Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/pk4/'.

  • 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. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  2. Until I get more internal access (source code, forums), I'm tinkering with those Rope Arrow issues through the provided .script.
  3. @OrbWeaver: somebody on the public forums asked for a .deb package. Do you have time to assemble this for the most recent DarkRadiant 0.9.9 versions?
  4. It can be a bit overwhelming getting started. We have to set you up as a contributor and give you our mod source, then to atually test the mod source you'll need the mod itself, which is a huge download that takes a long time on our server. The whole process can take a few days. I think New Horizon was going to set up a contributor thread? Until then, you can get the Doom3 SDK and make sure you can compile it, if you haven't tried that already. There are various guides to getting started and what you'll need to compile the SDK at Doom3 modwiki (www.modwiki.net), and the Doom3world.org forums.
  5. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  6. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  7. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  8. This relates to this thread http://forums.thedarkmod.com/index.php?showt...st&p=173836 I can now duplicate this and have committed test/texture_loss.map. It contains just a patch mattress and pillow as a single func_static. It was created with the six sides of the mattress textured with sack1 and the pillow with singlebed1_mattress_grey. Both show fine in DR. I've tried to save selection as prefab, save selection as map, and also just save the map and all saved with the texture replaced by _default. But I suspect there are other factors. In other tests in a bigger map it was intermittent and sometimes just some sides replaced. And a simple brush cube would not lose this texture. I'll add to bugtracker.
  9. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  10. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  11. Close, but not quite. We are using the Doom 3 engine and are using its SDK. Doom 3 is going open-source at the end of this year so this is why we chose this engine. The code is normal cpp and h files yes, and most (I think anyway) use MS Visual Studio. There is a solution file on SVN which we compile the SDK with and pack it into a pk4 (which is openable with winzip etc). Hopefully that helps clear it all up As for assigning tasks etc, I believe Spar would be the one assigning programmer tasks.
  12. I just read this after my post from here: http://forums.thedarkmod.com/index.php?showtopic=8767 I think that's the cause, after making tga files instead of dds they look better. Again, nice textures, I'm sure using more from the master builder store in the future.
  13. You might want to test out this bug fix for the ambient lighting as well. Doom 3 has a bug that causes the ambient lights to cast ugly, dark shadows on everything. Download the file from this link. The file is in a .pk4...so rename it to zip and extract it. http://www.trisoup.net/temp/d3ambient/ In your thiefs_den folder, create a folder called glprogs...if there isn't one already there. I can't recall if we did include it. Drop the interaction.vfp file in it. It should soften the harsh look of the ambients.
  14. Squill, you didn't update your changes to humanoid_base.def to SVN did you? I'm having the following problems: http://forums.thedarkmod.com/index.php?showtopic=8764
  15. Ohh yeaaah. The game is starting to shape up and looking better than anything before. Can't wait! http://forums.eidosgames.com/showthread.php?t=80886
  16. The nice thing is that you will be able to if YOU want to hug the wall Metal Gear Solid style and switch to third person. This is simply to get a better view sort of like Thief: Deadly Shadows. You don't have to do that though you can stay in first person. Checkout this FACTS thread so you get the run down on what we know. http://forums.eidosgames.com/showthread.php?t=80786
  17. I agree with most of your concerns. However was hiding in the shadows really realistic? Hopefully the cover system might be better but I will definitely miss hiding in the shadows. At least the sound propogation is still there. As for the auto health regen that is something I really didn't like seeing when they first posted it. That's the decision they have made though which does suck. Hopefully it won't be as bad as it sounds. For the weapons they got this to say. CHARACTER/AUGMENTATION DEVELOPMENT You do gain experience points throughout the game which you can use to either upgrade yourself or your weapons. It's a choice. There are many augmentations in the game so like the first one, you can choose how your character (Adam) develops I just want to see the demo in February, that will give us all a better view of everything. I already have a picture of my head in the game though with everything that's been revealed. EDIT IMPORTANT: Just got a reply from one of the Eidos staff. It appears I was mistaken by an article so the demonstration might be for press only and not shown to the public till later or at all. However I am pretty sure the press will write about said demonstration. (Feb 2009, date subject to change but so far on schedule, no intel to the contrary) P.S. Check out some new shots here. The sniper rifle looks sweet. http://forums.eidosgames.com/showthread.ph...886&page=19
  18. Some more work on the JS GUI for the doc, this time also updated the online version at http://bloodgate.com/mirrors/tdm/pub/doc/ * the entity list now has links to each entity * such a link leads to a new tab, which displays this entity with the spawnargs * this view also contains an inheritance chain showing the inheritance So now the new interactive version can do all what the old can, and more The new view has still some WIP issues: * the chain can overflow and this is not yet handled properly, also the list "entities that use the current entity" is still missing. * no inherited spawnargs are shown yet Anyway, comparisation between old and new: http://forums.thedarkmod.com/index.php?act=a...ost&id=2900
  19. Yes, there must be several ways. Just a quick look and I see there is s & r to spawn an entity and that has randomness - though I've not tried that particular effect. Just been wandering through your map. As you say, very basic but it's a good start of the learning process and even though small, you have made a complete map with the limited Den resources. This is the ideal size to start with - not too ambitious. Hope you persist, and with some guidance here, will improve. Not sure if you want a critique but it's boxy, too open-spaced without interesting architectural features but the layout is OK. Texturing scale can be improved here and there and so on but all that will come with practice and guidance. If you are interested in proceeding with mission-making in earnest then now is the time to start building FMs for the future. The Saint Lucia mission provides a lot more resources. The emphasis on beta mapping is coming to an end and we are now looking for real missions to be built! What is your inclination? Do you want to complete this mission with help? We can make suggestions. I would recommend it so you have some simple objectives, small story and one or two readables to carry it. Or begin anew? Have you followed the A-Z complete guide to mission building at http://wiki.thedarkmod.com/index.php/...uide_Start_Here! And of course the editing forum at http://forums.thedarkmod.com/index.php?showforum=54
  20. Thanks for your kind words Gambit. Interesting that you mentioned randomness, there was a thread recently where the subject of random spawns etc. happening in TDM, came up. I'm going to try to see what I can do when I get some work done. Welcome to the forums btw.
