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  1. Hello there, I am working for a german online entertainment magazine known as gamona. As I am a Thief-Fan myself (been lurking around these forums for a while now, after learning about your project via ttlg.com) I thought this project deserved more attention. So here is my request: Is someone of your team available for an interview via e-mail? I would like to write an article about the outstanding work done by these creative modders for my magazine. gamona focuses mainly on mainstream audiences but with a focus on "unique content" to spice up our coverage. If you would like some examples from the one who wants to write about you...here you go: A "Machinarium" Preview A "World of Goo" Review A Special about the upcoming Gothic-successor "Risen" Unfortunately, all of these articles are written in german, but as far as I know you have some german team members as well, so they could help you decide if you would be willing to appear in our online mag. There is no need to hurry, as I am going to be out of office for three weeks now. Maybe you will have released "The Dark Mod" by then already. By the way, our magazine could host "The Dark Mod" files eventually. Best regards, Jakob Heiden
  2. These are a lot of linker errors you're getting. The offending symbols should be coming from ui/einspector/PropertyEditor.cpp and checking the Makefile.am file it seems this is properly included. If you weren't getting these linker errors before, I'm assuming something went wrong with the makefile generation. But I see the compiler error went away, so it seems my fix did the trick. Sorry. I don't have an IRC channel, nor have I ever been using one. I'm usually around these forums anyway.
  3. Solis, we currently have pretty much everything that we need for the 1.0 release, but here are future projects that we could start on: 1. Some "sitting" animations. Currently, AI can sit, and look great doing it, but they don't actually look like they're *doing* anything while sitting. Animations that simulate the character doing something a sitting person might do, like "eat", "drink", "write in a book" or "turn page" would be useful. http://forums.thedarkmod.com/index.php?showtopic=9763 2. Female animations. Right now, we cannot have any female characters in a mission because we are lacking animations for them. Female characters will use the same default humanoid skeleton as males, apparently. 3. Creature animations. We have a few creatures right now with limited animations-- the spider, the revenant, and the steam-beast. All could use their own set of animations. We may also want a couple new idle animations for rats.
  4. Not worth worrying about at the moment. I just tried another small map in a temp folder on another drive and that is the same so I'd treat this as darkmod and base only (unless the user changes the game setting) I think doom is dmapping into the saintlucia folder which is confusing if the map is in the darkmod/maps folder and one is updating the pk4. How are you doing it? Adding those files separately?
  5. I should add that I'm trying to stick to the one folder because the current setup is fraught with pitfalls if the pk4 is open and there is a copy of the map in darkmod/maps and another in saintlucia, and doom does one thing with map and another with dmap and so on.
  6. Try to put that into doom3/saintlucia. That should not be there, it should be in the saintlucia.pk4. StartingMap.txt case does not matter under windows, but matters under linux.
  7. Yes. Ok, here's exactly what I have. I have a doom3/saintlucia folder that has in it config.spec, DoomConfig.cfg, darkmod.txt and gamex86.dll I have a StartingMap.txt (does case matter?) in my doom3/darkmod folder, that says "saintlucia" I have the current saintlucia.pk4 in my doom3/darkmod folder. There is a saintlucia.cm file in my doom3/darkmod/maps folder
  8. No need to restore the file, here's some info on the replacement. The model shader needs to be updated, I guess. http://forums.thedarkmod.com/index.php?s=&am...st&p=192561
  9. No, but in what language and in what framework it is implemented is a "technical detail". First and foremost we need to solve the "make a diff between a base and a (multiple) FM" and find out what all needs to be packaged up. Without that problem solved 100% (and not just 99% as Sparhawk rightfully noted), it doesn't really matter where and how we implement it, as it would be useless. Also, as someone else noted, that feature isn't really useful for FM authors, anyway, as they will rarely add or modify resources and can package these manually into their PK4 file. (heh, it worked for Thief's Den
  10. That's an excellent idea; all of these categories of info logically fall under the "map info" umbrella. Now all that's needed is a way to identify all of the associated resources and automagically extract them into a standalone PK4...
  11. Yes, for certain materials. See here: http://forums.thedarkmod.com/index.php?showtopic=9736
  12. Something is heavily wrong on your system, it seems. It's safest to install a fresh DarkRadiant somewhere else and try that one. It makes no sense whatsoever that all these entities are named func_static_1 - the namespace should never behave like that, there is something awfully wrong. Did you restart DarkRadiant in the meantime? Could you send me that exact map you're having problems with? I tried it with the saintlcuia from latest SVN, but it works all well here. Could this be the PK4 you checked out to restore the sewer junk?
  13. So how would then the folder setup be that we need for saintlucia? C: + Program Files + + Doom 3 + + + base + + + darkmod + + + saintlucia and what would darkmod respectively saintlucia contain? The former almost everything, and the latter only the "saintlucia.pk4" file?
  14. Unfortunately, even the titles would show a plethora of spoilers. And we don't want that, now, do we? Even better than forums: the darkmod bugtracker. A massive tire fire is what that is... No sense in alienating robert. Why don't you create your own thread outlining your problem? Every detail helps us help you help us all.
