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  1. Tels

    Linux support?

    Got the email, the pgp-key, the photos, my firefox data, guess the rest wasn't important But then, maybe I can repair my old partition and access the rest of the data. Related good news: scons: done building targets. Yeah! (But you should have warned me that it takes a small cluster to finish the compile in under one day....) Now I just need to figure out how to install Doom 3 under Kubuntu... http://forums.thedarkmod.com/index.php?showtopic=6572&hl= All the best, Tels
  2. The film composer, Chris Thomas, who came to WOU for a recording session (this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=110911 ) has been nominated for an award! I just got this email: http://www.filmtvmusicawards.com/login.php I heard his scores & they are awesome! So help a fellow composer win an award!
  3. Hey there, No problems my side - I'v co'd the svn from sf. Just taking the time to get comfy with where everything is - and how everything is stuck together and working. Also reading the forums(and bugtracker!) as you will notice my nick chilling at the bottom quite often As I said to greebo, doing a year's worth of uni work in the space on a month (because why work for 9 months of the year when you can cram it into a few weeks and get away with it :/) Today I have looked at maths for about 30 minutes... and then watched about 5 hours of series and movies to avoid looking at it, its now 2am and I feel guilty as hell... so I'm gonna go read astro in bed
  4. Sounds and looks good, I have to say. Welcome to the forums.
  5. So hey, i did a search in the forums for a freeware game i downloaded recently and didn't find anything; so if this has been talked to death already forgive me. The game in question is Facade, which is basically designed around a kind of soap/drama in which a couple who are old friends invite you over to their apartment for a party and end up having a large dramatic fight about their marriage. The graphics are hardly anything special but the sound and audio for it are very extensive; and of course the AI too. Essentially you interact by typing short sentences which the game then reads and acts to accordingly. I was quite surprised by the level of depth that went into this game considering its only made by like 2 people. When I replayed the act over again I was surprised to find that alot of different combinations of speech can occur, and entirely new dialogue can be unlocked by doing or saying various things. Obviously there are some limitations to this game, the AI has trouble with slang for instance and I find it difficult to type fast enough and have the game read my text in time. This can lead to various errors in the conversation, often with unexpected results. The goal of the game is for you to try and help the couple, Trip and Grace, work out their differences. However I found it much more enjoyable creating a character named Gonzalo and being a complete and utter prick to them At the end of each act a screenplay is generated; which contains all the dialogue, as an example: Heh the screenplays are massively long, too long to put in a post, but i really found this last one quite funny. Hah the shocked expression on his face was classic, and i was surprised that the AI would react in such a way. Apparently racial epithets are banned in the game . To anyone who's interested the game is freeware at http://www.interactivestory.net/ ,its interesting to see how the AI has been designed to react to the player. So far i've been thrown out of their apartment every time I've played. Also, if anyone happens to know of any similar games with sophisticated AI I would like to check them out so i can be an asshole to the characters in them too
  6. Hi Yandros! Good to see you here. The editor code is possibly better designed (mostly thanks to OrbWeaver's and greebo's efforts, no thanks to the GtkRadiant guys who we inherited the source code from ). The mod code is written in id software's style (or lack thereof) and is therefore somewhat messy and mostly undocumented. On the other hand, it's possibly more interesting to work on a game than an editor. And IMO it's more important than the editor right now; the editor is very usable and contains most of the necessary features already, while we still need to do a lot of work on the main mod. If working on AI tickles your fancy, that's probably the area that most needs attention right now. We definitely need more mod coders, at any rate. Most of us have very busy "real lives" as well, so no worries about that. As for documentation... There isn't a lot of developer-oriented documentation yet (something we're working on right now in fact), but here are a few pointers. Our internal forums have lots of tidbits scattered around in them, but you can't see them at the moment. Most of our organised documentation is on our wiki: http://www.thirdfilms.com/darkwiki/index.php There's some developer-oriented editor documentation here and some dev-oriented mod documentation here. It's also useful to refer to documentation on Doom 3 itself from time to time, so here's a link dump from my Doom 3 bookmarks folder. Not all of this will be useful for you immediately. http://www.iddevnet.com/doom3/ - id's own documentation; somewhat limited in scope but a good introduction http://www.doom3world.org/phpbb2/viewtopic...sc&start=20 - Trevor's SDK Related Tutorials, probably the only decent Doom 3 SDK tutorials around http://www.modwiki.net/wiki/Doom_3 - Good general D3 editing wiki http://www.doom3world.org/phpbb2/index.php - General D3 forums, occasionally useful for the odd D3-related question http://www.modwiki.net/wiki/Script_events_%28Doom_3%29 - A partial reference for scripting work Feel free to ask questions about anything you need clarification on.
