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 think the default was that guards without helmets can be KO'd to the face when nonalert, but then only from behind when alert. However, I don't think our KO behaviour is accurate right now, as per: http://forums.thedarkmod.com/index.php?showt...mp;#entry190392
  2. Not sure if you saw my post in the other forum, this is a problem with the spider model: http://forums.thedarkmod.com/index.php?s=&am...st&p=190009
  3. No, this was introduced after releasing Thief's Den. There is a short abstract here: http://wiki.thedarkmod.com/index.php/..._Light_Textures and here: http://wiki.thedarkmod.com/index.php/Virtual_Darkness However, this needs code support to function correctly, so the PK4 released with Thief's Den won't cut it.
  4. That problem already exists, as your hand starts out very close to the center of the screen already. In the example above, the problem is significantly reduced. Your hand is significantly lower than the 'target' (the blue dot). You would have to be lobbing the arrow really far to have to raise the hand high enough to block the target. Are these any different than the ones discussed here? http://forums.thedarkmod.com/index.php?s=&am...st&p=112160
  5. If you didn't work on them further, that's fine. I just thought they might have been partially done and forgotten about. I know some of our animators were looking for things to do...if that's still the case, we've been wanting to have a new bow animation similar to the one in this animated gif: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050 Basically, something that angles the bow like this: This change is meant to make sure the hand/bow does not block the player's ability to aim far away (in the example above, the arrow would hit the blue dot). It also ensures that the arrow is pointing towards where it will hit (to make it easier to aim). It may simply be a matter of moving/angling the existing fire animation, I don't know.
  6. Attention animators: This should not change things significantly for you, other than the name change to the export file: http://forums.thedarkmod.com/index.php?s=&am...st&p=189597
  7. You can also open thiefs_den.map in the editor (you might need to unpack this file from the PK4 first, though) and place the model in it for testing.
  8. Crispy

    Undead

    Eidos owns the copyright on burricks; therefore there are not, and will never be, any burricks in TDM. On a completely unrelated note, you may be interested in this search: http://forums.thedarkmod.com/index.php?act=S...ite=%2Bbelchers Belchers are on the "maybe v1.0" list mentioned earlier.
  9. The scripts are based on what was posted here: http://forums.thedarkmod.com/index.php?showtopic=7533 It's not like I have fully completed scripts sitting around hiding somewhere...I had to write them out in full when the opportunity presented itself. I'll be happy to do a couple more, thanks for the offer Gold. When do you need them by? Where is the outpost briefing, btw? I went through the .xd file while I was on vacation but I didn't see the briefing.
  10. So I should rename thiefs_den to darkmod, then unpack PK4 with Thief's Den .MAP file, and then copy .MAP file to maps folder in doom3\darkmod, right? I did this and there's still lots of SHADER NOT FOUND textures when I load Thief's Den map in DR. (I guess these are not textures per se, but some water/rain effects. Am I right?) (Uuuu, it's not pleasant to be noob again!)
  11. I'm really looking forward to the release of TDM and I've been following this project for a very long time now over these forums. Kudos to you all doing this great work, but why aren't there more news updates? Sometimes one has to wait two months before anything is posted on the frontpage about the progress of the mod. Is that basically because there isn't that much interesting progress made during this time or is it just because no one thinks it is that important to write a couple of words about what is currently being done? Perhaps you don't want to tell to much, or well what do I know, guess it must be quite hard to coordinate everything like you do. If it's possible I wouldn't mind hearing about even the smallest new tweaks being made and new art being updated :> I don't want to sound like I'm complaing or anything, I'm merely wondering and curious But again, great job, keep it up
  12. There was this list from a while back: http://forums.thedarkmod.com/index.php?s=&am...st&p=149475
  13. Using first-person anims to help aiming is a tried and tested technique. I think someone mentioned on these forums a while back some game where you could use your avatar's left hand to help you aim grenades thrown with its right hand; it would basically point at the location where the grenade would impact. So if that can be done without too much issue then all the better. ^ However, I say the above not having tried combat recently, so take with a grain of salt.
  14. Dram

    Great job!

    Hello, welcome to the forums, and thanks for the encouraging comments The website is updated every now and then, usually when a lot piles up to update, while other things, like bug fixing, are not so interesting. As a little side note, it is now possible to have briefing videos (ala T1/2) before buying items etc. Should present some nice opportunities for great FM creators to pop in a video.
