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Showing results for '/tags/forums/pk4/'.
Found 9431 results
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The original base files are missing (pak000.pk4 to pak004.pk4), so I assume you installed the patch in the wrong folder (which is easy to accomplish, as the patch suggests the wrong target folder when you hit install).
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Well, I'm not defending EA by any means but I don't know if I'd call it a 'blantant ripoff'. One's Halflife and the other is Battlfield... It just so happens both a cartoon/cel shade rendered games. Both are multiplayer, ect... I think here it's more of a question of which major game studio released a cel shade type game first, anything after that could be labeled a 'ripoff'. And while the battlefield one looks cool I didn't know what all the Orange Box stuff was. I never cared for Halflife too much, I played a bit. It was also one of the first FPS games I had played so I sucked! Then I looked at Halflife 2 and you HAD to have internet, I didn't at that time so that turned me off to it. Over at Polycount forums there have been low poly remakes (very good ones too) of all the Team Fortress characters. I thought they were cartoony renditions of another game, I never realized they were actually duplicating the characters so well. Now after checking out the orange box page I think I want it!!!
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... via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996 You guys must share a forum somewhere... he posted your pic before you did? And at a slightly different angle, no less.
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Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
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Heya Dark Modders! I saw mention of our game in this thread: http://forums.thedarkmod.com/index.php?showtopic=7045 and I wanted to give you an update, so I hope you won't see this message as too spammy. NOMBZ: Night of a Million Billion Zombies! has been released! Please come by http://www.nombz.com and check out the new demo, info, and media! We've made lots of improvements since the pre-release demo, including better performance and best of all, MORE ZOMBIES! Hope you enjoy the zombie apocalypse!
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Close, but not quite. We are using the Doom 3 engine and are using its SDK. Doom 3 is going open-source at the end of this year so this is why we chose this engine. The code is normal cpp and h files yes, and most (I think anyway) use MS Visual Studio. There is a solution file on SVN which we compile the SDK with and pack it into a pk4 (which is openable with winzip etc). Hopefully that helps clear it all up As for assigning tasks etc, I believe Spar would be the one assigning programmer tasks.
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That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
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. Extract the thiefs_den.map from the pk4 archive (just rename it .zip temporarily or associate .pk4 with Winzip or Winrar etc.) . Open thiefs_den.map in Dark Radiant. . Zoom well out and you should see three main sections, the skybox is on the right. . Drag a brush fully round it and click the 'select inside' button to select it. Check it's all selected. . Put texture lock ON. . Optionally drag the selection roughly to centre on coordinates 0,0,0. This is good practice before saving any prefabs so they can be inserted later without any offset much closer to where you want them. . File menu > Save as prefab. (you might create a prefab folder if you want.) . You can then load the skybox prefab in your own maps. If you have to drag make sure you have texture lock on with most prefabs. You can also insert it a particular point on the right mouse button menu in orthoview but this includes the original offset from 0,0,0. Sky portal texture in your own map should now be like the stormy sky in Den. I think you can just delete the cloud patch if you just want a clear sky with stars.
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Thanks for clarifying! There was a dot missing on the link and I fixed it. Copy paste must've eaten it... But I do that "loose" typo very often too, but in most of the cases I realize my failure. Edit: Well aparently you cannot fix it, because the forum always places the dot after the link tags. Just go ahead and add the dot on the URL!
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We all know the acronym for "et cetera", which is latin for "and so forth". In Germany, people use the acronym "etc." or "usw." for "und so weiter" , but on this and other multinational forums I see the t and c flipped very frequently to "ect". At first I thought it was just a typo, but since I have seen it so often by now I am starting to wonder whether the acronym is really spelled differently in english or other languages and more important: Why do you do that? Not that correct spelling is actually important to me, but I figured this is fairly good off-topic talk! Edit: According to this.. (german) page, the acronym is the same everywhere, besides maybe languages that don't use our typeface. Well, I can't read it. Browsing that page for "ect" didn't present any answers either. Is it maybe really just prevalent typo?
