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  1. I'm happy to announce the release of DarkRadiant 0.9.6, which can now be downloaded from our website at sourceforge: http://darkradiant.sourceforge.net/index.php The list of changes can be found here: Changes since 0.9.5 and on our bugtracker changelog. Beware that it might take a while until all the sourceforge mirrors have the download available - in case it doesn't work, there is a mirror on our DarkMod FTP: Mirror As usual, please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Enjoy!
  2. They'll call it Thief because everyone who loves Thief will pay attention and possibly buy the game. We shall see what direction they take Thief in. I bet they'll have more info coming summer as was stated in numerous conversations I had in the official forums. Anyway by the concept art what I had said earlier was true. This time they are loaded with talent like in Deus Ex 1 .
  3. Thief 4 in the works. Told ya so . http://forums.eidosgames.com/showthread.php?t=76374
  4. Just to let people know about this TTLG thread which has information and links to what appears to be evidence of Thief 4 being in development. http://www.ttlg.com/forums/showthread.php?t=120596
  5. I think the intent is being misunderstood. The "itches and glitches" topics are for things minor or unsure (as the first post states). Things like "hey, if I put this here does it cause a problem? It's not solid anymore..." No one's saying don't make new threads for individual topics/issues. Cramming everything into the "itches" threads would also be inappropriate and not very user-friendly. The point (as with the thread of the same name in the member forums) is just so that there aren't 700 threads for every little question or clarification. As greebo mentioned, there was an entire forum page of new threads, most asking simple questions that could've fallen into such an "itches" thread. Anyway, it's no fast rule, do whatever you like. Maybe ask yourself "does this deserve a full thread?" If the answer is yes, do so without fear. If not, just stick it in the appropriate itches thread. No problems. Can't be more clear than that, because again, it's no fast rule, just a suggestion. The threads are only there for convenience of all. So you can also ignore it. It's based on how it is done behind the scenes, and it's worked well.
  6. Hello and welcome to the forums then! Glad to hear that you like DarkRadiant. That's really an incident, because I just committed the new boost 1.35 headers to the repository. I'm also working on the VC++ 9.0 Express compatibility - this should be done till the weekend, I just need to add the static libs to the w32deps folder. If you have a .vcproj file and the sources available, maybe you could send that to me? If the current .lib files are too old (which target are you compiling for? XP/Vista?), I can try to add another vcproj which compiles the Vorbis library along with the other sources, just as I did with libxml2 recently. Any improvement suggestions are welcome, of course. We are planning to rewrite the renderer at some point and we had a few consulting members on these forums in the past, but we are not exactly an OpenGL Competence Centre around here. I haven't checked yet whether Doom3 materials are case-insensitive. Can you confirm that or is it your engine which treats them case-insensitively? If D3 is also ignoring the case, that fix can go into the codebase, imo. As for non-darkmod plugins: that depends on what they do. I'm not the only one to decide that, but I'd like to keep the trunk/darkradiant repository rather focused on Doom3/Darkmod in terms of code. However, I think we can find a way to incorporate your plugins in a separate folder, perhaps (similar to the trunk/w32deps/ folder, maybe some trunk/extraplugins folder or something like that? OrbWeaver, what do you think? Really, three times slower? That kind of surprises me, but I'm inclined to believe it, as we hardly checked in any render performance improvements. Us neither. As said above, we have somewhat limited OpenGL experience. We already discussed VBOs a while back in the internal forums and were not sure whether it was appropriate for rendering a lot of brushes with different shaders. At any rate, it sounds like you got more experience anyway. Would you be interested in some sort of joint-venture when we start to rewrite the renderer? I'm not asking that you write a renderer for us, but maybe we can create some sort of win-win-situation (we'll try to make the editor more open towards your engine and you help us trying to get the renderer straight). I must admit that I don't know anything about XreaL (I'll have to do some googling about it) - theoretically spoken, would the XreaL renderer appropriate for rendering vanilla Doom 3/Darkmod shaders and maps?
