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. 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
  2. I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
  3. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  4. Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
  5. hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
  6. Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
  7. I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
  8. Looks like this idea is not new...Ascottk suggested it a while ago, back when I really had no idea what he was talking about. http://forums.thedarkmod.com/index.php?showtopic=5269 There was never any followup on the idea, as far as I can see.
  9. For future reference, here's Oddity's animated gif of the original bow animation: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050
  10. Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
  11. 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.
  12. I've uploaded a collection of our textures used in the Bonehoard to ftp: ftp://208.49.149.126/TheDarkMod/Textures/...tures_angua.pk4 (~ 45 MB) Gildoran, would you like to look through them? I've already renamed them and put them in more or less appropriate folders. I've made a small map too, where you can have a look at them (angua_test.map, just run it with the "map" command). All the diffusemaps and specularmaps are dds, so you have to have seta image_usePrecompressedTextures "1" in your DoomConfig.cfg file.
  13. This guy's offering to write music for T2 FMs. Not even heard it yet so no idea if he's any good but just thought I'd post the link... http://www.ttlg.com/forums/showthread.php?...251#post1743251
  14. There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
  15. Yep, though I assumed he was the same height always: http://forums.thedarkmod.com/index.php?s=&am...st&p=153690 Don't know when exactly this may have happened but it's been this way a while now.
  16. are you MageofFolenn on Black Cat Forums? B/c if you aren't, you must be soul-mates, or long lost twins or something.
  17. I am perma banned on Black Cat Games forums for raging and also I was framed by some ppl so better not to tell anyone anything. Lest ye wish to unleash Ragnarok once more.
  18. 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.
  19. Number 1 would still display all the maps in the 'selected' pk4, really no way around that. For a campaign though, I'm not sure how we can control that really. The player should naturally want to start at the beginning though.
  20. Yeah, minimizing quake 3 wasn't possible without an additive tool. But in the early version of Doom 3 it was like that too I think. At least I tried to switch to the "doom 3 advanced graphics mod" readmefile while ingame to check for other commands and it didn't work, so I thought to myself "Id-software crap again" ... I guess they have fixed this issue with an update. Wow, I am really suprised. First they altered pk4 handling and now this... =)
  21. Putting to many PK4s into the directory is not a good idea anyway, as there potentially will be nameclashes. Each set of PK4 should eb an individual mission, and as such it should be in the directory, but not more.
  22. Well, the strange thing is that the animations actually *work*, already. I was under the impression that you would not be able to export the animations if the number of joints don't match up. I think I recall Ascottk saying something about the Maya export culling out joints that aren't used, and that you have to use a -keep option when exporting? But again, I would have expected the animations to not work, and they clearly do, so I'm not sure whether there's actually a problem here or not. I'm pretty sure I can get the beggar working as is...I just have to find the verts that are weighted to joints that exist only on the citywatch and delete them from the beggar. But I don't want to do that if it's going to cause problems in the future (there aren't very many verts though, just 8-10). edit: Is this related to a recent change? http://forums.thedarkmod.com/index.php?showtopic=7856 I'll return the thief to it's current state so things work.
  23. If you only knew. We're definitely making constant progress, the internal forums are quite busy at all times.
  24. I've uploaded a new pk4 to svn. Lean is now a hold, rather than a toggle. Still a bit buggy, though, if you quickly press and release the button.
  25. Jumping and mantling can be done reasonably "easily" - you just need to do enough precomputation of reachabilities. (I've put quotations marks around "easily" because it's a bit of a pain to implement, but the theory is straightforward enough.) From pathfinding's point of view it's not much different than being able to walk between two adjacent pathfinding nodes on a flat surface; the AI just does a few slightly more involved things with physics and animations to execute the movement. You do need quite a few more animations to get it looking good (if you can do it procedurally ala Euphoria, even better), but it's doable if you have the manpower. The Doom 3 AAS code actually has stubs for a whole bunch of movement types, like jumping and crouching and so forth, which is left over from Quake 3 (D3's AAS is basically ripped straight from Q3). It doesn't actually work, but the enumeration values are there, and it could in theory be made to work. It's a bit more of pain without the full engine source code than it would be otherwise, but we do have enough access even with the SDK to hack around AAS limitations. That's how AI handling of doors and elevators (as seen here) works, for example. I can unequivocally state, however, that The Dark Mod will not have jumping and crouching AI on release. Or ladder-climbing AI for that matter (ladder climbing is actually a fair bit more complicated, as there are some nasty exploitable edge cases; search the forums if you're interested, there were some previous discussions on this). Unlike Ubisoft, we don't have the manpower.
×
×
  • Create New...