times have decreased dramatically (5 sec. for the exe link), as you have experienced it before, so maybe the build mode is the reason for the ultra fast linking.
  20. For the most part, we're sticking with standard doom 3 sizes, but don't worry too much about it. Just go ahead and make things a fair size. 1024 x 1024 TGA is genearlly our max size for source textures, then our texture department will convert them to .dds and we save the original in our hi-res repository for release in a separate "high quality" patch for the mod.
  21. This guy's offering to write music for T2 FMs. Not even heard it yet so no idea if he's any good but just thought I'd post the link... http://www.ttlg.com/forums/showthread.php?...251#post1743251
  22. I don't know, Gothic 3 is not an FPS so I really don't care about the little jams. Yes, it does jam a bit all the time, and it goes really bad if there are a lot of people fighting, but so far I managed to do it all right. I really didn't see any other bugs except the "Where is the Guru?" but that gets out randomly so I don't care, like G1-G2 never did that. I hope by the time I reach a large fight they will patch it up as they promise they will.
  23. There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
  24. Yes, I agree. Two things that came into my mind: 1. We add an export button the colour scheme editor, so that users can export their theme and import it after upgrading (this is not too much work). 2. We find a way to merge the two user.xml files, but there will be conflicts that have to be avoided. We somehow have to tell DR which nodes are new and have to be replaced/copied and which are not (like a patch file or something similar). Everything is generated from the XML file, even the descriptions. The addition of new colours is no problem at all, but one has to definitely touch the code if the newly defined colours are to be used in the right places as well.
  25. I got Gothic 3 recently and I am completely satisfied with it gameplay wise except with a few things. But it really looks like the good old Gothic with not too much added. Except the combat system is weird and dumb at the moment, I hope they patch it up. Too much FedEx quests. And the stupid lensflare effect, thanks to fans that removed it. They really messed it up with the graphic settings. First I wasn't able to play it because I only had 1 Gb of Ram. Well, I was, but it barely worked. Then we bought up to 3 Gb (my dad uses Photoshop). I loaded it at low settings, it ran OK but it was somewhat jerky in a weird way, and didn't look well, of course. My config is Radeon X850/X800, Pentium D Dual Core 2.8 Ghz. Worked OK for Oblivion, so I was a bit unsatisfied. I played like this for a while, with all the jerkyness. Then I wanted to have a laugh and put everything except AA and DoF to max. So I load the game... it works with absolutely the same speed as it did with the low settings. Then I put AA up to x16. Same thing. I even had the impression the game went smoother... anyway, on my system it doesn't seem to matter what settings I put. It slows down the same way in any situation. The only thing that seemed to matter is the vegetation and view distance of it (can be changed in g3.ini). It made the game a bit slower. Some guys on IXBT said something about the Gothic 3 programmers messing up the memory. They say that textures loaded in the memory become lost and have to be loaded back again, and that is where the jerkyness comes from. The game looks gorgeous, though (in my opinion). Since it is an RPG I don't need a high speed so I just play at max - FoD... Technically it is worse than Oblivion, but Oblivion always had that very slender and smooth look, so now I preffer Gothic 3. It always rooked a bit jagged but for some reason I consider that more realistic and immersive.
×
×
  • Create New...