  7. There were some in the decals mtr, some test ones lying around buried, and one with monsters. Interesting, might have to look into that. I guess another cool mod would be to use them either on jointed sheets, so they could gently wave when brushed against. And maybe even a very subtle heat haze effect to simulate them waving.......... The new versions are now up on SVN. Gave the announce its own thread, since this one wasn't originally about webs. http://forums.thedarkmod.com/index.php?showtopic=7593
  8. OT but related: Aluminum Haste wasn't getting the idea about not spamming up the forum with every little thing found, so I made a couple of threads for him (erm.. and others I guess ). One for TDM, one for DR. http://forums.thedarkmod.com/index.php?showtopic=7592&hl= http://forums.thedarkmod.com/index.php?showtopic=7591&hl=
  9. Well, let's have a go then. You need a few things to compile the DarkRadiant sources, namely VC++ 2005 Express, the Platform SDK and the sources from SVN (you'll need TortoiseSVN or something like that to checkout the sources). There is a compilation guide on the wiki, which includes some instructions: http://wiki.thedarkmod.com/index.php/...mpilation_Guide VC++ 2005 Express should be available here: http://msdn2.microsoft.com/de-de/express/a...401(en-us).aspx It's a large download, so beware if you're on limited bandwidth. The Platform SDK is available from the MS website for free (last time I checked). I posted some installation instructions for the SDK somewhere in the internal forums, let me dig them out... ...here they are: Let me know if you need help, no point in chewing silently on problems.
  10. I agree that the perception of one outside the forums and the mod might be controlled by the news posted on the website, but it's definitely not justified to speak of mismanagement. Springheel is always busy with some mod stuff and he is one of the main driving forces behind the mod, so I can't agree at all with that accusation.
  11. I saw a post on the Doom3World forums from someone claiming to represent one of those haptic controller companies. They were trying to assess whether there was demand for making their controller work with Doom/Quake. So it might be happening. As for it being added to the mod, that sounds like something a dedicated third-party person could do once we've released the source.
  12. As recently mentioned in the public forums, there is a small popup window appearing when loading a map: I need a design suggestion for this popup, maybe some small, centered parchment on the clock background or something. In principle, I can come up with something myself, but I better leave this to the artists for consistency reasons.
  13. The Doom 3 box showing up is known. It hasn't been migrated yet (the box says #str7191 and "Please Wait"), I think it only happens when you load a map quickly after Doom 3 came up. One guy at the doom3world forums also reported this, I think he also mentioned where to fix it (message.gui, IIRC). I don't know what's planned with the gamma picture, maybe this will be replaced altogether by something else. The mantling bug is also a known one, sometimes you get drawn down quite a bit for mantling. As for the bugtracker: I enabled your account, you're enlisted in the DarkRadiant project now. The Dark Mod's section of the bugtracker is not available for the public yet.
  14. Hi all. Was off the forums for some amount of time. Still, I was always looking for the News on the mod. However, news section hasnt been updated since 2 and a half months now. I know that the answer should be somewhere in the forums, but i cant search 3 month's posts. So what is going on with the mod right know? Are u guys up to something or is there a pause in development? (Now I read again, I only hope what I said didnt sound offensive...)
  15. The map file is contained in the file thiefs_den.pk4 file, which is basically a ZIP file. Open it with WinRAR or 7-zip or something else and extract the file maps/thiefs_den.map into your doom3/thiefs_den/maps/ folder.
  16. You're welcome I first encountered this last year, along with a thickening issue when using altered circles/cylinders: http://forums.thedarkmod.com/index.php?showtopic=6184&hl=
  17. The path_anim entity is functional again now, I've ported the script code into the SDK and uploaded a new PK4. The path_lookat behaviour is more involved (I haven't done that yet), as it is coming from the NPC/ai_character classes in vanilla Doom 3. They are aimed to be used in conversions and are more complicated than the simple path_* entities used by our AI. Anyway, a simple "look at this entity" behaviour is quickly implemented, but a full conversation system is more involved and needs more planning.
  18. Gets used as a chat, but for Mod related discussions. What horror stories? Take anything you hear with a grain of salt. If team members are sharing internal disagreements outside the mod, well...that's too bad, as I think it gives an imbalanced view of the team. People disagree all the time, in life and on forums...nothing new....we can't all run around holding hands and giving each other flowers all the time. Nobody hates anyone...at least not to my knowledge. In any case...that's just how some personalities mix. So turn that frown upside down.
  19. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  20. 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.
  21. That's of course possible, you just need to check out this URL: https://darkradiant.svn.sourceforge.net/svnroot/darkradiant which contains the trunk, tags and branches folder. I'm pretty sure that's not worth the hassle. You don't need to test it if you don't want or don't have time. At any rate, switching is easy, go to your darkradiant working copy (the trunk) and type: svn sw https://darkradiant.svn.sourceforge.net/svn...ches/scenegraph
  22. 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
  23. The original base files are missing (pak000.pk4 to pak004.pk4), so I assume you installed the patch in the wrong folder (which is easy to accomplish, as the patch suggests the wrong target folder when you hit install).
  24. 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!!!
  25. ... 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.
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