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You might want to test out this bug fix for the ambient lighting as well. Doom 3 has a bug that causes the ambient lights to cast ugly, dark shadows on everything. Download the file from this link. The file is in a .pk4...so rename it to zip and extract it. http://www.trisoup.net/temp/d3ambient/ In your thiefs_den folder, create a folder called glprogs...if there isn't one already there. I can't recall if we did include it. Drop the interaction.vfp file in it. It should soften the harsh look of the ambients.
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We've gone through and cleaned out a lot of old members and beta-mappers. If you haven't posted for five or six months, your status has likely been reverted to regular member, and you will only be able to see the public forums. If anyone was caught in this sweep and thinks they should still be a member, just PM me or another admin.
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Well I remember seeing a post ages ago about Penumbra: Overture on these forums so i decided to download and play it; and except for a few bugs I actually quite liked it. Recently the developers released the sequel, Black Plague, which i finished recently and i have to say I'm quite impressed and would recommend it to anyone who liked the first. Some of the coolest aspects i thought were the fact that this is a game with no weapons, basically you spend your entire time hiding from enemies or running away which can actually be quite nerve-wracking. There are some scripted moments where enemies will pop out in areas you assume are safe and you have to scramble madly to runaway or find a way to use your environment to kill them. I thought it was refreshing change of pace from 'scary' games like doom or quake in which you can just shoot everything. Another area that was fun were the puzzles in the game, unfortunately these weren't the real brain-benders like in some other games (think Monkey Island or Day of the Tentacle) but put me more in mind of Call of Cthulhu; they made you think a little but weren't especially hard. Often they required manipulating the environment and using common sense. Later in the game you actually start hearing a voice who manipulates your environment for you ; sometimes this can be quite scary. I thought the graphics for Black Plague were excellent, the environments look realistic and the new lighting effects are good. The enemies look quite creepy but there isn't much variety and I think they could have been made more scary. The sound is quite good also with creepy ambient noises that might make you look into the shadows or behind you for enemies however IMO voice acting needed a bit of work. About the only problems I had with the game were it's length (max. around 8 -10 hours) and the fact that there was not much variety amongst enemies. There are also a whole host of gameplay effects, similar to Call of Cthulhu, that could have really fleshed out the gameplay and made the game that much more scary. Overall but, if you consider that there were only like 5 people dedicated full-time to making this indie game, then it really is a sterling achievement; I found it to be innovative and compelling.
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Yeah man. It's one thing to petition for help on TTLG or the EIDOS forums, but come looking right here on our own Mod forums? That's kind of silly. I'll go post on the Nightblade forums and ask them for help with our animation while I"m at it. lol
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Usually, I'm posting this in the internal forums, but I figured I could announce it here just as fine. I've uploaded a new DarkRadiant snapshot and it can be downloaded here: Snapshot Page (0.9.11pre2) Note: this is not a regular release, hence the name 0.9.11pre2. It's "just" an intermediate windows release build on the way to the upcoming 0.9.11. It contains both the latest code and the latest bugs. Instabilities or crashes might occur when using any new features. If you're still not scared off, be sure to grab it.
