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  1. Damn ... now all these forums are going to be in a new language I have to learn!
  2. Yeah, I figured as much. I do have thousands of ideas as everyone around here, I'm sure- but I imagine it's too late to attempt to introduce them at this point. I'll just post a suggestion thread in the general forums and be happy with a beta-mapper position, creating any models I find necessary (although I'll be taking requests if necessary). Besides, I have a pretty tight schedule (architecture studies) so I don't think I'd make for a valuable team member.
  3. We'll need to know what position you're interested in. Team member vs beta-mapper isn't as different as it used to be, but there are small differences. If you'd like to be a full team-member, that will give you access to all the forums, so you can participate in design decisions, etc, but are expected to follow some general directions about what you're working on. If you'd like to be a beta-mapper, you essentially have the freedom to do whatever mapping or modelling you want, but you don't get access to the mysterious, inner workings of the mod. Your choice.
  4. Yes, the exe is the only reason I joined these forums two years ago (this is my second account): I wanted to gain your trust and then infect your PCs! Anyway, I use Blender, Springy. Has decent export/import capabilities, collaborates with all main software. Baddcog: I'm working on a normal map for the low-poly goblin right now.
  5. Wow there you are - that was quick! Ah - well the shadow is definetly missing from the mesh. I guess fbx_import.mb has nothing to do with it. http://forums.thedarkmod.com/index.php?s=&am...st&p=123307 All I know is when I ran exportModels and did a diff of the tdm_ai_thief.md5mesh between my local copy and the server, it showed number of meshes was 6 in my local, and 7 on the server copy, and at the bottom of the file was a clearly deleted mesh section. (I was doing a diff to get the materials back in the mesh. They were all wrong after I ran exportModels)
  6. sparhawk was right, the .pk4 is locked when doom3 is executing, so I can't delete it. So what I'm doing is the following: spawn a helper program, then exit immediately. The helper program will pause for a second or two, then delete the .pk4, then spawn doom3 with all the right args, then exit. Irritatingly, the only way I can figure out to get the helper app to run without a console window opening up briefly is to make it a Windows App. If anyone knows how to avoid this, let me know; otherwise, I'll need help creating a linux version of the helper program. It's only a few lines long.
  7. @Spring, this thread? http://www.ttlg.com/forums/showthread.php?t=114492& He's talking about the very same monitor. The outcome of the thread is his has a darkening towards the top. Sounds like one of the insidious bad versions. (The "dotted grid" he's talking about is just the 16 bit colour dithering inherent in Thief. I've always noticed it even on my CRTs, and I can live with it, because I know it's just the old game, and not the $400 monitor) Man, if it wasn't for the risk of getting a bad version, I would be sold on this monitor. I emailed my computer store and asked if they can confirm which version it is.
  8. I was doing animating for DarkMod and my computer was chugging - it's at the point where I have to play the animation back at a slower speed just to see the subtleties, because the frame rate keeps dropping too many frames. And so I got to thinking about upgrading again. And the "upgrade" thread shows up in the DarkMod forums the very same day. Must be an omen. How many of you are playing Thief on an LCD? The stores around me don't seem to stock CRTs anymore!! WTF? I need a new monitor cause this one is dying. I guess if I upgrade I would get this; http://www.computeralliance.com.au/systems...;qrySystemID=35 $2349 AU but I cut it down to $2083 by subtracting the stuff I already have - HDD, DVD, Card Reader, Mouse, keyboard. (Still getting the included speaker system, I think I should replace these huge things here) The LCD in that bundle is $400. I would like to get a comparible CRT but seems like I don't have a choice. All I want to know is, when I turn the lights out, what will it look like??
  9. I had difficulty installing this game myself. The first time I installed it and registered it went ok; but in the graphics options of the game i realised that you can't get full Directx10 support unless you have Vista installed. Figuring it was time to dust off the old box which has been sitting on my shelf for ages; I formatted XP then reinstalled Vista. After putting Bioshshock back on; surprise surprise; I couldn't register. I kept getting message that my activation attempt had failed. After trying every few minutes for a couple of hours I finally decided to mail Securom, here's a transcript: The minute I posted the damn email I tried to register again and it worked straight away. Howevere I sure feel sorry for someone who couldn't do that as the support that Securom offered me was on the lines of: I guess they don't even bother to read emails and just get bots to send crap back, I dunno I figure my email was clear enough, they must have a policy of treating everyone like some kind of moron. I even read on some forums of people having to scan their game manual with the code on it before Securom will allow them to unlock manually. I think my error had something to do with their server being to busy but if thats the case it was busy for over 2 hours. Anyway i've finished the game now; and there were some pretty interesting things in there. I particularly liked the way they handled the AI, later on in the game you can get like 50 enemies to fight one another using plasmids; its very amusing. I think thats why they made it game of the year, its just an average fps really but when you screw around with the factions its awesome; getting a Big Daddy to fight enemy splicers is a ball.