  21. Just got a reply from one of the guys in regards to a female version of Adam Jensen. (The Protagonist). No comment yet so :crosses fingers: that they will be able to pull it off. DX: Bible here: http://archive.gamespy.com/articles/april0...dx1/index2.shtm Story about how JC and Paul Denton came to be here: http://forums.eidosgames.com/showthread.php?t=83883 Very interesting stuff.
  22. Thats a semantic... situational horror vs. startle horror. But Springheel, picture this: You're in an old dilapidated cathedral, and there's a long hallway with a door at each end. You're entering the hallway from one side for the first time... and halfway down the hallway walking toward you is a burning dead (scripted to start a patrol toward whichever door you open first). All you have are a blackjack and a sword. A bit scarier now? Personally, I'd probably pee my pants. But that's startle horror. I've said it before on these forums and I'll say it again. My personal scariest gaming experience ever is summed up in two words. "Shalebridge Cradle" Anyone else agree? If you really want to implement something really SCARY in a TDM campaign, I'm shouting LOUD once again for the cage-heads.
  23. Argh... does it work properly??? Don't let me get my hopes up for nothing... Boy am I glad I logged in today... *edit* actually this is the real thread link http://www.ttlg.com/forums/showthread.php?p=1793911 yeah sounds slightly quirky so far but for the most part you can actulaly play through the first lot of original missions. Towards the end more bugs become prominent. Finaly my dream of playing Calendra's Legacy with my 2 brothers will come true. One of them hasn't played it yet, it will be pretty awesome.
  24. Here's a very interesting article with Project Lead of Deus Ex 3 Jean-Facois Dugas. (From CD-Action) http://forums.eidosgames.com/showthread.php?t=83786 Definitely makes me more excited considering how complex and detailed the game world is going to be. Haven't finished reading it so I will edit my comment with further thoughts. A definite must read for any Deus Ex fan... Interesting snipit Invisible War? Forget it! The nod to newcomers shouldn't however trouble fans of the originals - before starting production, the Eidos Montreal team thouroughly analysed both Deus Ex and Invisible War. This was highgly important, as the godfather of the franchise, Warren Spector, is not involved with the making of the new addition to the cycle. The developers wanted to preserve the spirit of the previous games - We spent a lot of time discussing what makes Deus Ex what it is. - recalls Dugas. - The consensus was that it's an action game with RPG elements, with gameplay mechanics based on four elements: combat, stealth, hacking and and advanced social interaction. Additionally, freedom of choice must be offered, with various choices having their consequences, sometimes really meaningful. For their own needs, the Eidos Montreal team have devised a set of seven key elements of the Deus Ex brand (more in the corresponding box) which decided the character of the first two games in the series. Both, though in some aspects similar, were substantially different from each other. Dugas has no doubt which one should be the more important inspiration for the team producing Deus Ex 3. - We quickly decided that we should look that our model should be the first game - he explains. - Invisible War did have a few interesting ideas, but the proposed changes did not go in a good direction. You can notice we're inspired by the first Deus Ex on several different levels, beginning with trying to capture the atmosphere, and ending with some of the very simple, basic gameplay mechanics. Obvious example? No unified ammo like the one in Invisible War. Each weapon has it's own ammo. Even our inventory screen is much like the one from DX1.
  25. I tackled an oldtimer issue today, and have uploaded a new snapshot (0.9.8pre13) to our FTP. It's not the same snapshot I posted in the public forums, for a reason: I had to change the map saveAs algorithm (massively), and this is potentially dangerous, of course. I'd like to have this snapshot tested by one or two people, whether saving / exporting / importing / saving as / saving copy as / whatever still works fine. On top of that, the bug report #660 should be resolved as well, of course. Here is the snapshot build: http://72.8.59.188/TheDarkMod/DarkRadiant/...-0.9.8pre13.exe (Again, you'll need the VC++ 2008 redist package if you haven't it installed already) Thanks for testing in advance.
×
×
  • Create New...