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  1. greebo

    Main Menu

    You can put the .xd file in your /xdata folder just as fine. You don't need to pack the .xd into a PK4, this is only necessary for release. Still the map needs to be run via the menu GUI, which implies that you used the FM loading process, which furthermore implies that you have a separate folder for FM development. Which is probably a good idea anyway. People should create their maps in a separate fs_game folder, and use darkmod as fs_game_base. This is as close as you can get to the player's situation, and it's supported by DarkRadiant as well now. A custom briefing is rather ambitious, yes, you need to know a thing or two about GUI coding, photoshopping and the use of alpha channels (and DDS creation). A template is rather complicated to create. I think so, you need to create a shader referencing the .roq file, but I never tested it myself. Then just create a windowDef with that shader as background, the tricky part is probably the sound synchronisation, but if you went through the hassle of creating a video that's probably the lesser problem.
  2. Clear out your temp directory. On Vista it's at C:\Users\[your Windows user name]\AppData\Local\Temp. On Windows XP it's at C:\Documents and Settings\[your Windows user name]\Application Data\Local Settings\Temp. You can also find it by clicking Start, then Run, then typing %temp% and pressing Enter. Once there, delete everything you see in that folder. http://forums.thedarkmod.com/topic/9985-cant-update-on-vista-32-bit/page__hl__temp__fromsearch__1 @other helpers: I've put this solution in the wiki, seems nobody remembered to add it before now.
  3. Have you tried switching off Aero or Desktop Composition in the shortcut? http://forums.thedarkmod.com/topic/10080-darkradiant-1-0-2-released/page__view__findpost__p__198940
  4. It's right below the password entry box in the Sign In page. http://forums.thedarkmod.com/index.php?app=core&module=global&section=lostpass
  5. I have my map vis portaled and sounds for zones. That all works. But I have glass windows with visportals in them. They don't block sounds like guard footsteps, So I need to figure out how to close them for SFX, but not for vision. Couldn't find anything searching wiki or forums.
  6. I will consider the opportunity, even if I am a bit leery of setting aside my large FM. One potential hurdle is that technical questions at this stage are bound to be more specific, meaning it will be easier to identify contestants, at least by those who browse the editing forums. If this is an acceptable compromise, you should go ahead with the contest.
  7. That programmer would be me, I guess. It has been getting a bit of a lonesome task, coding on the editor. No way you can pressure me, though. This request has been brought up before, but getting an WYSIWYG editor to run is not trivial at all. So far, DarkRadiant doesn't render D3 GUIs, and readables are nothing else than D3 GUIs. First this would need support for fonts and GUI parsing and the second step would be to get these things to render correctly. Not an easy task, in fact very hard, but I guess it's an interesting one. We used to have a request thread internally, but in the meantime this has changed and we're mainly using the Bugtracker for feature requests, mostly after a brief suggestion/discussion thread on the forums. Usually somebody says: "put this on the tracker" and then, usually weeks later I'm going to wade through all these reports and pick a task I'm motivated for. I prefer the "feature request is discussed first, bugtracker item is created later" paradigm, because then I don't have to deal with bugtracker entries like "Need a way to load Q3 maps in DarkRadiant, please, k thx. => Priority set to urgent"
  8. Okay, I found out that I actually have a 550W power supply not the original 300 W. I did a little searching on the Nvidia forums and found out that some of the 3D high performance games are having difficulties running with the latest videos cards especially for the 285 and 295 GTX's. I am going to try and find some older drivers - if that is possible and see it that helps. Quick question for those with these videos cards, what is your driver version?
  9. PPoe

    Thank you.

