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  1. I think there is some misunderstanding about my problem with the entity list size in my post @ http://forums.thedarkmod.com/index.php?showt...st&p=142541 It's not the panel size (though that needs saving as well) but the entity list itself (see the image of waste space in the picture in that post and the tiny entity list.) So this problem is still present in the latest snapshot. I only see 2 or 3 lines of entity properties with a very large empty panel. Does nobody else see that?
  2. I'm familiar with TortoiseSVN (we use it at my job) so that works out. I've uploaded to /joebarnin/shop.pk4. This is a Doom3 mod. The purchase screen takes the place of the PDA (that's just temporary of course). So if you start a new D3 game you'll have to play far enough into it to get the PDA - just takes a couple of minutes. Then hit TAB and you should see the screen. (I did figure out how to get the screen to come up sooner, but it would then hang Doom3 and I hadn't figured out how to fix that yet). To the same folder I also checked in the C++ files I modifed or created, if your interested.
  3. You can use my SVN server. *** Just create your own directory and upload it there. When you join the team you need to install SVN anyway, so it's not wasted. If you need help with that, just say so. I recommend using TortoiseSVN or a commandline client. RapidSVN did have some problems. Just upload the dll in a pk4 and a testmap with instructions how to test it.
  4. Fidcal also has been working in this, you can see his thread in the member forums below
  5. Great progress so far! If you can figure out how to do the dynamic list/listDef, I think that would be best. We actually need scrollable lists in some other GUIs, but we have very few people working on GUIs right now and no one's figured out how to set them up yet. So if you could get the listDef working for this and also document how to set it up in general, that would be very helpful. So you're asking how we can define the shop data for a given item in a list somewhere, so that the FM author doesn't have to put in that stuff every time they define a list of items available for a mission? That's a good question. My first thought is to use entityDefs in some sort of centralized def file, and probably name them with some specific prefix like ShopItem_Flashbomb so that they don't conflict with other entityDefs for the actual items. Then in your code, you could take a single name, "flashbomb", and call gameLocal.FindEntityDefDict( va("ShopItem_%s", <the short name> ) ) We've used a system like that for stuff in the past; basically make a list of them in a single def file, like shopitems.def and put them in /def/. With this system, it's easy for FM authors to add additional shop items, because they'd just need to create a def file for their map with some entityDef ShopItem_* blocks to add additional shop items, then pack that def file into their .pk4, so they can add items without having to edit the original mod-wide item file which might change with future revisions. In case it's not clear what I'm talking about, it would be something like: tdm_shopitems.def entityDef ShopItem_flashbomb { "displayName" "Flashbomb" // can't use "name" since this is used internally "desc" "<description of what flashbomb does>" "item_clasname" "item_flashbomb" // can't use "classname" since this is used internally "image" "<material file to display for the icon in the shop window>" "price" "25" } I can start a thread polling the mappers about this. I would think putting spawnargs on the worldspawn would be easiest, because we can then write something in our DarkRadiant editor that brings up a shop-item GUI and writes the spawnargs automatically based on what the FM author puts in the pop-up menu. It's also easy to get spawnargs in the code. (call idEntity::spawnArgs.GetBool, etc). This question is a bit complicated, because I'm not sure if the frame loop has to be already running or not for GUIs to work properly (fade in/fade out, etc). One option that I'm not sure we talked about before would be to make the shop a part of the main menu GUI, and just read ahead in the map file what it needs. (If you know the name of the map the user selected, you can call some functions to read spawnArgs from entities in that mapfile, like the worldspawn for example, before the map is actually loaded). That could work, because we know GUIs work in the main menu, but we don't have to worry about pausing everything else like we would if we tried to call it after the map was loaded and the frame loop was running. Now that I think about it, that might be the best option. Unfortunately we don't actually have anything written yet for selecting which mission to play from the main menu, but you can imagine that when we do, that could just run from within the main menu GUI and read ahead in the mapfile to load up both the shop and the difficulty/objective info. IMO it's easier to think about this as a completely separate event for now that could happen much later. As long as we can store somewhere a list of classnames and quantities to add to the player's inventory, adding the items later will be easy. You'll also need the TDM inventory code for this, so I wouldn't worry about it for now.
  6. Oh on the Doom3 forums they said that parallel lights should be at least twice the size of the map link Relevant part: This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps.