  10. Oh, really? I didn't know that Ghandi already knew about TDM forums. Quite strange to think about what this guy already knew.
  11. He didn't have these forums, but he certainly did bitch about it--a lot. In fact, it was from people's responses about what he was saying that he finally got around to doing something about it.
  12. I'd like to start off by Introducing myself to the forums, I've followed the progress of the Dark Mod on and off for around a year now, and originally hail from over on the BCG forums which is where I first heard mention of TDM. When I heard oDDity had a hand in the modelling, I decided to take a peek as I was blown away by his high poly thief render... Anyway, I wont waffle on about that, lets just say I was highly impressed with what I saw, and hotly anticipate beta release... (Roll on christmas 2008!). Now to the matter at hand... I am amazed by the rope physics update on the main page, this is what has excited me into making a first post, I have NEVER seen such realistic rope physics in any game and had no idea the D3 engine was capable of such things. The way the rope drapes over edges is spot on, And I see so many possibilities being able to actually pull down smaller wooden crates which are lighter than the player, especially for completing objectives that may involve reaching Items which could be Perched on or INSIDE a crate by pulling down and smashing it open Also sounds good as a hazard of some sorts, for instance, a warehouse full of highly stacked crates which must be traversed... certain crates could be strategically placed which have a lighter value than the player, causing them to dislodge when pulled causing a landslide of crates on the player... Well done guys, I think you just created a whole new mini-gameplay mechanic for the thief experience keep up the great work.
  13. That sounds great. I agree with Crispy that it might make more sense to store the name of the currently loaded pk4 and delete that one when loading a new one, rather than deleting all pk4's in the directory. Then we wouldn't even need a prefix, right?
  14. Can't even read ttlg forums anymore unless I log out. Can't post. I see Nightstroll has posted the same HERE but Nightstroll can post by trying to post and when asked for user/password it works. But that don't work for me so I can't post at all. Anyone else? Only other thing I can think of trying is set up a new user name. Think I'll wait a day or so....
  15. I think it does. At least on Windows, I seem to remember that I couldn't update the PK4 with a new dll, while Doom 3 or DarkRadiant is running. Since the DLL doesn't have any function inside the PK4, this means that the PK4 is locked while it is running.
  16. Cool, sounds good. Hopefully D3 won't keep locks on any of the files. DLLs should be OK since D3 actually copies the DLL out of the PK4 before loading it, but if it's holding onto other resources that could be bad. In that case we'd need to maybe use a batch file / shell script to delete the PK4 and then launch D3. Couple of comments: - When you launch D3, it would be nice to preserve the command-line arguments that the previous instance of D3 used. e.g. I pass a "set windowed mode" command to D3 when I start it up. This might not be possible though since we don't have access to main(). This isn't critical anyway, since D3 does remember many of those settings. - Rather than deleting all PK4s matching a certain pattern, IMO it would be cleaner and safer to have a "current_fm.txt" file in the main Dark Mod directory which contains the filename of the currently installed Fan Mission PK4. - The term Fan Mission is more familiar to the Thief community than the term "mod", so I think we should use FM to refer to mapper-created missions/maps. This also helps distinguish between the D3 concept of a "mod" (e.g. The Dark Mod itself is a "mod") and our concept of a mapper-created modification to TDM. - At some point we'll probably want to make it possible to have a "pretty" name for each FM PK4, rather than displaying a file list. Whether we do that using long filenames (i.e. just strip off the prefix and the extension, so darkmod_Crispy's Awesome Mission.pk4 would display as "Crispy's Awesome Mission"), or by putting a file inside the PK4 itself and reading that (this is better since it means we can have names like "Mission Pack X: The Subtitle Dilemma" which, because of the ":" character, are not valid filenames).
  17. Be aware, that if the PK4 contains a DLL which Doom might recongize, you may not be able to delete the file while Doom 3 is still running.
  18. Made some good progress today. Played with the "loadMod" command in GUIs -- I couldn't get it to work within our mainmenu gui, and besides it requires that you use the listdefs. So I experimented with spawning a new doom3.exe instance (with appropriate args) and then exiting the current instance. That worked fine. So, what I am implementing is this: A new item on the first menu, "Choose Mod" (or whatever we want to call it). This brings up a list of .pk4 files in a specific directory (for now, /darkmod/mods). User picks one. I delete all of the .pk4 files in the /darkmod directory (except darkmod.pk4, of course) and copy the selected .pk4 to that directory. I then spawn a new doom3.exe and exit. [side note: modders will be required to name their pk4 files with a prefix we define (currently, "darkmod_"). This is because the idLib::fileSystem doesn't distinguish between files in the current mod directory and files in the doom3/base directory. So when I delete .pk4 files (see above), I need to know which ones are darkmod-related.] All players have to do is put the darkmod mods (.pk4 files) in the /darkmod/mods folder. Everything else is done within Darkmod with a nice user interface. No external loader required. Thanks to everyone for contributing ideas. I'm not done but I think this is going to work.
