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  1. ok, so you don't actually comment it out otherwise the whole water is full bright and non translucent. Anyways, I changed it from alpha 0.5 to alpha 0.01 and the results: Original - alpha 0.5 New - alpha 0.01 alpha 0.01 - shining torch into water As is visible, the water is completely transparent. IMO it would be totally cool if we could get some sort of fog underwater that is only visible when lit up. Or the mapper can just do it himself via a particle effect ala Sneaksies rain, except that it would be beams of light. Hmm, we should try that, make a nice beam of light that a mapper can place via a patch with a material, just like Sneaksie's rain.
  2. If that's the case, then your assertion that my system would require more nodes is incorrect. That seemed to be your main reason why you thought your system would work better, so now I'm confused about exactly what benefit you think your system has, or how you would address the awkward pathing issue. Yes, you can. In fact, that's exactly what a path_lookat does. It directs the AI to look at a particular entity, then plays an animation (or not). If you're saying the functionality doesn't exist, that's also incorrect. You can use a path_cycleanim to play an animation X number of times. If you're trying to point out that the D3 code for these paths hasn't been ported over yet, that's true, but I don't see how it's relevant. To be clear, I'm in favour of random probability, and have been ever since bringing up this concept back in 1994 (http://forums.thedarkmod.com/index.php?showtopic=463). I just think system #2 (variable chance to path to each node) is a better and more versatile way of achieving it.
  3. The reason I suggested making a Doom 3 level isn't to make a full-blown D3 level. The reason is to get practice and a feel for how to put together rooms that look nice: How to stack textures, use patch meshes, make effective use of trim to produce realistic transitions between drastically different textures, where and when to use props, and most importantly, as NH said, optimization. You don't need to make a full-blown level. Just try to make a room look as nice as possible without low framerates. And if you do want to make a full-blown level, there's nothing about vanilla D3 that says you have to make linear corridors, or even an action-based level; you could make something full of myst-style puzzles, or a place where you have to sneak past the watchful gaze of security cameras, etc, etc.
  4. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  5. Well, I'm not defending EA by any means but I don't know if I'd call it a 'blantant ripoff'. One's Halflife and the other is Battlfield... It just so happens both a cartoon/cel shade rendered games. Both are multiplayer, ect... I think here it's more of a question of which major game studio released a cel shade type game first, anything after that could be labeled a 'ripoff'. And while the battlefield one looks cool I didn't know what all the Orange Box stuff was. I never cared for Halflife too much, I played a bit. It was also one of the first FPS games I had played so I sucked! Then I looked at Halflife 2 and you HAD to have internet, I didn't at that time so that turned me off to it. Over at Polycount forums there have been low poly remakes (very good ones too) of all the Team Fortress characters. I thought they were cartoony renditions of another game, I never realized they were actually duplicating the characters so well. Now after checking out the orange box page I think I want it!!!
  6. ... via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996 You guys must share a forum somewhere... he posted your pic before you did? And at a slightly different angle, no less.
  7. We all know the acronym for "et cetera", which is latin for "and so forth". In Germany, people use the acronym "etc." or "usw." for "und so weiter" , but on this and other multinational forums I see the t and c flipped very frequently to "ect". At first I thought it was just a typo, but since I have seen it so often by now I am starting to wonder whether the acronym is really spelled differently in english or other languages and more important: Why do you do that? Not that correct spelling is actually important to me, but I figured this is fairly good off-topic talk! Edit: According to this.. (german) page, the acronym is the same everywhere, besides maybe languages that don't use our typeface. Well, I can't read it. Browsing that page for "ect" didn't present any answers either. Is it maybe really just prevalent typo?
  8. As a first order guess I would say that combine means "take the first object selected, add all of the keys from the second object (keeping the classname of the first), and delete the second object". It would be interesting to view the result when combining a light with a func_static made from a patch, rather than a model, although in this case it would appear that the desired effect could be achieved merely by adding the aformentioned "colored" stage to the texture of the light's model.
  9. The monster clip is especially important, this should be used everywhere it can. Basically anywhere a monster cannot go can be sectioned off by adding a brush textured with the appropriate clip texture to remove the geometry from the AAS. This includes, for example, putting a clip "wall" over a mesh or patch fence which the AI cannot get past.
  10. Heya Dark Modders! I saw mention of our game in this thread: http://forums.thedarkmod.com/index.php?showtopic=7045 and I wanted to give you an update, so I hope you won't see this message as too spammy. NOMBZ: Night of a Million Billion Zombies! has been released! Please come by http://www.nombz.com and check out the new demo, info, and media! We've made lots of improvements since the pre-release demo, including better performance and best of all, MORE ZOMBIES! Hope you enjoy the zombie apocalypse!
  11. I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
  12. No, but you do need the 1.3 patch for Doom.
  13. Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
  14. Speaking of older games, how many people have tried this: http://www.thief-thecircle.com/media/patch...y1.3_readme.txt I regret I've only discovered it today Would be great to have such difficulty in the DM (at expert).
  15. _Atti_

    Deus Ex

    My sister is playing it and shes at the part when leaving the oceanlab with the minisub.. and that happens http://www.sg.hu/galeria/10571093361151054051.JPG We've tried another save that was before the confrontation with Simons but then it crashed at the same part.. Reinstall didnt work, and it seems like its not the savegame either because now we've started over from the end of the chatedral level but than it produced the same type of crash when trying to leave vandenberg (the map where savage is) can you think of anything that could solve that problem? its goty edition and the 1112fm patch is on it..There is also a little mod that changes the language to hungarian but i've played it out twice like that so i dont think it could be the impostor.. Well thanks in advance.
  16. phide

    "etc" or "ect"?

    That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
  17. Dram

    Doom 3

    What I also loved about farcry was the last "boos". The doctor guy that is. I really liked how they did'nt uberize him, he only had a good gun, not million health. I actually expected him to be uber so I threw 2 grenades in and wouldve kept throwing had it noit been for him dying after the first one lol. I actually had the German version (don't ask why) and played half of it in german. I then downloaded an english patch and had to replay it to see wtf had gone on lol.
  18. Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
  19. We've gone through and cleaned out a lot of old members and beta-mappers. If you haven't posted for five or six months, your status has likely been reverted to regular member, and you will only be able to see the public forums. If anyone was caught in this sweep and thinks they should still be a member, just PM me or another admin.
  20. Definately a bad idea, they'd have to replace texture -again- and it would make them very unhappy. I was thinking more a separate "patch" which puts them in etc.
  21. SneaksieDave

    Pushing

    Well, I don't really know what to suggest here. I don't think it's a simple black and white issue. 1. Weapons - a gameplay choice, no need to resist the temptation to KO if you don't have a blackjack - but what if the weapon is a key item, as with the fire arrow in Bonehoard? 2. Junk items - keeps inventory clean, for this it is essential. Imagine having to keep everything you pick up. - selective prevention instantly reveals "important" items, because they can't be dropped 3. Important items - dropping quest items is bad If we look at Thief, they clearly made an error with the fire arrow thing, and they fixed it with the patch. They also prevented dropping of some items with no further debate. This sounds like the kind of thing where it's all or nothing - use the Thief method of protecting the player from an error, or assume full accountability. It's at least clear which is more user friendly and which is meant to cater to a minority. On the other hand, completely protecting players and designers from mistakes is impossible.
  22. You really don't want to be using your swapfile - if this is the case, buy more RAM. With 1.3 GB you won't have a problem though, as Gildoran said this is a bug in the editor which may be fixed with the latest patch.
  23. Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
  24. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  25. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
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