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edit June 1, 2010: I've moved this list from the internal forums. It's not really up to date, but has a lot of good reference pics and is still a decent list for those looking for something to model. There's also a wiki page: http://wiki.thedarkmod.com/index.php?title=Model_Wishlist#General_Idea_Wishlist The old list was getting outdated, so I've revised it here. We actually have a pretty good complement of prop models now, so it's starting to come down to, 'what would be neat to have', rather than what do we desperately need. Post special requests here. Articles in red are priority items that are needed asap. Update: There are NO red articles! We actually have all *necessary* models for a generic toolkit. At this point, further assets are things that are needed for specific maps or just things that would help round out the available models. Green articles indicate that models of that type already exist, but more versions are desirable--modelers should check to see what already exists to avoid duplication Articles in black are items that don't exist but have no special priority. (List is currently WIP) Kitchen & Food Items pastries http://www.privatecl...APPLE%20PIE.jpg http://mccutcheon.files.wordpress.com/2007...puff-pastry.jpg leg of meat http://img.alibaba.c...98/Lamb_Leg.jpg roast bird http://gorgeoustown.typepad.com/lex_culina...s/dsc038231.jpg pitchers http://www.istockphoto.com/file_closeup/?i...p;refnum=459153 http://owgd3.onewebgroup.net/Merchant2/gra...tavern/2903.jpg bowls http://www.sasscompa...1/MOA-90006.jpg http://www.sasscompa...1/MOA-90008.jpg http://images.surlatable.com/surlatable/im...il/549568v1.jpg wooden spoon http://www.crafty-ow...en-spoons-3.htm herb bundles http://static-p.arttoday.com/thw/thw13/PO/..._0939_0004_l__p http://www.countryliving.com/cm/countryliv...ARMF0507-de.jpg cauldron http://ourworld.compuserve.com/homepages/L...al/cauldron.gif http://www.outofthee...om/cauldron.jpg hanging hare http://z.about.com/d...rabbits_425.jpg
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I've fetched 32 bit versions of every library the dark mod complained about from .deb packages. These are: libIL.so.1 libtiff.so.4 libmng.so.1 liblcms.so.1 However, trying to launch the dark mod fails with the following output and locks up my twm session, forcing me to restart X: DOOM 1.3.1.1304 linux-x86 Jan 16 2007 21:58:02 found interface lo - loopback found interface eth0 - 192.168.1.101/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /usr/local/games/doom3/base/game00.pk4 with checksum 0xf07eb555 Loaded pk4 /usr/local/games/doom3/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /usr/local/games/doom3/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /usr/local/games/doom3/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /usr/local/games/doom3/base/pak000.pk4 with checksum 0x28d208f1 Loaded pk4 /usr/local/games/doom3/base/pak001.pk4 with checksum 0x40244be0 Loaded pk4 /usr/local/games/doom3/base/pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 /usr/local/games/doom3/base/pak003.pk4 with checksum 0xcd79d028 Loaded pk4 /usr/local/games/doom3/base/pak004.pk4 with checksum 0x765e4f8b Loaded pk4 /usr/local/games/doom3/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /usr/local/games/doom3/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /usr/local/games/doom3/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /usr/local/games/doom3/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /root/.doom3/thiefs_den/darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 /root/.doom3/thiefs_den/game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 /root/.doom3/thiefs_den/thiefs_den.pk4 with checksum 0xb87d41de Current search path: /root/.doom3/thiefs_den /root/.doom3/thiefs_den/thiefs_den.pk4 (44 files) /root/.doom3/thiefs_den/game01-base.pk4 (2 files) /root/.doom3/thiefs_den/darkmod.pk4 (2 files) /usr/local/games/doom3/thiefs_den /root/.doom3/base /usr/local/games/doom3/base /usr/local/games/doom3/base/pak008.pk4 (3 files) /usr/local/games/doom3/base/pak007.pk4 (38 files) /usr/local/games/doom3/base/pak006.pk4 (48 files) /usr/local/games/doom3/base/pak005.pk4 (63 files) /usr/local/games/doom3/base/pak004.pk4 (5137 files) /usr/local/games/doom3/base/pak003.pk4 (4676 files) /usr/local/games/doom3/base/pak002.pk4 (6120 files) /usr/local/games/doom3/base/pak001.pk4 (8972 files) /usr/local/games/doom3/base/pak000.pk4 (2698 files) /usr/local/games/doom3/base/game03.pk4 (2 files) /usr/local/games/doom3/base/game02.pk4 (2 files) /usr/local/games/doom3/base/game01.pk4 (2 files) /usr/local/games/doom3/base/game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5166 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 DGA DirectVideo Mouse (Version 2.0) initialized Free86-VidModeExtension Activated at 1024x768 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce 7600 GS/PCI/SSE2 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.15 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5644 frames ( 22576 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: /root/.doom3/thiefs_den/game01-base.pk4/gamex86.so copy gamex86.so to /root/.doom3/thiefs_den/gamex86.so --------- Initializing Game ---------- gamename: baseDOOM-1 gamedate: Jan 16 2008 Initializing event system ...700 event definitions Initializing class hierarchy ...160 classes, 627200 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 3207.53 MHz Compiled 'weapon_base::WeaponStolen': 337.3 ms ---------- Compile stats ---------- Memory usage: Strings: 38, 5200 bytes Statements: 24183, 483660 bytes Functions: 1192, 125472 bytes Variables: 81980 bytes Mem used: 1200176 bytes Static data: 2277552 bytes Allocated: 2827572 bytes Thread size: 7068 bytes ...8 aas types game initialized. -------------------------------------- Parsing material files ------------ RCF Server started ----------- TODO: Sys_SetClipboardData --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: Failed to open file: No such file or directory ******************** Sys_Error: Error during initialization Help?