  15. Just so this isn't missed, there's an issue with the run animation and combat. AI can run while attacking, but the run animation makes them bend forward too far: http://forums.thedarkmod.com/index.php?s=&am...st&p=187521
  16. Dram

    Im new =)

    Hello, welcome to the forums Just a question, did you wish to help with the Dark Mod by being a programmer? Please clarify. Otherwise, if you are new to Dark Mod then feel free to check out the website for details and screenshots etc. http://www.thedarkmod.com
  17. For the nomination thread, go here: http://forums.thedarkmod.com/index.php?showtopic=8991 The following is an attempt at taking a serious look at our texture repository. Hopefully it'll help us find the right balance between providing a decent offering while not being bloated with redundant or poor textures, and while keeping overall art quality in the mod high. Anyone is welcomed to join or chime in. I certainly don't want to seem like the executioner. Please keep in mind what I write here is one person's opinion made on an assembly line process, and not intended to be a criticism of anyone's work. Notes I write aren't necessarily all-inclusive or fully thought out as much as what jumped out at me in an initial impression sense. If you disagree, speak up! The system I'm using is just to update this map a half-dozen textures at a time, using the text entities, then viewing them in game with the moving lights. This is an ongoing process, a little at a time, so I (or whoever else) do not become burned out on it. Okay, on with it then... =============================== Key: 7+ Good stuff. 4-6 Ranging from pretty good to not so good, or serves a need. Consider low end for deleting or fixing. 3- Poor; this stuff should go. ----- Notes: (1) would benefit from normal map improvement ----- textures/darkmod/carpet/rugs/ornate_green_black01 5: decent 'texture' to it, unique, serves a need textures/darkmod/carpet/rugs/ornate_black_gold01 5: decent 'texture' to it, serves a need textures/darkmod/carpet/rugs/ornate_floral_checker01 4: bland and blurry, odd normalmap textures/darkmod/carpet/rugs/ornate_rectangles_brown01 4: (1), appealing in a rustic sense, but is blurry textures/darkmod/carpet/rugs/ornate_red_tan02 6: (1), attractive and useful textures/darkmod/carpet/rugs/ornate_red_tan01 8: good coloring and normalmap textures/darkmod/carpet/rugs/plain_redgreen 4: (1), lack of normal and color clash with incoherency mute this one's potential textures/darkmod/carpet/rugs/plain_redgreen_design 5: (1), addition of design really helps here textures/darkmod/carpet/rugs/plain_whitey 5: (1), serves a need textures/darkmod/carpet/rugs/rug_arrow_darkbrown_mooyan 4: (1), has potential, but is currently too washed out and incoherent textures/darkmod/carpet/rugs/rug_arrow_darkbrown_old 4: (1), basically same as mooyan version textures/darkmod/carpet/rugs/rug_whitey_striped 6: (1), gaudy in a good way, and certainly useful textures/darkmod/carpet/rugs/rug_whitey_striped_design 8: (1), excellent aside from lacking normalmap textures/darkmod/carpet/runners/ornate_green_white* 6: serves a color need, though could be a better green, diffuse and subtle normalmap actually makes it appear fuzzy/sewn (awesome)! textures/darkmod/carpet/runners/geometric01_red* 6: decent normalmap, vibrant, not terribly attractive but serves a need textures/darkmod/carpet/runners/geometric02_red* 6: (1?), attractive, looks sewn textures/darkmod/carpet/runners/ornate_grey_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_black_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_blue_white* 7: attractive, vibrant, looks sewn textures/darkmod/carpet/runners/ornate_red_white* 7: attractive, vibrant, looks sewn --- end /carpet ------------------- notfound: textures/darkmod/decals/dirt/stainwallfade2 notfound: textures/darkmod/decals/dirt/drip notfound: textures/darkmod/decals/cracks/cracks01 notfound: textures/darkmod/decals/webs/web2_id notfound: textures/darkmod/decals/webs/web4_id notfound: textures/darkmod/decals/webs/webcorner_id notfound: textures/darkmod/decals/webs/webdangle_id notfound: textures/darkmod/decals/webs/webround1_id notfound: textures/darkmod/decals/webs/websquare_id notfound: textures/darkmod/decals/webs/webstrand_id notfound: textures/darkmod/decals/webs/webtile_id ----- end decals -------------------- notfound: textures/darkmod/door/metal/rusty_twopanels textures/darkmod/door/frame/arched_heavy01_frame 8: good deep normalmap, serves a need textures/darkmod/door/metal/bars_rivets_hinge 7: nice grain about it textures/darkmod/door/metal/bars_rivets_old 8: nice normalmap and speculars, a classic reinforced metal door textures/darkmod/door/metal/large_warehouse_old_green01 6: nice specs, serves a need