  15. There was a screenshot i wanted to take of a typical day's "view new posts" which showed something like 30 posts from some of the 20 or so different dev-only forums and subforums to show people that this is a fairly major undertaking for the people involved...
  16. Hm I think you just need to hit the "Start Mission" button - the screen you see is all you get, regardless how you launch the game. The only thing that's changing is the text telling you about the currently installed mission. The tdmlauncher is invoked as soon as you hit "Install Mission". Then the FM/PK4 is copied and the game is restarted with the appropriate +set fs_game and fs_game_base parameters.
  17. Updated my first post. A new snapshot build is available on our website, with a couple of issues resolved: DarkRadiant 0.9.8pre4: http://darkradiant.sourceforge.net/snapshot.php edit: I can't connect to the sourceforge FTP (again), so here's the direct link clicky - Select All in Layer feature added. - Fixed: DarkRadiant doesn't emit a warning when a shader is not found. - Fixed: assigning brushes to layers does not make DR show the * reminder to save the map. - Fixed: Orphaned func_static origin after drag degenerate. - Fixed: Creation of a atdm:mover_door entity from a brush causes all worldspawn to become linked. - Fixed: Models contained in PK4 files are not showing up.
  18. The Thief's Den stuff is very limited . I think I have some good ideas for (longer and not "samey designed" ) missions but I don't have the content (Textures, Models) to realize it. Is there any way to get these without being a Beta Mapper? Could you read any error messages before it crashed? Did you follow the readme and copied the xdata? Edit: Try this please: Rename closemouthed_shadows.zip to closemouthed_shadows.pk4 and copy that to your Thief's Den folder. Should be C:\Program Files\Doom 3\thiefs_den on your computer.
  19. I've been around here for a while mapping with Thief's Den assets, and later Saint Lucia assets. Some of the work I have done can be seen in this tread: http://forums.thedarkmod.com/index.php?showtopic=7443 I belive in the project and I have the time to help out. I also have the endurance to keep at it. I wont just "download the goods and disappear". So my question is can I become a betamapper? I have also made a small map to show some of the things I can do in the editor: http://rapidshare.com/files/193345868/ship.map http://rapidshare.com/files/193409862/ship2.map http://rapidshare.com/files/193517066/ship3.map http://rapidshare.com/files/271601954/ship4.map (most recent version) The story: You have been smuggled onboard an Inventors' guild ship to steal Pandora's Box for a collector, and replace it with a fake one. If the framerate drops to much in the outdoor area, try closing the doors. That helped for me. Also also I have one released Thief 2 mission on my conscience: http://www.southquarter.com/fms/data/Scept..._Dor_AmalP1.zip
  20. Hm, well the parenting is done in Maya. Usually everything a child of hips, because that's conceptually what's going on. Everything moves from the hips. All animation rigs are built like this. If there's an issue with this, we need to sort this out right now, before squill and I make any anims with the new rig we just made. Maybe it is like what Spring said - hips and torso are child of origin, but not connected to each other. I think we should import one of the doom3 models. I just quickly imported the player.md5mesh from Doom3\base\pak002.pk4\models\md5\characters\player\mocap\ I rotated the "Hips" joint, and the entire upper body leant forwards, which is a sure way of testing if it's actually the child. Around that area I also found "Body" and "Body2" bones, which both seem to do the same thing. These are the parent of the hips, it seems, because they rotate the entire body, but do not move when the hips rotate. Also around that area I found a "Waist" and a "Waist2" bones, which both seem to do the same thing, rotate the upper body as if bending from the hips.
  21. Sure? I've just tested quickly and after decompressed pak002.pk4 into base/models I can see all monsters models in the camera view. I just living for the week-end, but thank you for your quick answer, I'm sure I will love to create maps under Linux With DarkRadiant
  22. My D3 installation (Vista): D:\games\doom3win32 DarkRadiant game settings (Preference): Select a Game: Doom3 Engine path: d:\games\doom3win32 Game mode (fs_path): (empty, but I have also tried "base") Here is my darkradiant.log + input.xml + user.xml Like mentioned in my first post, I have this problem on both Linux and Vista, and I'm not alone. Remark: could it be because Darkmod provide models on flat directories and files, in place of the Doom3 pk4 ?
  23. Checking through packaging errors, some of the oggs referenced in tdm_ai_simpleton_die_quiet are not there: 4, 6, & 9 to 13. Are they still to come or should we adjust the shader? [EDIT] Working down the list I see more missing in sound shader refs @ http://forums.thedarkmod.com/index.php?showt...st&p=191930 I'll leave these to you guys to sort out.
  24. eddan

    Im new =)

    Hello guys, I am new from the Kbot forums (runescape botting) I am not so experienced user in programming but I understand abit in C# and java sdk. I have been searching for a nice mod community and found this one thanks to my friend: theothesnopp Well I didn't find a introductions forum so I posted it here.
  25. I'll unlock that thread, so that people can add to it. edit: my goodness this is an old thread - don't we have something better? It kind of sucks to have a sound department which has been without lead or activity for years. We have this sticky here, which seems to be more comprehensive: http://forums.thedarkmod.com/index.php?s=&am...st&p=108494
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