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ERROR : couldn't load game dynamic library
Blaster replied to Doomed-Klyne's topic in TDM Tech Support
Sorry to bring this back to your attention guys but this error has just started to happen to me. I mean, I installed the mod fine the first time and it worked like a charm, however after uninstalling Doom 3 and then reinstalling it and then installing the mod it comes up with this error. DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 2203 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 1024 MB System Memory 512 MB Video Memory Winsock Initialized Found interface: {4B1927AA-EED6-4718-8FAA-F6940049D0EA} Marvell Yukon 88E8001/8003/8010 PCI Gigabit Ethernet Controller - Packet Scheduler Miniport - 192.168.1.65/255.255.255.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 D:\Games\Doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 D:\Games\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 D:\Games\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 D:\Games\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 D:\Games\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 D:\Games\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 D:\Games\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 D:\Games\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 D:\Games\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 D:\Games\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 D:\Games\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 D:\Games\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 D:\Games\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 D:\Games\Doom 3\thiefs_den\darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 D:\Games\Doom 3\thiefs_den\game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 D:\Games\Doom 3\thiefs_den\thiefs_den.pk4 with checksum 0xb87d41de Current search path: D:\Games\Doom 3/thiefs_den D:\Games\Doom 3\thiefs_den\thiefs_den.pk4 (44 files) D:\Games\Doom 3\thiefs_den\game01-base.pk4 (2 files) D:\Games\Doom 3\thiefs_den\darkmod.pk4 (2 files) D:\Games\Doom 3/base D:\Games\Doom 3\base\pak008.pk4 (3 files) D:\Games\Doom 3\base\pak007.pk4 (38 files) D:\Games\Doom 3\base\pak006.pk4 (48 files) D:\Games\Doom 3\base\pak005.pk4 (63 files) D:\Games\Doom 3\base\pak004.pk4 (5137 files) D:\Games\Doom 3\base\pak003.pk4 (4676 files) D:\Games\Doom 3\base\pak002.pk4 (6120 files) D:\Games\Doom 3\base\pak001.pk4 (8972 files) D:\Games\Doom 3\base\pak000.pk4 (2698 files) D:\Games\Doom 3\base\game03.pk4 (2 files) D:\Games\Doom 3\base\game02.pk4 (2 files) D:\Games\Doom 3\base\game01.pk4 (2 files) D:\Games\Doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5166 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: D:\Games\Doom 3\thiefs_den\darkmod.pk4/gamex86.dll copy gamex86.dll to D:\Games\Doom 3\thiefs_den\gamex86.dll 360 34 1024 768 Regenerated world, staticAllocCount = 0. Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL couldn't load game dynamic library I've even reformatted the hard-drive, reinstalled everything and it still ain't working. Also put the dll file in system32. All patches are installed and my hardware can more than cope with running Doom 3. Any ideas? I am running Windows XP 64-Bit Edition. -
This is a list of all Animations (human, 3rd person) needed for TDM. It provides both a list of what we would ideally like to have for TDM 1.0, as well as a guideline to future animations after release. Currently I'm only tracking the animations used with our default skeleton, as all our humanoid AI should eventually use that skeleton, and therefore the same list of animations (some characters, like zombies, would be an exception). The first number indicates how many animations already exist and have been exported to the proguard and similar models. The second number indicates how many versions of the animation we would like to have for the 1.0 release. Obviously it's better to have at least one version for each animation before working on alternative versions. ***NOTE: This list should now be up to date for our new skeleton as of May 01, 2009*** ** entries with stars beside them are not essential for 1.0, and should wait until after release. Entries that are essentially completed are crossed off. Animations Master List Movement Walk, generic (1/2) (a serious patrol walk and casual civilian stroll) **Walk, female (0/1) Walk, torch (0/1) (holding object in left hand with closed fist) **Walk, drunk (0/1) Walk, blind (0/1) (for AI blinded by flashbombs, or possibly in pitch darkness) Walk, alert (0/1) (patrolling with weapon in right hand, ready for trouble; like T2 walks) Walk, alert, torch (0/1) (weapon in one hand, torch in the other)? Walk, suspicious (1/1) (walking slowly towards stimulus, alert 2) **Walk, carry (0/1) (holding a tray or other two-handed thing out in front) **Walk, wading (0/1) (AI wading through water or deep snow) Walk, frightened (0/1) http://forums.thedarkmod.com/index.php?s=&am...st&p=108009 Run, generic (1/1) **Run, female (0/1) Run, torch (0/1) Run, defensive charge (0/1) (AI raises left arm to shield face, weapon drawn) Run, panic (0/2) (fleeing, no items carried) Search, active (1/2) (AI walks around cautiously looking for the player, weapon drawn) Search, active, torch (0/1) (same as above but AI holds up light to illuminate their way) **Land from fall (0/1) (AI lands after falling, use knees to cushion fall) ================================ Idling Idle, generic (0/3) (just standing there doing nothing) Idle, drunk (0/1) (swaying back and forth; poor balance) Idle, torch (0/1) (holding torch in left hand) Idle, sit (1/1) (sitting down on chair; hands in lap?) Idle, sleep (0/1) (lying down, breathing) Idle, waiting (0/1) (hands behind back) **Idle, crossbow (0/1) (Holding crossbow in both hands, casually) Idle, turn 90 degrees (0/2) (left and right) Idle, turn 180 degrees (0/2) (left and right) Idle, cough (0/1) Idle, minor movement (0/5) (shifting weight, turning slightly, tapping foot etc) Idle, stretching (0/3) (stretching arms forward, arching back, yawning, etc) Idle, scratch (0/3) (scratching chin, hands, butt, etc) Idle, drink/eat (0/2) (reach out at table level and bring hand to mouth) Idle, spit (0/1) (turn head and spit on the floor) ================================ Combat Pain, generic (0/3) (AI flinches in pain--must be very quick animation) **Pain, leftarm (0/1) **Pain, rightarm (0/1) **Pain, head (0/1) **Pain, gassed (0/1) (AI clutches throat) Pain, failed KO (0/3) (AI just took blow to head; perhaps stumbles; but shakes it off) Draw, weapon side (1/1) (draw weapon from left hip, like sword) Draw, weapon back (0/1) (draws weapon from over right shoulder, like hammer) Sheath, weapon side (1/1) Sheath, weapon back (0/1) Combat idle (1/3) (AI stands ready to attack; eventually different animations for different weapons) Attack, bow (0/1) (includes drawing an arrow over right shoulder, then aiming and firing--code will pause during aiming) **Attack, crossbow (0/1) (raise crossbow, aim and fire (no drawing quarrels)) Attack, right slash (1/3) (eventually different animations for different weapons) Attack, left slash (1/3) (eventually different animations for different weapons) Attack, overhead slash (0/3) (eventually different animations for different weapons) Attack, quick thrust (0/2) (eventually different animations for different weapons) **Attack, spell (0/2) (mage/priest does some magical gesture then throws a spell effect) Attack, throw (0/1) (throws a bottle/shoe/dagger) Parry, high (0/1) Parry, left (0/1) Parry, right (1/1) Parry, thrust (0/1) **Death, drowning (0/1) (AI struggles to swim for a moment but sinks) Cower (0/2) (panic state, hiding or cringing) **Surprise (0/2) (jumps back, startled) ================================ Conversation Conversation, generic (0/4) (generic mild hand gestures people make while talking) **Conversation, angry (0/2) (shaking fist, gesturing wildly) **Conversation, shrugging (0/1) (an "I don't know" shrug) **Conversation, shout (0/1) (one or two hands up to mouth to call/shout loudly) **Conversation, salute (0/1) (roman military salute; fist to chest and then hand out straight: http://www.romanempire.net/romepage/images...001/salute.jpg) **Conversation, affirmative (0/1) (nod head) **Conversation, negative (0/1) (shake head) **Conversation, blessing (0/1) (raises two fingers and makes sign of the hammer in the air; like the sign of the cross but only two strokes) ================================ Actions Sit down (1/1) Stand up from sitting (1/1) Lie down on bed (0/2) (left and right) Get up from bed(0/2) (left and right) Search, give up (0/2) (suspicious look around yields nothing; hands on hips, looking aroung perplexed: http://forums.thedarkmod.com/index.php?s=&am...t&p=108009)) Search, kneel (0/1) (kneel down on one knee to check out blood/body, etc --assume weapon in right hand) **Search, look under (0/1) (bend over to check under bed, table, etc) Interact, grab (0/2) (generic reach out for something--high, med) **Interact, turn page (0/1) (reach out and move hand horizontal as if turning page) **Interact, grab low (0/1) (bend over and pick something up) **Interact, pound (0/1) (pounding on a door to get someone's attention) Interact, warm hands (0/1) (hold out hands towards heat source to warm them; perhaps rub them together)
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Is the year just getting better every day or what?
