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  1. 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.
  2. 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.
  3. No, but you do need the 1.3 patch for Doom.
  4. 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.
  5. 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).
  6. _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.
  7. 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)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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
  16. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  17. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  18. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  19. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  20. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  21. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  22. Well, I'm sure Steam will gain more sales for DM than it loses. You can disable the auto updates on Steam. And yes I know about EA's service, it's why I said I'd rather support Valve's solution. By the way the last Steam update fixed what I said I didn't like in my last post, the "store view" popping up at first... You can once again set it to pop up the games list as before. Just thought I'd mention it... Also as far as I know Steam lets you disable it from starting on windows startup from within its own settings. I'm not sure if it actually works, perhaps it didn't and I had used a registry editor, I don't remember. But the option's there, if bugged... And for the illiterate consumers Steam is a good thing to be honest, as they now don't have to wonder why their game doesn't work online anymore like every time a patch was released in the past. Now they get it automatically so have no problems... It helps noobs more than you think.
  23. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
  24. http://forums.thedarkmod.com/index.php?showtopic=6840 The thief fov was off 270 degrees according to Spring so I switched skeletons on the thief so he'd use the city's rig (because the original mesh was facing the z-axis when it should be facing the x-axis). I added player specific animations like crouching (in third person he no longer gets stuck in crouching position because he now has crouch up/down anims) & creeping. The fov now looks fixed. Other issues I fixed were timing the footsteps so no player can tap the movement keys & stay silent. The footsteps are within 2-4 frames within the start of the animation, so if a player taps up/down/left/right, there will be footstep sounds instead of silence. His lower leather tunic thingies still clip into the legs so that's one issue with the mesh. Let me know what you think. As usual I might've forgot to commit something. EDIT: There are leaning animations but there's no support script-wise. Oh yeah, thanks to squill for the new citywatch animation rig. I used them for the player anims model_src on svn has the new source maya animations . . .
  25. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
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