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Conveying A Sense Of Weight And Movement Options
Springheel replied to Mr Mike's topic in The Dark Mod
Yep, here's the thread: http://forums.thedarkmod.com/index.php?showt...=4283&st=25 Seems like pretty much everyone was in agreement that hitting 'use' when carrying an inventory object that's held in your hands puts it back in your inventory. Hitting use when carrying a junk object that is "useable" (like a body or a chair leg) makes it goes into it's "equiped" position. If it's a junk object that's not useable, nothing happens. -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
This is no problem, although this will be one. The Light Inspector can't keep track of any other undoable actions that might happen while it's open. Imagine a change from a point to a projected light and the user dragging the vertices around. It could never know how "far" to go back to revert the changes since the time it was first displayed. In my opinion the gnome HIG are nice and clean for most applications, but can't be easily applied 1:1 in an application like DarkRadiant, especially when it comes to using the inspectors. If it was up to me, I'd make all changes in the Light Inspector instantly applied and undoable, and ditch the apply button completely (the Surface Inspector and Patch Inspector) don't have one either. That said, I'm all for making the UI as predictable and easy-to-use as possible, but in the end we can't (and shouldn't) turn it in an Office application. (I guess I got dragged away, sorry.) I'll try to look into the instant-apply stuff first. -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
The LightInspector changes when clicking on "Apply" are undoable now. Should I go further and make all changes instantly applied? This is of course harder to implement, but from working on the Surface and Patch Inspectors I think I know what to watch out for. -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Haven't seen this, must be linux-specific, but it could be possible that I set the modality to MainFrame instead of the parent window. I'll check that. Argh, I knew I forgot something, I'll have to copy over the old infostore population code from the LightTextureSelector. The dialog is behaving now as the Surface Inspector and the Patch Inspector does, they can be floating around while working on the actual map. OK is suggesting that the dialog is closed after clicking, which isn't the case. Similarly, I thought Cancel is not appropriate anymore, but I could re-add it calling it "Reset" instead, triggering a reload of the information from the currently selected light. Should I do that? -
I occasionally do a google search; there are a lot of links to discussion on the forums (these ones, TTLG etc), plus SourceForge and various mirror sites, and discussions about GtkRadiant. Many of the forums are in foreign languages but they seem to be Doom 3 news and community sites.
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Angua, if you get a chance to add these to our model website, that would be great. http://forums.thedarkmod.com/index.php?showtopic=4402
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-- alternate belcher skins -- fix spider so it doesn't call humanoid def -- test Ish's changes to carrying ragdolls -- make second stage spyglass overlay -- look at inventory icon updates http://forums.thedarkmod.com/index.php?showtopic=3531&hl=
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Best/Classic Thief Gold/ Thief 2 TMA FMs
Order of the Hammer Bureaucrat replied to KhAoZ's topic in The Dark Mod
There are extensive discussions, recommendations, lists of best of the best, categorization by genres etc, on the ttlg forums. -
Hey guys, I've been following the mod for a while now and finally decided to get off my lazy ass and register for the forums. I most likely won't be an active member but I just wanted to tell you that you're all doing an awesome job and I can't wait to see a release! Good luck and keep up the great work
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i agree completely with the comments made by sparhawk. yeah i read in the forums that the changes arent going to very noticable other than the shadows so... all my previous comments do apply. one thing that i really enjoyed about T2X, however, were the cutscenes. I feel that these cutscenes were the best part of the game and other mod crews could learn a thing or two from them. and btw Gildoran i think thats probably the case that i played very low quality FMs. so if some people could reccomend the classics/greatest FMs id appreciate it. i just reinstalled thief 2: TMA, so id be able to play some of them.
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Belchers: http://forums.thedarkmod.com/index.php?showtopic=5452 (needs AF fix) Spiders: http://forums.thedarkmod.com/index.php?showtopic=5458 (needs AF fix too along with playing the correct animations)
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http://www.ttlg.com/forums/showthread.php?t=112542 Orb, have you read anything... Im not having a go at ttlg, rather one of the morons on there that seems to get away with crap that other people get banned for.. but I digress, I agree ttlg bashing is old these days. b
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Dr Killed My Map!
SneaksieDave replied to bob_arctor's topic in DarkRadiant Feedback and Development
As did I. Tonight I put up a facade wall which included a bevel patch and inverted bevel endcap. I rotated it as well, to create the other side of the arch. I used the texturing hotkeys to texture it - I think first I hit shift-MMB, got the warning, then clicked ctrl-MMB. I assume any of those could be important steps. End result on trying to reload the map a few hours later: fails to load with 'Brush 8, parse error'. I've got a case of the #INFs (126 surfaces in total). // primitive 8 { patchDef2 { "textures/darkmod/city/wall/brick_dark" ( 3 3 0 0 0 ) ( ( ( 136 -448 164 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -480 188 1.#INF -1.#INF ) ) ( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ) ( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ) ) } } -
There is a thread about it at www.ttlg.com/forums in the fan missions section.
