Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/patch/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  2. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  3. Hi all, Newb mapper here. Just got started experimenting with patches. I'm following the instructions on http://wiki.thedarkmod.com/index.php?title=Patches and have done everything up to clipping off the corner. Problem is, as soon as I click on Patches > Create Bevel, DarkRadiant crashes. Every time. Any ideas? Are there logs I need to attach? Thanks in advance.
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  4. Hi all, it's been 4 years since I use cod4radiant, there is an option to create / edited the "terrain patch" directly into the editor. Here is an example using the powerful editor field.: -here is cod4 radiant create a simple terrain patch: -terrain density 14x15: -this makes vertex like a gtkgensurf style but is a patch: -advanced patch editing dialogs; blend/paint texture: -advanced patch editing dialogs height/smooth (make a mountain) lock/unlock vertex for paint or height/smooth this is just a suggestion that may help in the creation of "terrain" I know that works for this is huge, but as said it is a suggestion. example vidéo call of duty terrain : http://youtu.be/4kiZZLiqQf4 my building in darkradiant : http://youtu.be/2k2YcXNSYfA maybe my english is bad ^^ sorry im french .
  5. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  6. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  7. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  8. Anyone know? If not, are there any ways of improving performance of TDM besides those in the in game options?
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  9. Morning taffers As refernce the following post's, I logged a support call with nVidia - http://forums.thedar...__1#entry343771 - http://forums.thedar...561#entry340561 Got an email back from nVidia - @Orbweaver are you still maintaining DR atm as we need someone that nVidia can speak to etc, otherwise Greebo can you help if Orbs dosen't get back to me?
  10. This is a bug that occurs on current (29 Jan 2013, rev. 5694) SVN code. Proposed solutions are in this post. It's probably related to: 0002811: Font loading does not fall back to English http://bugs.angua.at/view.php?id=2811 Reproduction: After changing language to polish and restarting TDM, the following happens: SetupFonts() in idDeviceContext::Init() can't find fonts for polish language. It does not fall back to loading english fonts. Lack of ANY fonts loaded causes a crash while loading GUI (in idDeviceContext::SetFontByScale() exactly). I've attached the stack trace. I have three solutions for this problem: 1. I've attaches a patch (I18N.cpp.patch.txt). However: - it uses a hard coded value "fonts/english", - it requires #str_04127 to be translated properly for all languages with their own fonts - this is actually an advantage, IMHO. 2. I've also attached an alternative patch (DeviceContext.cpp.patch.txt) that solves this problem. It also uses a hard coded value "fonts/english", and is not as good as the first one. 3. Third solution is to require for translation of #str_04127 to be present in all languages that do not have their own fonts. Translations such as Polish have to be fixed. I actually think that the first solution is the best one, because it's the most bullet-proof (no risk of crashes, ever). (I wanted to edit the original issue, but I don't have permission.) stacktrace.txt DeviceContext.cpp.patch.txt I18N.cpp.patch.txt
  11. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  12. I have a patch of water falling into a body of water. It displays like this: The area marked in red is where the problem is. As far as the eye is concerned, the falling water is in front of the still water surface, but it's rendering as if it's behind. Is this a renderer issue that's correctable, or are we just stuck with it? Is there any way to force the patch of falling water to be rendered properly in the z-buffer? Thanks.
  13. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  14. Hi, I've made a patch for 0003304: "add scripting events to get mission statistics". http://bugs.thedarkm...iew.php?id=3304 The kind of events needed is something that maybe needs discussing, so consider this patch a proposal. Some things to consider: I've added those events to the "sys" entity. But maybe they should be on player or other entity? I've added events for all statistics used in UpdateStatisticsGUI(). But maybe there should be more flexible events, like getMissionStatistic(COMP_ALERT, BY_TEAM, 1, EAgitatedSearching)? Are the names of the events ok? getStatGamePlayTime() returns time in seconds, while getStatTotalTimePlayerSeen() in milliseconds. Normalize? Here is the list of script events I've added (getDifficultyLevel() should be there already): // Scripting events to get mission statistics, #3304 scriptEvent float getDifficultyLevel(); scriptEvent string getDifficultyName(float difficultyLevel); scriptEvent float getStatGamePlayTime(); scriptEvent float getStatDamageDealt(); scriptEvent float getStatDamageReceived(); scriptEvent float getStatHealthReceived(); scriptEvent float getStatPocketsPicked(); scriptEvent float getStatFoundLoot(); scriptEvent float getStatMissionLoot(); scriptEvent float getStatTotalTimePlayerSeen(); scriptEvent float getStatNumberTimesPlayerSeen(); scriptEvent float getStatNumberTimesAISuspicious(); scriptEvent float getStatNumberTimesAISearched(); scriptEvent float getStatSightingScore(); scriptEvent float getStatStealthScore(); scriptEvent float getStatKilledByPlayer(); scriptEvent float getStatKnockedOutByPlayer(); scriptEvent float getStatBodiesFound(); (Those lines are not included in the patch as I don't have access to current data files.) Changes: Fixed bug in checking bounds for AIAlerts in CMissionData::GetStat*() methods. Sorted methods in MissionData.h to group stat functions together. Added accessor functions to all values that are used in UpdateStatisticsGUI() - so that this function and script events use consistent interface. Added mission stats events to "sys" entity. Added event descriptions to tdm_events.script (not included in patch). Changed MAX_AICOMP in MissionStatistics.h to be equal to COMP_COUNT. Added include "../AI/Memory.h" in MissionStatistics.h to use EAlertState enum in MAX_ALERTLEVELS and CMissionData. Changed hard coded values to EAlertState enum values in MissionData.cpp. While testing those events I've found some issues: 1. A bug that causes pickpocketting to be counted twice. InventoryCallback() is called twice: Code in CInventory::PutItem(idEntity * ent, idEntity * owner) PutItem(item, category); // <-- InventoryCallback() is already called here! // We added a new inventory item gameLocal.m_MissionData->InventoryCallback(...); // <-- second call - double COMP_PICKPOCKET counting! 2. A bug that causes enemies killed by player to not be counted as player's kills. In idPhysics_AF::Rest() there's a line: // grayman #3075 - set m_MovedByActor to NULL here self->m_MovedByActor = NULL; This causes bodies killed by the player to not count as player's kills as soon as their bodies come to rest! I understand this code is needed for props, but should be disabled for dead bodies. I couldn't find those in the bugtracker. If they are not known I can create issues for them. MissionStats.patch.txt
  15. Just learned that one can adjust the detailness of patches in the patch inspector...Will probably save some tris in patch heavy areas...

  16. Just learned that one can adjust the detailness of patches in the patch inspector...Will probably save some tris in patch heavy areas...

    1. AluminumHaste

      AluminumHaste

      Yeah love that feature. Orbweaver or Greebo added the ability to select multiple patches at once and change all their subdivisions at once. Very nice.

    2. SeriousToni
×
×
  • Create New...