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  1. A hopefully quick question: Note text by greebo here: http://forums.thedarkmod.com/index.php?s=&am...st&p=176706 Wanting to put our new docs to the test, I chased this down. I looked at the worldspawn entity, but such a key doesn't exist on it. I figured it must be undocumented. So I looked at the spawnarg list instead, but it doesn't exist there either. Is this something completely different in terms of docs, or just missing (for some scary other reason we haven't yet covered (which leads to the inevitable question: what else?))?
  2. Yes, 100k is definitely too small. I tried to upload a ~ 400x300 PNG screenshot section and it wouldn't allow me. Had to convert it to JPG and cut it down considerably. I also noticed that the TDM logo on the DarkWiki is missing, was it hosted on the forums?
  3. This is a continuation from: http://forums.thedarkmod.com/index.php?showt...st&p=174689 Current status: * Installed VirtualBox 2.1 from SUN (the OpenSource edition is with v1.5.6 quite outdated and doesn't run too well) * managed to install Ubuntu Server edition 7.10 * switched it to the generic kernel (so it will also run with VirtrualBox 1.5.6) * installed build-essential, the nec libraries, SVN and mc * checkout DR source code tree * run configure and install other missing libraries * finally compile DR The last step is still running but it should complete in an hour at most. Also, I moved around the deb files in my local repository so we have subdirs for each Ubuntu/Kubuntu release, so we don't have to worry about the deb file names being the same. Saw a few remnants of my wrong named architecture ("i386, amd64" creates an architecture "i386," and removed that. Once the compile and the .deb are finished I will nuke the repository on bloodgate and replace it with the updated copy from my local repo, to make sure no old files are left over. What's then left is: * clone the VDI (virtualbox image) file and update it to Ubuntu 8.04, trigger a new compile of DR * clone that VDI (virtualbox image) file again, update it to Ubuntu 8.10, trigger a new compile of DR After that, we need to come up with a way I can distribute these images to interested people. My estimate is that it will be 400 Mbyte for each, but I don't know exactly yet.
  4. You posted the revision yourself in the public forums, didn't you? 4021?
  5. Have spent the better part of the day to improve the doc and the GUI: * documented quite a few spawnargs, and cleaned up a few def files * prompted by Flanders documentation effort (seeing articulatedfiure), inserted an atdm:af_entity_base entity definition and also cleaned up all our ragdoll definitions. (Currently unsure if they are used at all, see here http://forums.thedarkmod.com/index.php?showtopic=8907&hl= but figured cleaning them up is a start anyway) Also fixed two important bugs in the GUI code: * searching for certain spawnarg parts (like "mass" and also "ass" etc.) did lead to corrupt search results because the code coloring the results interfered with the code linking to other spawnarg definitions * deprecated entities are now marked in red and link to their replacement entity. * when viewing a single spawnarg page, the location where that spawnarg doc is defined is now also shown. * on the same page, it shows you the actual names of the spawnargs, because these can be different for what you actually look at. Like when you look at "foo", it also shows values for "foo3", "foo_1" etc. * on the same page, viewing a spawnarg without any suffix did not show spawnargs with suffices (the otherway round it worked, viewing "used_by_3" showed all "used_by", "used_by1" etc.). Here is an example that did not show any spawnargs before: http://bloodgate.com/mirrors/tdm/pub/doc/#...rg-replace_anim and now shows a nice list, the location of the definition as well as the spawnarg names. Enjoy
  6. greebo

    Main Menu

    Did this happen after loading a saved game? @Springheel: http://forums.thedarkmod.com/index.php?showtopic=8904
  7. I would think 500K is reasonable at least. If we post screenshots we want to post high res and one jpg migh be 100K to 200K. I've just posted in one of the private forums 4 modest jpgs to help clarify a prefab and had to post each one on a separate post.
  8. Thanks! Oh yeah, I'd say it has been worthwhile. To give you an idea, I haven't been able to visit these forums for over a week because I've simply been too busy doing things with my own game; doing support, talking to fans, trying to encourage the growth of the community that's suddenly emerged around the game, fixing bugs, doing additional promotional work, etc. etc.
  9. I see now some smileys aren't working in posts either: http://forums.thedarkmod.com/index.php?s=&am...st&p=176285 laugh.gif instead of .
  10. Ah yes, I missed a few things. A new PK4 with better rat code is up and I added a few more rats to the test map.
  11. I assume you didn't have the fully updated PK4 or DEF files, because in my version the rat can't open doors anymore. I'll double-check again today whether I uploaded everything, but the rat really should do more than just running around in circles.
  12. Jeb