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Welcome to the forums! Be sure to read through our website: http://www.thedarkmod.com, as you will find most of your questions answered there.
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not sure where to post this sorry if its in the wrong area (im new). thief TDP/gold Thief 2 the metal age and thief deadly shadows were some of the best games ever made. its kinda sad that looking glass studios went out of business. and eidos is done with thief (from what i hear). anyways i didn't really like T2X, the shadows of the metal age or whatever, that game was shit, it wasn't fun at all. most fan missions that i played weren't really enjoyable for me either. i was just wondering whether this is going to just be like one big fan mission or are their going to be real professionals working on this? what are the objectives of this mod and how much work needs to be done before a demo or something is released? again i am new to these forums, just came upon this site/mod yesterday, sorry if i did something i wasn't supposed to. thanks
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what's the best program for creating new objects/creatures/animations although I am a beginner in this field, I am a quick learner, so I am not looking for a babied down editor, but rather a powerful, versatile editor for which good and comprehensive tutorials are available. I would apprecitate any insight you guys might have, and I know there are some expert modelers on these forums....
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That's what I'm trying to find out. If it is always a thin patch applied then the answer is always yes. If it does some dynamic blend to the texture, the answer is "I don't know." I suspect it might be a patch, because otherwise what would happen if the existing texture and the material you're blending in had conflicting surface flags? I guess the simplest test is to make a blood decal ingame (via a judicious application of violence), and use g_showsurfaceinfo to see if it registers as a different material.
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Are the blood sprays just decals? I never thought that was a dynamically placed thin brush, but instead just another blend (or whatever, possibly not the right term) on the texture or the brush. Decals can be a thin patch hovering over a brush, but it doesn't seem like it has to be. I just got done playing a short session of RoE, and after smearing a possessed marine all over the wall... and floor... and doorway... and door... with single point blank shot to the chest with the double-barrel, it occurs to me, why don't we just adapt the blood sprays instead of worrying about models or all this other complication? If we could do so with angua's leaves particle, it would look great, and would cover all surfaces that the "spray" hits. Make it permanent, and there you go. Could that be detected just like any other surface?
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I say both. This is a stupid theory and you are stupid for believing it. I'm not 'lashing out' with insults, I'm just pointing out the facts. I never said you were lower than me. That's fine if you want to believe it. Because it's a conspiracy. You've found me out. I've been smothering the truth about 9/11 by logging onto forums and berating those who are smart enough to have discovered the real facts behind this massive international cover-up which includes all members of government and all BBC reporters.
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Manipulation Of Func_statics
greebo replied to greebo's topic in DarkRadiant Feedback and Development
The patch problem is now fixed as well. Next is the rotation bug. -
Manipulation Of Func_statics
greebo replied to greebo's topic in DarkRadiant Feedback and Development
I could fix the issue regarding the ineffective texture lock of child brushes. There was already sorf of a framework for this, although it's more of a hack really. Not that this is surprising. I'll look now into the Patch problem. This may pose some harder problem, as no "framework" like the one for Brushes exists here. -
HI Everybody oh my GOD. i'm already beginning since yesterday to create differant kind of footsteps metal,carpet .....etc today i just log in and i see a lot of opinions!!!!!! What is that? How i supposed to work now ? i'll STOP untill know who is the BOSS here,and b4 told me here i'm,show my sfx LIST,exactly list like this http://forums.thedarkmod.com/index.php?showtopic=2698 NOT general list and everyone known this list.what's problem with that? i waste more than 5 hours to create some footsteps and surprise! we don't need it-create else. For everyone>>>>>>>>>> i know about sound quite familiar i'm was study music above 5 years,and now i study sound editing, mix,effect..etc did anybody here ask me what kind of reverb i mean? ECHO,DELAY,and more there are kind of reverb! i did't mean the reverb itself >i mean there is some calculate in sound and i'm did't need to explain what sound calculate means? coz that i side reverb,this word is famous >plz stop talking and let's WORK plz thanx bye
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Agreed. The place for this should be the patch exporter stuff, shouldn't it? I'll open an issue in the bugtracker for this.
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@bob: Thanks for the PK4, the isolated .map file would have been enough, but that's ok as well. Yes, there is a bogus patch in the .map file with vertices set to infinite coordinates. DoomEdit doesn't like this, obviously. We could circumvent such problems perhaps if DarkRadiant emits a warning during the map saving process (like "Invalid Patch Vertices found. Correct? Yes. No.").