textures/darkmod/door/metal/metal_pattern_overwood 7: interesting, decorative, multi-purpose textures/darkmod/door/metal/simple_rough01 5: (1), very basic, almost feels like a stage might be missing. Needs spec and normal improvement. textures/darkmod/door/wood/ornate/smooth_rich_ovalwindow01 5: (1), much potential, suffers from glare, slightly blurry, need better normals if to be used on brushes textures/darkmod/door/wood/ornate/smooth_rich_squarewindow01 4: (1), blurry (is this used on models?) textures/darkmod/door/wood/5panels_01_worn 9: excellent, photorealistic textures/darkmod/door/wood/9panels_01_pale_worn 8: excellent textures/darkmod/door/wood/9panels_02_brown01 8: very good, likely to be a very standard frequently used material textures/darkmod/door/wood/9panels_02_red01 8: as previous; hopefully these are just hue shift textures? textures/darkmod/door/wood/arched_heavy01 7: good normals, serves a need (paired arch) textures/darkmod/door/wood/board_metalbands01 6: bit bland? textures/darkmod/door/wood/board_metalbands_old 7: very nice wood, would benefit from having the metal lifted in the normalmap textures/darkmod/door/wood/board_oblique_nails_hinge 9: excellent, will be used often textures/darkmod/door/wood/board_plain_hinge01 5: bland, normals on hinges are good textures/darkmod/door/wood/board_plain_hinge02 6: bit bland, hinges a bit blurry, but otherwise attractive textures/darkmod/door/wood/board_plainblue_hinge01 5: as above, could use stronger normal, why blue? textures/darkmod/door/wood/board_plainblue_hinge02 6: as above, could use stronger normal, why blue? textures/darkmod/door/wood/board_uneven_ornatecorners01 7: vibrant and interesting textures/darkmod/door/wood/board_uneven_ornatecorners02 7: vibrant and interesting, color of the metal a bit unsettling textures/darkmod/door/wood/boards_2diamonds_worn 5: (1), good diffuse but needs normalmap work textures/darkmod/door/wood/boards_old_rough 5: (1), good diffuse but needs normalmap work textures/darkmod/door/wood/diamond_pattern01 5: (1), slight blur, needs normalmap work, but overall not bad textures/darkmod/door/wood/diamond_pattern02_nails 9: excellent, near photorealistic textures/darkmod/door/wood/diamond_pattern02_nails_dark 7: darker version of above, very good but not as appealing textures/darkmod/door/wood/metalbands_crisscross01 8: very attractive, will be used often, would probably be a 9 but for slight blur textures/darkmod/door/wood/old_flat_oak01 1: bland, ugly, bad glare gradient, blurry, no normals (that's just a shadow in the diffuse you're seeing); only saving grace is the specular textures/darkmod/door/wood/old_weathered_boards01 4: technical problems: normals are inverted; this is a door? Diffuse is flat, but normal gives it panels. expect that it probably has cousin in /wood textures/darkmod/door/wood/smooth_2panels_red01 6: maybe slightly blurry/bland, even "non-doory", but interesting due to normalmap textures/darkmod/door/wood/smooth_2panels_rich 5: (1), for model use perhaps? needs normalmap for brushes, but otherwise attractive textures/darkmod/door/wood/smooth_3panels01_dull01 4: (1), something wrong with normalmap, looks lumpy textures/darkmod/door/wood/smooth_3panels_red01 4: (1), for models? needs normal if to be used for brushes (perhaps move to /models?) textures/darkmod/door/wood/smooth_4panels_red01 6: a bit flat, but otherwise nice textures/darkmod/door/wood/smooth_4panels_tan01 6: a bit flat, but otherwise nice textures/darkmod/door/wood/smooth_5panels01_tall 7: attractive and sharp textures/darkmod/door/wood/smooth_5panels01_tall_red 7: attractive and sharp textures/darkmod/door/wood/smooth_5panels02 7: good normalmap textures/darkmod/door/wood/smooth_5panels02_brown 7: good normalmap textures/darkmod/door/wood/smooth_5panels02_red 7: good normalmap (hopefully these are hue shifts) textures/darkmod/door/wood/smooth_5panels03_brown 7: good normalmap textures/darkmod/door/wood/smooth_5panels03_light (hue shift) textures/darkmod/door/wood/smooth_5panels03_red (hue shift) textures/darkmod/door/wood/smooth_6panels02 7: bit flat, but good otherwise textures/darkmod/door/wood/smooth_6panels_red01 7: good normalmap, different textures/darkmod/door/wood/weathered_boards 5: flat, needs normalmap work ---- end /door ------------------------- no issues with /fabric ; these are all decent or better quality, and serve a need ---- end /fabric ------------------------ (as is evident from the first addition to the list, only a few are in question of removal) (individual evaluation maps might be coming to SVN; TBD)
  18. It's strange that I never saw this. Because I'm always in cg forums and googling references in a daily basis! Just fixed that! It's one of the problems of detailing the parts separately, you lose notion of scale.