  19. Okay, I missed your other post (I've only been awake for a couple of hours & I'm not a morning person): http://forums.thedarkmod.com/index.php?s=&am...st&p=122467 It sounded clearer than dynamic mics so I was wondering . . . I plan on starting my own online mastering service eventually so I need to pay attention to that stuff. I'd love to take a stab at it! That's more than I did when I had a drumset in the basement at the last house I have 1.5 & 2.0 installed. I love voxengo plugins, nice & transparent. The elephant limiter is a helluva lot better than Audition's. Maybe it's not his voice but how it's mixed. Okay, now this next post . . . VH's 1984 remastered. UGH! Severe clippage. No wonder why I didn't listen to it very much. Ouch. It shows . . . If you can afford it (it's not expensive) try to make some broadband absorbers. Essentially they're wood frames with Owens-Corning 703/705 fiberglass with some kind of acoustically transparent material covering those. I couldn't find any rigid fiberglass so I bought Sound Choice fiberboard from Home Depot:http://www.temple.com/fiberboard/fbsound.html Those have a layer of acoustic foam with fabric covering those. I should post some pics sometime. I can't find the tut on the broadband absorbers but just google for DIY acoustic treament.
  20. Are you kidding me? What about this post then? You were quoting me: http://forums.thedarkmod.com/index.php?s=&am...st&p=122415 Note that Quark is Pascal (Borland Delphi). Switching it to compile with VS would be a major project. Or do I get something wrong here? I didn't suggest that. Of course this would be a LOT of work.
  21. Wow, those are great! I'll definitly include some of them in the future, there are some really cool ornaments there. (Interesting how much effort they've put into creating nice covers for man-holes... ) Welcome to the forums, BTW!
  22. I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3. SiO2 should be signing up on the forums soon, and I'll setup his permissions.
  23. Bioshock street date has been broken ! http://forums.2kgames.com/forums/showthread.php?t=3389 Oh and say hello to my little friend. Me and him will be running Bioshock from now on. Windows Vista 32-Bit Home Premium (QTY=1, Price=$111.99) DVD-ROM LITE-ON|DH-16D2P-04 BK % - OEM (Qty=1, Price=$16.99) HD 320G|WD 7K 16M SATA2 WD3200AAKS - OEM (Qty=1, Price=$74.99) CASE NZXT|LEXA BLACKLINE BK RT - Retail (Qty=1, Price=$99.99) MB GIGABYTE GA-P35-S3L P35+ICH9 RTL - Retail (Qty=1, Price=$104.99) VGA EVGA 640-P2-N821-AR 8800GTS R - Retail (Qty=1, Price=$379.99) MEM 512Mx2|CRUCIAL BL2KIT6464AA804 - Retail (Qty=1, Price=$69.99) PSU ROSEWILL|RP600V2-S-SL 600W RT - Retail (Qty=1, Price=$74.99) CPU INTEL|C2Q Q6600 2.40G 775 8M R - Retail (Qty=1, Price=$294.99) MEM 1Gx2|CRUCIAL BL2KIT12864AA804 R - Retail (Qty=1, Price=$109.99) DVD_BURN LG|GSA-H54NK RAM % - OEM (Qty=1, Price=$27.99) CPU THERMPASTE|ARCTIC SILVER5 3.5G% - OEM (Qty=1, Price=$5.99) CPUCOOLER|ARCTIC P4|ACFZ7-PRO R - Retail (Qty=1, Price=$34.99) Westinghouse 19inch LCD Monitor (Free already own one) $0 Razor Deathadder mouse (Free already own one) $0 Extended Warranty Fee: $0 Subtotal: $1407.87 TAX: $0 Shipping and Handling Charge**: $43.92 Total: $1451.79 SAY HELLO TO MY LIL FRIEND.
  24. Cool. @JoeBarnin, since you said you put the choose mod functionality in your version of the GUI, would it be possible to test it out and see if we can start out in our mod and "load mod" back to our mod? If so, next step would be to start the mod, copy in a pk4 while it's running (just by running in windowed mode and copying it manually), re-load the mod from ingame, and make sure it adds whatever's in the pk4 file. It should, but you never know. If so, I think we solved all our problems with no need for an external loader. From there, we can set up an ingame GUI to crawl through the FMs available (initially in some directory that D3 doesn't load files from), maybe with a brief summary text and picture file for each. When the user selects one, we copy in the pk4 of that FM and then call "load mod <darkmod>" to restart the engine and load all the files from the FM pk4. Then when a different FM is loaded, we delete or move back the old pk4.
  25. Restarting the mod might work. After all there is no primary Doom 3 game. The original game is also a mod, with no special behaviour. The game DLL is in a PK4, and when the game starts it behaves exactly like it does when loading a mod. The engine is a complete seperate entity, which loads the mod at some point, which happens to be the Doom 3 game, when you are running the unmodified game. So it definitely should be possible to reload the mod, by switching the mod back to ourselve as if it were just loaded.
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