  7. http://forums.thedarkmod.com/index.php?showtopic=609
  8. Well, I regularly visit polycount.com forums and one guy was showing pics of a character he was painting with his tablet. Got me thinking I should ask opinions on them, I've always been curious but didn't want to drop 300 clams. Anyway, was going to post and ask to help me decide as I've never used one. Went buy Best Buy after work since it's almost next door. Thinking, ah $250-$300, probably won't buy, but I'll look anyway. Turns out they have 2 tablets, one is 4x5 drawing surface for $65 and one is 4x6 for $200. So now I'm the proud owner of the 4x5 sized one. That was soo much cheaper than I thought I just couldn't resist, hell, if I don't like it it's not that much of a loss. Got Photoshop Elements and another program with it so that right there is probably worth it. Anyway, I'll post later after I use it and give my opinions. Anyone else use em. Like em , hate em, tips???
  9. Seems these days I think about stuff I want to do/get done for the mod than I actually accomplish. Anyway, one of the things I've been thinking of and did start a little bit of work on is some relic/artifact type object. This one is a suprise, basically I plan on making certain pieces in high poly to work on my normal mapping a bit. Then use all these pieces in different combos to make a set of relic/artifacts (loot/quest items - we can't have too many of these imo) from an ancient civilization. I don't recal anything in the forums about what the ancient civilizations would've been like so I'd like your ideas/comments/suggestions. I'm already set in stone on the stuff I've started, but other varieties can follow. This is as much for me as other modelers/texturists as it might give someone else ideas too. -------- Basically what I'm hitting at is that T1/2 used alot of eqyptian styling in the lost city stuff. I was scanning the net for images and was thinking that stuff more like american indian, mayan, eskimo would be a cool way to go.
  10. ShaZe

    ShaZe's Stuff

    Close up on the last staff Otherwise, where can I get the mod files? I was asking myself the question to know what exactly the path should be when I was setting the material file and the folder structure. I searched a little bit in the different forums but didn't found it.
  11. Hi there. Being a quick learner is probably the most important thing on a mod like this, so welcome to the forums, Serpentine. I gather you already had a look at the DarkRadiant codebase, compiled it or played around with the editor?
  12. Assuming that by "silence" you mean "fix the code" rather than "disable the warning", you are welcome to send patches to either me or Greebo in a PM or through the forum. If you wanted to get more involved in development you could be set up as a contributor and have access to the coding forums as well.
  13. Well, I might still contribute more models. It's just a matter of getting some enthusiasm back to do it. I was running entirely on enthusiasm at the start of the project. Without that, it just makes it all hard work with no reward. I may have made it look easy, but it is a hell of a lot of hard work building those characters, not helped by the fact that I have a strict set of self-imposed standards I have to keep to and surpass, or I'm not happy. I'll take a look around the forums and see what needs to be done, and if any of it interests me right now.
  14. I too have applied your patch and will look at it in due course. I have committed the missing <cassert> include already, since Tel seemed to have this problem in the public forums.
  15. I think you've covered that nicely. Currently modules have version tags/strings - will there be any need for this? I could imagine that a version stamp on built DLLs will prevent the Radiant binary from crashing when outdated DLLs remain in the modules/ folder (like we experienced with the Clipper module that I merged back into the core). Maybe we could prevent DarkRadiant from loading incompatible DLLs. Are you going to implement this soon? I would be eager to implement this new system, but I guess so are you.