    I have a problem with running DarkRadiant, we have been trying to find the solution with greebo in this topic: http://forums.thedarkmod.com/topic/10071-darkradiant-1-0-1-released/ I tried the newest version 1.0.2 also.. No idea where the problem is.
  10. I had a thought about this, not knowing how this system works. Its based on an idea i had for A.I. sight i posted on the Ogre [engine] forums a long time ago, which had to do with taking a low resolution screenshot of the player and his immediate background from the A.I.'s viewpoint, then taking a random sample of the player's pixels and those of his background and comparing the two average values, giving an idea of how much the player stood out from his surroundings. Anyway.... I thought taking a sample of brightness values to dynamically light readable would require tons of new code (and it might for all I know), but i read, i think yesterday, that the lightgem or a related feature relies on sampling a small amount pixel's brightness values in a given area. I was wondering if that functionality might give way to a easy fix that would vary readables brightness dynamically (with minimum value I would guess, {or maybe not for a future hardcore difficulty setting}) Maybe a 3d readable that would be shadowed and lit by the scene. Anyway, hope this helps.
  11. Heres a really helpful post on Doom3world forums. I didn't know you could use 3dsMax, thats very cool to know. Modelviewers, Importers, Exporters, Converters http://www.doom3world.org/phpbb2/viewtopic.php?t=5474
  12. The screenshot here shows a similar thing. http://forums.thedarkmod.com/topic/10064-subtraction-engines/page__view__findpost__p__198549 The door and room were subtracted from an additive. You could subtract a door/room from your additive cross.
  13. I'm at work and have been pouring over forums and Wikis looking for this for awhile so I'm gonna paste it here: // Multiply lightingmap by any color behind this surface on the screen. { blend modulate map textures/ptec/lightingmap } } I'm gonna work on an AO pass overlay for models that use stock tex (ie:no baked ambient-or handpainted for that matter). ------------------- While it does look cool, notice he mentions Death Match maps. Basically really small maps that could be made in a 3d program. No way I'd want to model (and try to optimize) even any of the small released maps. It really would require having a full model of the entire FM- or important areas (ie: full rooms). Doubling the polys even without shadow recieving/casting on them. I do think there might be a way this could work and be easier. Is it possible to open a lightmap for a dmapped map? Can we extract that from the map and replace it? If so, the thing to do would be compile your map. extract the lightmap(s). Take a copy of the map (probably with no objects, just terrain) and apply a light grey tex to everything. position alot of lights throughout all passageways to light everyhitng up to a white color while leaving nice dark spots in all corners. Compile that and extract that lightmap. Take both lightmaps into Photoshop and multiply the AO on top of the regular lightmap. This might be a good way to add AO to the lightmaps without 3d editor and get good overall ambient to kill harsh shadows, while at the same time darkening corners ADN getting rid of the world ambient and one less light on all polys. ------- So if anyone knows how I can extract a lightmap from a compiled map please let me know.
  14. For everyone's information: The new Unreal's subtraction is actually fake. The engine is still additive and you're carving out of "The big blue brush". Look at editing forums. "Fake-subtractive" makes lighting calculations slower because it's still an additive engine calculating light and shadow for "the big blue brush" that you just carved out of. Really good UnrealEd mappers will all tell you that Additive in Unreal is just your best bet for performance. And Doom 3 doesn't use "static meshes" since Doom 3 is not Unreal Engine. And HL2 doesn't use "static meshes" since HL2 is not Unreal Engine. idTech4 has entities that behave in similar ways. Source has entities that behave in similar ways. But they are all called something different for a reason... It really falls down to flexibility vs. simplicity for me. And I'm not calling simple "bad". You can easily prove that "drag one brush now there's a playable area" is fast. Think about this: what is the majority of Half-life 1? A series of indoor corridors, rooms, and rather simple outdoors areas. Hypothetical question: Why, then, doesn't HL1 use subtrative CSG geometry? One last point. I'm a bit of an AutoCAD buff, and using the excuse "Subtractive can't leak" just sounds like an excuse to be sloppy and imprecise with your architecture.
  15. Howdy Newbie here; played TDM & loved it, and now here I am learning Dark Radiant and wanting to make FMs - well done devs I'm following the A- Z Beginner's Guide, but unfortunately I've hit a stumbling block early on. The first time it introduces the Surface Inspector, it says "In both Horiz and Vert scale enter 0.3." But in my Surface Inspector, the text fields for those two values (in fact, all the text fields in that column) are blank and greyed out as shown in the screenshot: I can't enter any values, or see what the current values are when I use the step buttons. I'm confused Hope you can help. btw I'm piln on the TTLG forums.
  16. Thanks for the tip. FWIW, the leaning issue is worse with Wine than native, which is why I mentioned it, and I haven't tried T2 on Wine in a while, so I haven't seen that bug. Welcome to the forums.
  17. Here's another idea: Stick the breakable infront of a load of barrels up a hill then break it and watch them roll down and crush someone. http://forums.thedarkmod.com/topic/10057-oszkars-questions/page__view__findpost__p__198086
  18. I've been acting like a adult since I came on this forum, and I have NOT named called anyone like the previous post. Sure I might of act upset but it has nothing to do with me being a adult. If you go on any search engine and type in for example: (problems with dark mod) you would be surprised on how many other post in other forums of people who are having problems.
  19. Robert, you're treading on thin ice. Of the hundred or so people who have posted, you are one of two or three who are still having significant problems. For the VAST MAJORITY of people, the Mod works absolutely fine, including people using the same operating system as you. That message doesn't seem to register with you. Part of the reason you're probably not getting much help is that your attitude stinks. You have been complaining and namecalling since you got here. How exactly is that going to make anyone want to help you? If you are actually interested in help, then smarten up and act like an adult. If you're not interested in help, then there's no point in remaining on the forums. Consider this an official admin warning.
  20. There is a bugfix release available, just install it over your existing DarkRadiant: http://forums.thedarkmod.com/topic/10071-darkradiant-1-0-1-released/
  21. woah

    Thank you.

    Congratulations on your release! I only pop in the forums now and then, but I've definitely been following the mod. I can't give it a shot at the moment due to my desktop PC being down (been that way for like 6 months ... needs a new power supply), but now I've got more of an incentive to get it up and running.
  22. There should be a TD .PK4 in the Saintlucia install, too. Look under fms/ - it should have been updated to run with the latest code. You might need to copy it to the root doom folder and use "dmap thiefs_den" then "map thiefs_den" on the console to start it, though.
  23. I was thinking more along the lines of playing Thiefs Den on the updated code, silly I know but just so I can gauge for myself how far the behaviour and experience has improved since I originally played it . Can I simply transfer the map file from the PK4 to the St Lucia directory and use the map command in console? or are there other assets that I need to take into account?
  24. Never mind, I seem to have got it working thanks to THIS thread: http://forums.thedarkmod.com/topic/9968-how-to-run-tdm-with-steam/ Just type THIS into "Set Launch Options" for the Doom 3 "Properties" in Steam. -applaunch 9050 +set fs_game_base darkmod
  25. Were I got my info from, its just common sense to know if you are going to build something for the public to use, to make sure it works on every OS on the market; specially windows. My facts is I have a 64 bit system power house machine fully up to date, and the DM fm mission don't work at all! And I did tons of research on these forums to fix the problem and had no luck.
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