  19. Wow, I finally have a few minutes to hop on the forums and make this announcement to you guys. Milly gave birth to our first born, a son, on Sunday, June 7, weighing 8lbs 14 oz, and 21.5 inches long. We had a home birth! So our little boy was born right in our own bed in our new home which we only just moved into one week ago! I know it sounds sorta crazy, but we really were careful to research the risks and benefits of hospital birth in the US versus a professional midwife attended home birth, and it turns out that if you are a healthy woman with few or no risk factors, that a home birth is equally safe. (The hospitals here often actually introduce complications, leading to our ridiculously high 30% cesarean rate for instance) Now, his name ... you MUST believe me that this has NOTHING to do with Thief, and I even resisted it a little on that basis, but in the end Milly and I decided on "Garrett Sterling Ramsey". I know some of you are laughing your butts off over that, and I can't help but realize that it DOES look awfully funny for a huge Thief fan to name their kid after a computer a game, but the truth is that we like the name and I even almost decided against it due to the game, but then I just figured "Hey, we really like this name, and who cares what a few Thief fans online think", so we went with it. But we all know I'll still be calling him my sweet cute little thief.
  20. I added a new CVAR g_testModelHead and changed the testmodel code to use that entityDef defined there. The default value of this CVAR is "head_citywatch", but you can change it to any other head entityDef you want. The CVAR is archived, i.e. the change is remembered between sessions. So, the testmodels are no longer headless. New PK4 is on the way.
  21. So if you just install D3 under Windows 7 64, it runs but with heavy flickering and sluggish control input (flickering is not fixed by turning vsync on). I read some forums, and saw various suggestions like run in compatibility mode, update drivers, etc. When I updated to the latest Catalyst, it wouldn't run at all complaining about "can't launch OpenGL." The suggestion I saw that did work for me was to install it in XP (already done on my old HD), then just run that executable from within Windows 7 (so no install under Win 7, no compatibility mode or anything). This worked. Hopefully this helps anyone else with that problem.
  22. Done and on SVN. It's all scripting, so no PK4 update needed. You can now set the following spawnargs to force-enable or disable arrow sticking on a per-entity basis: arrowsticking_forceenabled arrowsticking_disabled Full docs on wiki here. So you should now be able to just set "arrowsticking_disabled" "1" on the rat, and arrows should no longer stick in it. Let me know if this doesn't work for you.
  23. Hi there, I downloaded Thief's Den and Tears of St. Lucia and started playing these missions. I really, really love them! Actually, I have nothing to complain, except this bloom problem (good things the forums exist so I know there's a solution) ... The Dark Mod has a true Thief-like feeling. I'm looking forward to try creating FMs...
  24. Neither the horse nor raven are really priorities for 1.0. There are still other animations needed for the human characters, aren't there? Last I checked we didn't have any archery animations yet. http://forums.thedarkmod.com/index.php?showt...;hl=draw++arrow
  25. Fidcal (or anyone else who is having this problem), could you grab the latest darkmod.pk4 and try something for me? I added some logging to the code the gets the briefing text from the xdata, maybe it will point me at the problem. Run the Rain Test mission from the Start Mission menu. When you get to the briefing page, bring up the doom console. There should be messages of the format: WARNING: DisplayBriefingPage: <blah blah> Please send me all of those entries. There should be at least 3, at the end of the log. Thanks!
×
×
  • Create New...