    LCD Monitors

    I typically read the Dark Mod forums every day. I usually don't have much to contribute; however, I just went through this myself. I did a lot of research on LCD monitors recently and this one is a beauty, both aesthetically and feature wise. I just upgraded from a Samsung Syncmaster 216bw LCD, which is an excellent screen, to a Dell SP2309W LCD monitor. It's a significant bang for the buck. It's a 23" LCD with a 2048x1152 resolution, a 2ms refresh and an amazing contrast ratio. It has a glossy screen, and unless it's off, there is no noticeable glare or reflection. I played Thief 2 with it's dark settings and didn't notice any noticeable distractions from glare or reflection. The blacks looked very black, and I haven't noticed any ghosting or blurring. I cant find any numbers to verify this, but from my experience so far, it appears to have a very low input lag. Quick Specs: Panel Size: 23" Optimal Resolution: Higher than Full HD 2048 x 1152 at 60 Hz Dynamic Contrast Ratio: 80,000:1 (max) Brightness: 300 cd/m2 (typical) Response Time: 2 ms (typical) Viewing Angle: 160° / 170° (typical) Color Support: 16.7 million colors Pixel Pitch: 0.249mm It also has an adjustable stand with height and tilt adjustment. The monitor can be used in both portrait and landscape. It also built in 2 megapixel webcam and 2 mics, as well as a built in USB hub. I actually prefer the Dell SP2309W over the Dell 2408WFP Ultra Sharp that I use at work. It's currently $379 which is not bad. I got lucky and was able to purchase it when Dell had an $80 off + free shipping sale. I consider it an excellent monitor for both production ( coding / graphics / etc ) and entertainment ( games / movies / etc ). Based on my personal experience with this monitor, I strongly recommend it if it fits your budget.
  13. STiFU

    TTLG

    I always thought the ttlg forums were pretty civilized, aside from geting flamed when u use teh h4x0r speech, but I don't like that anyway, so I'm fine with that. Better stick to proper, readable english! I do hardly look into ttlg these days though. Since TDM, I lost interest in the TDS-deadend, so I mostly stayed around here.
  14. You should be a member now. You should start reading here: http://forums.thedarkmod.com/index.php?showtopic=6694
  15. Springheel

    TTLG

    I think we're planning on keeping these forums going when TDM is released.
  16. BrokenArts

    TTLG

    I still play Thief, so, the FM forums, Thief Gen, are the civilized places, and the editors guild. Don't diss the whole community because of comm chat, thats where the BS is, it can be brutal at times. Depends on your cup of tea, pick your battles. Sometimes its fun, and amusing too. I go in there, I pick and choose what I post to, and stay out of the BS. I know better. ~m2 hosts the server here, but, TTLG needs more overall. ~m2 probably couldn't handle the amount TTLG really needs. Its also The circle as well, not just TTLG.
  17. Quite so! I was never a fan of TTLG forums anyway. Around these parts, people are civilized.
  18. Maybe it's not a bug, but just a missing "feature". It could be that id Software just didn't think it would be useful to have ragdolls react to the player's movement. Or maybe they even left it out because it caused problems. I think obihb on the doom3world forums did some cloth-like ragdoll setups for his Wolfenstein Project some years ago. Those did also only react to shots, iirc.
  19. greebo

    TTLG

    This is the point where we should appreciate modetwo hosting our forums. There's been hardly an outage over the years.
  20. BrokenArts

    TTLG

    Here is the rundown from Daveh himself, admin of TTLG, he posted this on Eidos. Lot of people hang around Eidos Thief forum, even more so now that the forum is down. In the meantime, it doesn't look good, but, they will be back. Here is the thread to check out. http://forums.eidosgames.com/showthread.ph...5602&page=4
  21. 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.
  22. 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.
  23. [transferred from 'itches' thread going off topic] (subject: name of doc on bloodgate) Yes but TDM consists of a lot more than just entities and materials. I was thinking maybe Dark Mod Entity Reference (Entref for short) but if other types are added then I would say Dark Mod Assets Reference (DMAR) or Dark Mod Resources Reference (DMRR) A candidate for extending it is the models. See my old thread http://forums.thedarkmod.com/index.php?showt...ObjectsList.htm It became rather unworkable as a web page and I was hoping to provide the program but have not had time to progress it. The old zip file is still there for reference though. The main element is keyword index by meaning so if a mapper wanted a chain he could enter 'chain' in your search and hopefully find all the chains in the dungeon folder, plus the ones in doom assets (which I know you want to kill off) plus maybe you could include prefabs which serve a similar function. If a mapper wants a table there are prefab choices as well as models.
  24. After reading this guie it appears you also must enroll in an Ubuntu beta programme. Oh well. https://help.ubuntu.com/community/EC2StartersGuide Btw, I think the DR compiling thread should me moved out of this thread into its own thread. Could some admin please do this? Edit: See http://forums.thedarkmod.com/index.php?showt...st&p=174843.
  25. I am not sure you can do this with the commandline version but I might be wrong. I personally would use: * KDE: kftpgrabber * Gnome: use "Places -> connect to server" or use Nautilus as FTP client (I don't have Gnome, thats what I found in 5minutes reading the ubuntu forums http://ubuntuforums.org/showthread.php?t=241559 There is also "ncftp" (commandline version). You can also use "Midnight commander" (package "mc"), if you are working a lot on the console, it's a must-have,anyway and it should do a seamless "remote directory", I just haven't used that feature yet Last resort: I tried it with Firefox, but it doesn't seem to work at all. Edit: Found this one: http://mipagina.cantv.net/lem/perl/ftpsync (save as) it is a Perl script that can sync directories from server <-> local. Should come in handy
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