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  1. 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.
  2. hey, so, in case anyone's interested, thief 2 multiplayer had their first public beta release this past week. you can download it here: http://s149432842.onlinehome.us/thief/t2mp_184.zip and view the thread about it here: http://www.ttlg.com/FORUMS/showthread.php?...594&page=14 I still haven't played it yet. (I didn't find out until right after thanksgiving break ended...) But that's what winter break is for! I hope some of you guys take a look at this. I know it's not polished yet, but I certainly would bet it'll be pretty fun.
  3. See here: http://forums.thedarkmod.com/index.php?showt...st&p=172469
  4. I was also a big proponent of this, I brought this up quite a while ago in the ttlg forums. There they said it was not tech possible. If the blackjack is thought to kill them, then yes the diff is how quiet or noisy the death is ( arrow vs black jack) Unless it is not a life killing blow, people do wake up from being hit on the head. It is realistic. prob happens every day. As to the game not supposed to be realistic, well, .........why improve the game at all......... Instead of the waking guard calling other guards to his area, I thought it would be better if he yells about what happen to him, and all hearers in that location would come to be at a higher level of searching, instead of them just lollygagging. ( love that word) Sure the place will simmer down if they cant find you within a given time, (cause your not there or whatever) but if you stumble back into a room or area where you clubbed a few people earlier, you run the risk of coming into a group of guards that are in hi alert, running around.......looking in every nook and cranny - that would raise your apprehension up a notch or 2 - or 3. Ok, if it is not feasable with this engine, that is fine, but as for realism, and hieightened gameplay, it would be great. Thanks! and keep up all the great work! Thanks!!!!!!!!!!!!!
  5. No. Not really. The sound department has been more or less dead for as long as I can remember, apart from the odd once-off submission here and there and a few attempted revivals. There is this sticky: http://forums.thedarkmod.com/index.php?showtopic=5743 I don't know whether that's current or not.
  6. Yes, it sounds like he is using 3DS Max. Here's the topic: http://forums.thedarkmod.com/index.php?showtopic=8674 Will you be able to upload the updated skeleton? I want to make sure I point Dram to the right one.
  7. Cool, thanks for that I should have net access every now and then, depending where I am at the time really. In any case I should be able to get onto the forums about once a week imo. In any case, sure just let me know what to do on those first two models and I'll get on it once I'm there - won't be able to do much before I leave unfortunately. Then, once you work out what needs to be done on the other three just post them here and I'll jot it down and get that done. I'm flying November 30th btw.
  8. So MODDB (Mod DataBase) has a new statistics tool which shows more information on how your mod has been affected by news and updates and such. Here is the code for an embedded version for The Dark Mod in case anyone wants to try it out in their own browser or add it to their Thief or Doom related fan site: <object width="600" height="400"><param name="movie" value="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles"></param><param name="wmode" value="transparent"></param><embed src="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles" type="application/x-shockwave-flash" wmode="transparent" width="600" height="400"></embed></object><br /><a href="http://www.moddb.com/mods/the-dark-mod">The Dark Mod mod for Doom III</a> (Can this work on the forums or only on a normal webpage?) It's interesting to see the HUGE spike (in all categories) after Saint Lucia's release!
  9. Thanks dave, didn't think of hat just got it out of the pk4 files
  10. Theothesnopp, using SL resources, reports that 'extra materials' eg, rtable1 he has used in his map have 'spontaneously' changed to _default. I just can't think what might cause this. I'm using some extra materials in my own map and they are stable after many saves. Any ideas? http://forums.thedarkmod.com/index.php?showt...st&p=171401
  11. We do have a gargoyle. However I'm gonna need to redo some of the uv's, I think currently the uv scale of the head and body are pretty far off. I believe it's in models/md5/gargoyle (not at home). Now that I know how to export poses and he is skinned I can put him in any pose we'd want. He's also got a few anims so he can come to life. http://forums.thedarkmod.com/index.php?s=&am...st&p=136588 We also have quite a few statues and busts, they already have skins so you can just put your material names in the skin files. Easy to test on a variety of objects. Also, I think most of the pillars have skins too, so you can test with those as well.
  12. Could an admin please cut of the bottom of this thread at this post: http://forums.thedarkmod.com/index.php?showt...st&p=171133 and move it to a new thread? It has nothing to do with the original question and discussion. Thanx!
  13. If you use a decal with a small (0.125) offset you can see how it looks in the editor, that's what I do. Someone else asked earlier. http://forums.thedarkmod.com/index.php?showtopic=8531 If necessary I can write a small wiki article on decals.
  14. See here: http://forums.thedarkmod.com/index.php?showtopic=8620
  15. Need more target practice greebo? http://forums.thedarkmod.com/index.php?showtopic=8617&hl=
  16. By the way visit this thread for the skinny on Deus Ex 3. Pure facts. http://forums.eidosgames.com/showthread.php?t=80786
  17. Tels

    Spam

    We got more spam accounts in the meantime, like http://forums.thedarkmod.com/index.php?showuser=2863 It seems the spammers register as fast as they can
  18. Baddcog

    Model issues

    http://forums.thedarkmod.com/index.php?s=&am...st&p=170641 That's a chair lwo with Z fighting/gaps in it.
  19. Btw, HappyCheeze, see here: http://forums.thedarkmod.com/index.php?showtopic=8577&hl=
  20. Hell, it's easy once you figure out the basic rhyme and reason of it all. Read up on that tutorial I mentioned (www.cgtextures.com, then the tutorials tab for reference), it'll help you get started down the road to awesome normalmaps. Also, I did a little write up on how I made that one wall I parallax mapped over on the T3 forums. It's alot more time consuming than the usual method, and not quite as precise, but it can make for some decent normalmaps.
  21. I tried to rename the pak000.pk4 and Doom 3 complained about the "_default" texture missing (the warning occurs if you happen to fix the "default.cfg" warning), so I think they are still stored somewhere on disk.
  22. Dayum, that's a serious window frame. A cut in the wall would need a portal of course, but I'm not sure whether it would block vis if the texture is opaque. We had some discussion starting about this for glass doors recently: http://bugs.angua.at/view.php?id=1184 http://forums.thedarkmod.com/index.php?s=&am...st&p=164609
  23. Don't have money to buy it and I visit the Fallout 3 forums instead .
  24. I deleted all the big pk4 files from doom, because I didn't think you needed any of the default doom content to play TDM.
  25. Can you upload that pk4 somewhere. I seem to have lost it, and its also on Doom CD 3 which I can't find. It's only a small one with a few text files in it, right?
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