  7. Unstoppable

    Thief 4

    Welp I was dead on about Deus Ex 3. Soon the prophecy shall be fulfilled and Deus Ex will return to it's glory. It shall fulfill it's destiny. However this post isn't about Deus Ex, it's about Thief, specifically Thief 4. There's a curious little tidbit located at this webpage. http://www.eidosmontreal.com/en/games.html AAA games, with high quality licenses that offer exciting challenges – e.g., the first two games we develop will revive successful franchises Games for next-generation consoles – Xbox 360, PS3, PC, and Wii What other franchise could they revive other than Thief? Man I would love to work on those games. Anyway Thief 4 perhaps in the year 2011. Just remember, Unstop told you first. He can see the future. By the way here's the new and improved Deus Ex 3 forum. You can use your regular Eidos forum name and password. http://forums.eidosgames.com/forumdisplay.php?f=252
  8. Fidcal, have you read this thread? Was the crate you attached a moveable? http://forums.thedarkmod.com/index.php?showtopic=7637
  9. Ok. I took a chill pill. Everything is cooled out. BTW I'm debugging today. I've added some visual tools controlled by cvars that we can use to try to balance the observed lighting levels and the AI perception distances. I checked in the code, but not a PK4.
  10. @New Horizon: Can you set kshatriya up as Contributor and give him (am I right assuming you're male?) access to the sound forums?
  11. Yes, there's definitely interaction. Contributors are allowed to air their opinion just like everybody else on the team, so Contributors are definitely not second-class team members or production slaves. It basically reflects how much you want/plan to be involved in the project. Team Members are the full-time employees, and Contributors are the freelancers, so to say. Team members are expected to show somewhat more dedication, time-wise. They are expected to stick around, and pull on the same string as the other team members to get the mod done. Sometimes this includes doing stuff which is not that much fun. Contributors can choose to work on whatever they wish. They may also take requests from Team Members to work on something specific. They are more loosely bound - as the name states, they contribute assets (textures, models, sounds) like freelancers and everything they share with the team is appreciated (this applies to Team Members too, of course). Everyone is happy when Contributors are sticking around nonetheless, that's for sure - but people are less surprised if Contributors are disappearing after a short amount of time. There are certain forums, which are only visible to team members, but these generally don't matter to Contributors. Valuable Contributors who stick around are eventually becoming Team Members anyway, the status is not set in stone at all. So it boils down how much motivation and dedication you're willing to offer - we surely need your help, but the decision is yours.
  12. To Komaq Who are you talking to? If you want hard puzzles, there's always Riven. A great game, too. But I certainly don't like OoT for puzzles. "Don't be ridiculous, you can't learn a language by reading a foreign book, unless you have some pre-existing knowledge of the language, or some kind of rosetta stone for transcription purposes, such as a copy of the book in your own language as well." I had a Russian-English vocabulary. At first I was translating every word but then I just started ramming though it... "How could I learn Russian only by reading a Russian novel, I don't know a single Russian word, and never would no matter how long I stared at the pages" Russian is a bad example, it's a lot more complicated than English. English is a very intuitive language. You need to know a few words, but what is more important is the ability to recognize a noun from a verb. My vocabulary was pretty non-existant, it wasn't even the 300 ESL words. I understand that not everyone can drone onto a book like that. I can. "You obviously had many other resources available to you for learning English, and reading English novels did nothing but help straighten out your grammar a little." Complete rubbish. The vast majority of my vocabulary, and pretty much 90% of my grammar knowledge and feel (since learning English grammar through rules is pointless) came from Harry Potter. You obviously have no idea how the brain works when it reads books do you? Never tried it yourself, have you? I go as far as I want to go, and I find proper to go. And where did you draw that conclusion? What tells you that I am obsessed with Oblivion, for that matter? Last game I played was Lander for like an hour (that game won't let you play it too long). I haven't had Oblivion installed for like a year now. Well, that's your opinion on games. But not mine. I wouldn't know, didn't play BG much. I played NWN as NWN. Nope it doesn't. It just means you don't like certain games, that's all... And you hang around a forum. I don't see a difference. IRC is just another medium (which I only use for the Project Offset game at the moment because, you know, the forums are down). You should understand that the medium is not the message if you have brains. Oh, but, you know, while people join games on SC, they also sit in bnet, discussing the game, which is pretty normal for anyone who wants to be good in that game. Where the heck did that came from? lol I am probably less obsessed than most people on this forum. <quote>First of all, what matters or what doesn't each person decides for themselves. To some, music making matters, or drawing matters; to me, computers, and what they include, particulary programming and gaming matters, and also I watched movies who's names you probably never heard of. Gaming is a hobby just like anything else is. Even then, I don't spend that much time on them. I actually do my homework, and I have some sports to do, and I read (reading Dune at the moment), I exercise, I expore the robotics field on occassion, I program, and I play my games. Don't accuse me of the obsessed scheme, please. I simply don't agree with the label of "horrible" applied to a game that perhaps is not great, but is certainly not horrible. "Anyway, I can tell you're quite a young person, so I'll assume for your sake that you'll grow out of all this nonsense at some point in the future." I am only 17, and already a lot more mature than you are, and I suggest you are past 20. That's kinda sad.
