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  1. This is really hard to accomplish, as the click in the 3D view reflects a line and not a point as in the Orthoview. So, it's really ambiguous where you want to put the camera. I can't think of a good solution right now, but it would be possible to place the camera in the surrounding or the center of the brush/patch/object that has been clicked on.
  2. I put another drive in, formatted and reinstalled windows. Installing visual studio now. I thought about something after I did most of this already.... I wonder if I could have just setup another user and had it working again ? Man wish I had thought of that sooner sigh. Probably would work. I should be able to work again on the mod by tomorrow, still have to finish the install, install msdn, patch up windows and vs, reinstall tortoise.
  3. I am not sure you can do this with the commandline version but I might be wrong. I personally would use: * KDE: kftpgrabber * Gnome: use "Places -> connect to server" or use Nautilus as FTP client (I don't have Gnome, thats what I found in 5minutes reading the ubuntu forums http://ubuntuforums.org/showthread.php?t=241559 There is also "ncftp" (commandline version). You can also use "Midnight commander" (package "mc"), if you are working a lot on the console, it's a must-have,anyway and it should do a seamless "remote directory", I just haven't used that feature yet Last resort: I tried it with Firefox, but it doesn't seem to work at all. Edit: Found this one: http://mipagina.cantv.net/lem/perl/ftpsync (save as) it is a Perl script that can sync directories from server <-> local. Should come in handy
  4. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  5. Until I get more internal access (source code, forums), I'm tinkering with those Rope Arrow issues through the provided .script.
  6. @OrbWeaver: somebody on the public forums asked for a .deb package. Do you have time to assemble this for the most recent DarkRadiant 0.9.9 versions?
  7. It can be a bit overwhelming getting started. We have to set you up as a contributor and give you our mod source, then to atually test the mod source you'll need the mod itself, which is a huge download that takes a long time on our server. The whole process can take a few days. I think New Horizon was going to set up a contributor thread? Until then, you can get the Doom3 SDK and make sure you can compile it, if you haven't tried that already. There are various guides to getting started and what you'll need to compile the SDK at Doom3 modwiki (www.modwiki.net), and the Doom3world.org forums.
  8. 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.
  9. 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.
  10. 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...
  11. 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.
  12. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  13. 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.
  14. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  15. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  16. 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.
  17. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  18. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  19. 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.
  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 just read this after my post from here: http://forums.thedarkmod.com/index.php?showtopic=8767 I think that's the cause, after making tga files instead of dds they look better. Again, nice textures, I'm sure using more from the master builder store in the future.
  23. Squill, you didn't update your changes to humanoid_base.def to SVN did you? I'm having the following problems: http://forums.thedarkmod.com/index.php?showtopic=8764
  24. The "rippling" happens because the patch is internally subdivided into a series of triangles for rendering, each of which only has three texture coordinates which means the texture cannot "bend" within the space of a single triangle. You could improve the smoothness of the distortion by adding more triangles, but this would obviously have a performance impact.
  25. I'm sorry? What exactly do you mean? The patch itself is distorted, so the texture will be distorted as well. Or did you mean something different?
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