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  1. Fidcal

    Briefings

    But I can't get my custom launcher to work it. I am passing the arguments dmargs_Windowed.txt and dmargs_fullScreen.txt. Just searched the forums but can't find those mentioned. Must be here somewhere. No, it's searching correctly because it just found this post! I know I didn't dream them up so where did I get them from? Did you pm me? wiki?
  2. I checked the forums and didn't see a topic in relation to this, so I apologize if this has been already brought up. Once I used the compass it stuck on my inventory items and made my inventory unusable. I couldn't turn the compass fully off but i could cycle through two of the items in my inventory, but I wasn't able to use them. I had to go outside and pick up another item for the inventory before I could use it correctly. Also once I had it working the gold status was displayed over the inventory. I don't know if this one was my fault or what. Aside from that this is an absolutely amazing piece of coding. The world was fully beautiful and the AI was smart as hell. The water and lighting effects were brilliant. I personally didn't like not being able to jump from ladders, but that's my preference and I'm not gonna knock it because that could mean more coding. If you need more info on this let me know and I'll try to reproduce. My stats for my pc in case you need them Windows XP 1 gig ddr ram amd 3800+ 2.4 ghz radeon x1650 EDIT: I have been play testing it again to see where it messes up and I have found that this is easily clearable in game cycling through the inventory with the [ or ] keys. The problem lies in the - key to get to the inventory. So I don't know if the compass is supposed to stay up when you use the - key for the inventory but that is what is causing the problem for me. Noticed another cool thing though. I hit the fat guy with a gas arrow while he was next to the torch in the courtyard and it knocked the torch out as well. I thought that was awesome, though I am not sure if that was intended. So if I wasn't clear let me know, and if I was just being dumb and breaking the game by doing something I wasn't supposed to let me know.
  3. 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...
  4. 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.
  5. 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.
  6. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  7. 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
  8. 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.
  9. Could you send me a patch and I will have a look?
  10. 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
  11. Well, that's promising. The game looks good. Did the patch make much of a difference (I kind of thought the demo had problems).
  12. 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.
  13. 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.
  14. 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.)?
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. 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?
  22. 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.
  23. 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
  24. 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.
  25. 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.
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