  16. Hi! i did some search here on the forums and found nothing about the lock picking system, how is it going to be? sorry if it's in somewhere obvious, but I didn't find it.. lol i liked the way they did it in TDS, the originals were also nice, less fun though. oblivion on the other hand was really irritating, i always kept 200 lockpicks! and by the way, how do you guys feel about...hm.. I don't know if there's a term for it, 'modes'? ok, example. when you pick lock in TDS, the player enters in 'pick lock mode', climbing stairs are a mode, etc. thief games avoided whenever possible this modes, (tds had some.. but still few) wich is the most sensible thing to do, really! modes should be avoided. but used wisely modes can really add fun to a game. games that really abuse of this things are hitman, splintercell... and still they managed to came up with some nice improvements in gameplay that could be studied for TDM IMO. (obviously for future updates) there could be a special blackjacking (as an option to normal bj) where you would 'press/do/something' behind an enemy and it would knock him out already holding his waist and 'gently' laying him on the ground (by 'gently' i mean to avoid the noise of a giant guard fully armored dropping like a potato sack down the stairs).
  17. Why do you upload it as a rar file? It's a repository. It would be more convenient if you just upload them as individual files. People can always choose to download them also individually if they don't want the whole pack, and you don't have to unpack it. The only thing that makes sense to be packed up is if you have a releasable version of your map and you want to distribute it. In that case it makes sense to put it in a PK4, because that's how poeple expect to play it.
  18. I have given you contributor status and also given you access to the beta mapper forums.
  19. I found a great plug to lessen the reverb on the footsteps. Dominion - signal modeling device: http://www.digitalfishphones.com/main.php?...2&subItem=4 If you're familiar with software synths and shaping those sounds with different attack/decay envelopes, then this plugin does the same thing with audio. Currently the sustain (decay) is at -45 @ 30ms thus removing the reverb tails of the concrete/stone/metal footsteps. After I test a bit, should I upload to SVN? EDIT: Nevermind, just saw this thread: http://forums.thedarkmod.com/index.php?showtopic=6400
  20. You mean except for the fact that around every corner there was someone buying and selling illegal goods? There were more fences and blackmarket merchants than there were regular tradespeople. Which I guess makes sense, since you could retire off the sale of one or two gas arrows. You either haven't done much reading in thief-related forums, or you are blessed with remarkably low expectations. I enjoyed TDS, but I did it in spite of its numerous failings.
  21. There it is! : http://www.shaze88.com/downloads/autres/lamp.rar 185 Polys, Sorry if you don't like the texture, Im kinda bad at texturing And if you want more details, I can always add more polys Everything is in a pk4, so you can just add the pak and see it within the game
  22. Sorry Mike, that was my mistake. Beta Mappers have access to a special beta mapper repository. All the info is in the level editing stickies section. Here is the relevant info. http://forums.thedarkmod.com/index.php?showtopic=5603
  23. That's a moveable chair that the AI is sitting in in this thread/picture : http://forums.thedarkmod.com/index.php?act=a...ost&id=1499 The collision model seems to work pretty well. You can also spawn an adm:moveable_diningchair (or whatever it's called) and use "g_showcollisionmodels 1" to look at it. What you see there is whatever D3 is using, so if it's somewhat concave, then it can handle somewhat concave things.
  24. Well, this is the mtr /////////////// //cubemap no alpha /////////////// teapot_env { metal { blend diffusemap map models/darkmod/props/textures/bc_teapot.tga } bumpmap models/darkmod\props/textures/bc_teapot_local.tga { blend add cubeMap env/gen1 texgen reflect } specularmap models/darkmod/props/textures/bc_teapot_s.tga } hacked from a guy at D3W. I deleted a bit of stuff, his was glass so there was translucent, ect... Give it a test though, let me know what you think. I think it definitely adds some depth. -edit- looks like env folder has the reflections, just checked and that's where our water reflections are. so gen1 must be a stock doom reflection map, 'general reflection #1' eh? Too lazy to look in those pk4's
  25. I posted at polycount forums for help with metals. Curious to see what responses I'd get. A few people said I should add an enviroment map to the teapot for more reflection. The census seemed to be reflection on precious metals (gold/silver) and some specularity color. Metals like bronze, copper should be no reflection, like specular. (depending on tarnishing on all metals of course) ------------------- Currently the teapot has a reflective env map on it in addition to how it was. I'd appreciate if someone else could take a look at it and see what they think. I think it looks pretty good. make a creamer cup along side it (both are moveables), the creamer cup has NO env_map.
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