Unstoppable replied to Unstoppable's topic in Off-Topic
There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125 -
Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
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Hi, I practice modeling now and then, so I may as well model something that would help this mod, which I have been following for a while (Thiefs 1-3 are among my favorite games.) Some recent work is shown below in spoiler tags because the pictures are big. CONCEPT WORK STRUCTURAL MODELING Respective to above concept work. CHARACTER MODELING Cloth articles high polygon mesh for details. and a low poly mesh (and the rest of the model) for real-time use. Best regards, Leothelion
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Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
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Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
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running kubuntu gusty/kde3.5/ Doom3 finsh along with other mod. Installed step by step following the wiki install page. i run 'doom.x86 +seta com_allowConsole 1 +set fs_game thiefs_den' command line and shortcut (shouldn't matter). But i get the following: DOOM 1.3.1.1304 linux-x86 Jan xx 2007 xxxxxxx found interface lo - loopback found interface eth0 - xxxxxxxxxxx/xxxxxxxxxxxx ------ Initializing File System ------ Loaded pk4 /opt/doom3/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /opt/doom3/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /opt/doom3/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /opt/doom3/base/pak000.pk4 with checksum 0x28d208f1 Loaded pk4 /opt/doom3/base/pak001.pk4 with checksum 0x40244be0 Loaded pk4 /opt/doom3/base/pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 /opt/doom3/base/pak003.pk4 with checksum 0xcd79d028 Loaded pk4 /opt/doom3/base/pak004.pk4 with checksum 0x765e4f8b Loaded pk4 /opt/doom3/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /opt/doom3/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /opt/doom3/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /opt/doom3/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /home/rcmn/.doom3/thiefs_den/darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 /home/rcmn/.doom3/thiefs_den/game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 /home/rcmn/.doom3/thiefs_den/thiefs_den.pk4 with checksum 0xb87d41de Current search path: ~/.doom3/thiefs_den ~/.doom3/thiefs_den/thiefs_den.pk4 (44 files) ~/.doom3/thiefs_den/game01-base.pk4 (2 files) ~/.doom3/thiefs_den/darkmod.pk4 (2 files) /opt/doom3/thiefs_den ~/.doom3/base /opt/doom3/base /opt/doom3/base/pak008.pk4 (3 files) /opt/doom3/base/pak007.pk4 (38 files) /opt/doom3/base/pak006.pk4 (48 files) /opt/doom3/base/pak005.pk4 (63 files) /opt/doom3/base/pak004.pk4 (5137 files) /opt/doom3/base/pak003.pk4 (4676 files) /opt/doom3/base/pak002.pk4 (6120 files) /opt/doom3/base/pak001.pk4 (8972 files) /opt/doom3/base/pak000.pk4 (2698 files) /opt/doom3/base/game03.pk4 (2 files) /opt/doom3/base/game02.pk4 (2 files) /opt/doom3/base/game01.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang TODO: Sys_SetClipboardData ******************** ERROR: LoadTGA( guis/assets/splash/launch.tga ): Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported ******************** idRenderSystem::Shutdown() Sys_Error: LoadTGA( guis/assets/splash/launch.tga ): Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported