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Itches, Glitches & Anything Else...
sparhawk replied to greebo's topic in DarkRadiant Feedback and Development
I have mentioned this several times on some pyhton forums, but you are always shot down. "You are a newbie and have to get used to it." "You must be doing something wrong it always works for me." "But it's so great because it forces programmers to write nice looking code." etc. I also don't really like this indentation as a syntax but that's how it is. -
There are texture_src and model_src repositories on SVN for these kinds of things... you guys should get into the habit of using them as much as possible. Above is from http://forums.thedarkmod.com/index.php?showtopic=5449
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thanks to you and the other person as well. That's how this all started with the old Ionstorm forums and TTLG. We all asked questions, why dammit why. Deus Ex was a masterpiece and IW was not even close. I'm just glad that Deus Ex 3 is close to being made. Just need the green light from Eidos. Maybe I should start a petition. Couple thousand signatures and send it to Eidos. Hmmm
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I am not sure that having a GlobalCounter module would be all that useful, unless there are likely to be a large number of globally-visible counters required. If the only thing missing is the patch count, it would probably be best to implement this in the same way that the brushes and entities are counted (whatever this is, presumably there is some scenegraph traversal class that does it?). Fixing the patch count is certainly useful, but if mohij wants something more challenging then the Map Expressions support is needed before the 1.0 release. This is currently implemented very simplistically (by me), when in fact this should really be implemented as a hierarchy of polymorphic objects implementing an IMapExpression interface.
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As you can't see the internal developer forums, I thought I'd drop a note here as well: the problem/crash in Linux is due to the dynamic_cast operator not working when used on classes created in the shared libraries like the entity plugin. The cast returns NULL where it is expected to return something useful. This works in Windows, but not in Linux as it seems. OrbWeaver is currently investigating the linker options to find a way around it - if you're feeling adventurous, feel free to play around with the compiler flags as well.
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How to play Thief 1,2,3 on multicore-processor systems
AluminumHaste replied to Aceyalone's topic in Off-Topic
It would be nice if that worked, but it only works on a few computers. I've tried every single fix on the face of this earth, and nothing works. I get the menu fine, and everything, but as soon as I load up a mission, black screen and nothing. I checked the forums all over the intraweb and nothing -
A compiling darkrd on Ubuntu would be cool and would it make possible for me to do some little changes (vbos etc) myself. So far I always got a scons related error: scons: Building targets ... scons: *** Directory /home/cc/Projects/darkradiant/trunk/darkradiant/libs/string found where file expected. scons: building terminated because of errors. I searched the forums and the suggested way to fix this is to install an older version of scons. However, this is no option for me since two of my projects rely on the recent (96.92) scons-version.
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There's also the problem that md5 models default to nonsolid, and the last time I looked into the issue, no one knew of a way to fix that problem. You can check out the grandfather clock entity for an example. It's an md5 file (for an animated pendulum) but when you put it in a map you can walk and shoot arrows right through it. Here's the original thread about the gfather clock. I checked around on D3W and other forums at the time and no one had a real solution for this.
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I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
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@mohij: Thanks for the patch, this does work fine. And it was quick. I know that I haven't mentioned this before, but I think it should be expanded to take an existing info_player_start into account. Otherwise the map would end up with several info_player_start entities (but only one would be considered by Doom3). There is a class available named EntityFindByClassNameWalker (in entitylib.h) which can be used to search for a specific entity class. If such an entity is found, it should be moved to the specified location instead of creating a new entity. The ideal solution would be to perform this check before the context menu is actually shown, such that you can rename the Menu item caption to "Move player start here" instead of "Add player start here". This could be more complicated, but I guess you should be challenged a bit.
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Thanks for the patch, I already committed it to SVN. I saw you're using spaces as indentation, which is probably not a problem, I just wanted to point out that I used tabs (that are displayed 4 spaces wide) for all my refactoring.
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I can't upload .patch files. So email then. Can I edit the bugtracker and add myself as "assigned to", or has an admin to do this?
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My final concept? I'm kindof running dry on ideas. This is a rough concept, so of course things like thicker legs are absolute changes. Anyway, before i start any new bots I'd like to get not only opinions but I would like some help with more concepts. Even just basic pencil scrathes on napkins. I guess I big problem I'm having, and I noticed this in other bot threads is that everyone has their idea of what they want, but it's different from what everyone else wants <IMG style="VERTICAL-ALIGN: middle" alt="" src=" http://forums.thedarkmod.com/style_emoticons/default/wacko.gif" border=0 emoid=""> So what I propse is a brainstorming of everyones ideas again, but to help finalize exactly what we want/need. ------- I suppose it will be : 2 combat bots: One arrow attack (thru the mouth?) One gas attack (thru the tail?) with some kind of gargoyle/animal head (hopefully like above) Legs not wheels. Yes the T2 bots did do stairs. Of course they had limits of ladders/small holes, will the Darkmod Ai climb ladders? I don't know, wheel and leg combo just seems odd. If they did have wheels how can we stop them from using stairs. Don't know what happened there: Anyway, I know T2 ai were stopped by walls, but how would we stop a bot from stairs? I stimmed blockade? Then I need someone up high to just say "this is what we want, shuddup and do it"
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WARNING: EXTRA LONG (but thoughtful) POST AHEAD I don't normally post on political topics in forums, but seeing as this is a topic that touches me (I'm a student in at college in Boston, but I grew up in Philly, and went to public school there), I feel inclined to say something. Maximus in not exaggerating. Everything he says about the public school system here and the conditions of the neighborhoods they're in is, for the most part, accurate. Gangs, violence, schools that are falling apart, fifteen-year-old text books, the works. I'm pretty sure I remember a globe with the of the Ottoman Empire marked off on it in one of the classrooms. The teachers are, at best, tired and burnt-out, underpaid and extremely cynical about the situation. It's all completely borked. I did survive the public school system, but only for a few reasons. First of all, Philadelphia has a system in which students with good grades can apply to get into more exclusive magnet schools. It's a terrible system that whisks all of the bright minds away and leaves the neighborhood schools to deal with the dregs, but at least it saves those few from being swallowed up my the insanity. I had the luck to get into one of these schools, but I'm sure there were dozens of equally qualified cantidates that could have took my place. It's all a crapshoot. At the magnet schools, you at least have a chance to survive, since the people around you are hand-picked to be good risks for the school. It's a discriminatory system that favors those who come from families with a reasonable level of education and income, and tends to have the side-effect of sorting people by race, but it works, sort of. The magnet schools are much safer, have less problems with drugs and violence, and the level of education sometimes approaches acceptable. They're kept afloat by alumni endowments, which ensures that they don't fall into the same level of disrepair as the other schools. The problem is that for the students going there, this creates the illusion of a working public-education system, when in reality all that has been done is educate small percentage of the students and leave the rest to the wolves. These schools are being supported by private funds, because the government refuses to pony up enough cash to improve the school system as a whole. It's a stop-gap solution, ensuring that the best and brightest can make it out alive while the whole system collapses around them. Meanwhile, out in the suburbs, public schools have more money than they know what to do with. I have a friend who lives out near Allentown, an hour or so drive from Philadelphia, and he went to a public high school that had more money than they knew what to do with. Every time they found themselves sitting on a new mountain of dollar bills, they would just build a new athletic field, or a computer lab. What's the reason for this huge amount of disparity? Well, first of all, the funding for education in this country is tied to property tax values. Property taxes! Can you think of a stupider way to fund education? So the schools in poor areas that need it most get the least money, and the ones in rich areas that need it the least get the most. The government is supposed to help balance the situation by subsidizing schools in poor areas, but it's never enough. Education is a public service, and the money that people put into it doesn't go directly back into their own pockets, so it never gets enough funding. Now, I don't have the amount of scope that some of you people have, so I'm not used to thinking up problems for geopolitical problems, but I think that one thing this country needs is FLAT FUNDING for education. That means that funding for public schools is no longer tied to property values, but instead every school gets the same amount of money per student. The way, if education is underfunded, EVERYBODY knows about it since every person would have to deal with it. That would certainly exert enough political pressure to get the government to fund education at a reasonable level, and it would ultimately improve the school system in this country. It certainly wouldn't solve all of the problems with poverty, violence etc. that we have been discussing, but it would certainly go a long way toward alleviating them. 'course, the problem would be to actually get people to swallow the idea that the central government should dole out the money to all of their schools. Given the extreme paranoia of centralized government ANYTHING in this country, I'm not sure I could see it happening without a massive political movement.
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OK, I scoured the forums for all bot related topics and Dled as much as I could. Took em home and read thru em. I'll summarize what I think the team wants (my opinion of what I read): oDDity wants cannonballs, almost everyone else isn't too sure about this. Personally I never liked the T2 cannons bots too much, kindof goes with that gun issue. If we have cannons why not guns. I don't think guns fit the thief enviro very well. I do think a side mod of a victorian/gun enviro would be a cool game, but a different one. Alot of mentions of arrows/crossbows/gas (maybe flametrowers) Here are a few concepts: Gas bot, I imagine this could be very similar to the size of lantern bot. Even working in tandem would be cool. This one has eyes, the lantern bot has the ears so to speak. Imagine one of these coming around front of crate, one around back, where to go? The face is just a mock-up for now, see below. Crossbow, good way to fire arrows. This would be the loading system? problems, bulky, too many polys? What happens to arrows, when they run out, would it be possible toanimate/attach arrows in this fashion. Need animator input I guess. Propulsion concepts. Wheels? legs? 4 legs on all? maybe elite bots are biped? Problems with wheels- stairs. can certian AI be made to avoid stairs? I suppose there is a stair anim for legged creatures. edit:looking for gargoyle pics, good face for bots. I think an animal type head would be cool, different than T2 human faces. I also think opening jaws to emit projectiles might be cool, the player would know the bot was 'winding up' I think mean looking, but not so much evil looking as face on the bot pic above. I like the one at top of this page http://gargoylestore.com/ http://www.geocities.com/gargoyleppa/photos/UPFF01.jpg
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@spar: Not a specific example built right now, but I recall resizing a table to be huge when we discussed it in another thread about this topic, long ago. There were some difficulties getting it right, and once I rotated the object in the editor, the scaling broke. Hm. I wonder if they could have changed something with the patch? @greebo: Yep, I believe so. In that case, rotate your model as you want it, do the scale hack, and then build a clip brush around it. *shrug* Anyway, I just meant that we could always just leave it alone, leave it unsupported, rather than actually disabling it... it's got some use afterall.
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I think I found a bug. I created a patch, and a brush. The patch I copied and rotated and fit it to the other end of the brushcylinder. Then I converted these three objects to a func_static. Now when I go into the entity editor and click on name it has the default generated name func_static_1. When I changed that name the entity dissepears. I also saved it to disc and looked into the map, but it was nowhere to be found. I think I found the reason. Apparently a func_static, that is converted in such a manner doesn't really have a model, so it associates the name with the model. Now when I changed both, the name and the model, then it was back again. I don't know if this is possible, but I think in such cases it would be good if the editor would automatically replace both entries, instead of only the one.
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Let's not forget the mechanical finger: http://www.ttlg.com/forums/showthread.php?t=113820
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What Springheel just posted is pretty interesting to me to read, though. It wouldn't hurt to maybe quote some selective posts from the internal forums, like even just bullet point "I did this this week" sort of posts, here just to give a flavor of some of the inner workings of progress. It doesn't have to be so formal or regular, but it's nice on occasion. I don't think it's such a big deal though; the normal updates have been fine for what they are. I do hope, though, that you'll archive the development discussions after release, though, for posterity's sake, because I think it would be pretty cool to look into the reasoning or genesis of some of the mechanics after it gets released (even if it isn't such a good idea before release).
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It's just the feet for me. If they ended in a knob or something that would be fine. It's not even a big problem the way they are now, just somewhat noticeable. Odd did a very T2-looking one back at the beginning. Deep Omega modeled one based on GIMG's concept art, which I really liked, but then he disappeared. http://forums.thedarkmod.com/index.php?showt...90&hl=robot
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Thanks. I've tried that though. Doesn't seem to work. I've got Dark Radiant 9.1 (is that right?, the one just released) and I've got the 1.3.1 patch for Doom3. I've added that to my shortcut path, Doomedit comes up but if I want to add a darkmod model I have to go to Add New Object. (My dark mod stuff is here: doom3\fs_darkmod is that wrong? I know the rars had everything in a darkmod folder (not fs_darkmod) and I can't say why I changed it, but at the time it was only way to get editor to work (dark radiant 8.01? -last version) Sorry, it's hard to explain things at home from library ya know, I can't directly reference anything. Anyway, I can load a Darkmod map when running Doomedit with that info in shortcut, but everything Darkmod is missing, black textures and boxes where objs should be. I've tried path names in Doom window: fs_darkmod/maps/city_area ect... but always get Can't find maps/fs_darkmod/maps/city_area.... Can only load a map if I place it in Doom3/base/maps
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I'm quite happy for DarkRadiant to be adapted for other purposes -- it is open-source after all -- however the only changes that can go into the main codebase (i.e. the current DarkRadiant SVN repository) are those which support Doom 3 or the DarkMod. Anything that was specific to another engine, such as the map file exporter you mentioned, would have to be maintained elsewhere. With this in mind, you are certainly welcome to work on and submit a patch for an enhancement or fix that benefits all of us -- the DarkRadiant bugtracker would be a good place to identify issues needing attention.
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mohij, how familiar are you already with the DarkRadiant codebase? I gather you already downloaded the source and have a vital compile environment as you already pointed out a bug in the public forums. Are you building in Linux or Windows? (Wouldn't make much difference, just curious) Depending on how much time you have, I can point you to a number of resources that are useful to have (like our wiki, the GTK reference manual and such). Are you familiar with Doom3 or Quake3 mapping itself? P.S. Welcome to the forums, btw.
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There is such a thing as freedom of speech and I'm in favour of it. I was jarred and shaken when I shot guards in Thief for the first time, because they looked cinematically realistic, because as I already posted I played less realistic games prior. Does that mean I should have lobbied to ban Thief? Now I am more discriminating with computer game realism, and everything looks like a pathetic patch of polygons, and I have absolutely no reaction to gibs. (gibs stands for giblets - the bloody entrails - and I love giblets on rice in my local chinese restaurant, Kom Jug Yuen - much better than their beef) Yes, and it wasn't socially acceptable for a negro to drink from a white man's water fountain.. I'm not elaborating here.