  13. Show me a game like OoT which is not kiddish and I will play it. But the only games designed like OoT that I know of are heXen and Turok 2, and very few others (that mostly suck). The genre of of hub-based fantasy fast-paced games is extinct, and OoT is one of the few ones that I found in addition. There is no game like heXen, Turok, or OoT, and until that genre becomes popular, I'd play anything from it as long as it's worthwhile. Graphics to me don't matter. Your statement that adults can't play games like OoT is similar to football athletes saying tennis is a girly sport. I read the books, that's where I learned my English from, and I'd like to see you read Harry Potter in a language you know 5 words in. Tell me how "childish" that is. No, it can't. TV is not interactive, and is limited in video image. OoT is a lot more than just that video image that annoys you so much. I understand that graphics ward you off, but please don't call a great game horrible just because it was intended for children, but it has such high gameplay quality that adults love it, too. No value for you doesn't mean no value for me. It's a battleground for me where I can forge my own history, especially with the editor. The thing about Oblivion is that it doesn't really matter what you do in it. You do not appreciate that, I understand. I do. I love Gothic 1 (Gothic 2 wasn't my cup of tea, or Gothic 3), and I like it better than Oblivion, but I also think it's pointless to compare it to Oblivion. Moreover, Oblivion is not what I call an RPG. It's more of a free ride action game with dialogs for me, but not really what I view as an RPG. You can accept Gothic with a low amount of detail, but not OoT with childish design? Inconsistency. If you actually believe advertisements, I wonder how you live. Advertisements are a bureaucracy curse, they are to be completely ignored, disbelieved, and despised. To consider what a game represents you look at what company made it, the name, the team, the design, and the gameplay. Not what someone said in the PR department to make the game sell a bit better. That has nothing to do with the programmers and designers of that game, they did not generate that advertisement. Speaking of advertisement, this may give someone a laugh, a guy criticizing Bethesda's Fallout 3 promotion tactic and Fallout 3 previews: http://www.diablo3.com/forums/showpost.php...amp;postcount=1 And you are...? What makes you better than people who like FF? You remind me of this guy from Twin Peaks, Albert. He was really good at something, too. But he was an ass. And that's what the sheriff told Albert: "I hear that you are real good at what you do. And, well, that's very good. 'Cause normally when a stranger walked into my station talking this kind of crap, he'd be looking for his teeth two blocks up on Queer Street." But I am used to such ignorance. I got kicked out of an IRC channel for liking LEXX and got accepted into another channel for the same reason. Members of the StarCraft Battle.net think I am some freak because they believe StarCraft and girls don't go together. Then again some guys don't want to talk to me because they are aware that I think bisexuals and homosexuals are people, too. All I can say that, unless you change your attitude, and stop being so shut down, you'll miss out on a lot of things in life, be it games, people, or anything else. Perhaps you like it that way, I don't know.
  14. Ugh, I hate AFs . . . Anyway, some potential problems: Joint hierarchies, and potentially the original joint not in lower case on the model (don't quote me on that). Contained joints in a body. Suppose . . . origin |_ lower joint |_middle joints up to upper joints If you want only the origin joint, just containedJoints "origin" (no asterisk). If you want to group joints like the lower & middle: containedJoints "*middle_first -*middle_last" (space between the first joint & the dash but not after the asterisk). If you want to contain everything above, & including, a joint: containedJoints "*upper_joints" Aside from having no constraints types, I can't really see what's wrong by looking at it. Here's oDD's wiki topic on editing AFS: http://www.thirdfilms.com/darkwiki/index.p...int_Hierarchies Also, Doom 3's AF folder has a lot of examples you can look around (extract one of the pk4's from the Doom3/base directory.
  15. I made a new thread for this discussion, and uploaded videos of Oblivion AI sitting http://forums.thedarkmod.com/index.php?showtopic=7618
  16. http://forums.eidosgames.com/showthread.php?t=76471
  17. Ok, I'll open a thread in the Level Editing forum then. http://forums.thedarkmod.com/index.php?showtopic=7623
  18. already done, but there's not alot I can do until I get home in 5 hours... I'd like to move this into a Holy Properties discussion thread elsewhere, if you can repost the outline of what needs to be done in the appropriate forum and close this one I would appreciate it, I'm spending time now getting caught up on 4 years of TDM development forums (at least the important stuff) also I posted in the thread about the new church map about how nice it would be to showcase holy water as well :-D.
  19. Yes, we did, and I'm pretty sure the reasons have been posted in the public forums more than once if someone feels inclined to do a search for them.
  20. It's not possible to let a mover follow path_* entities, these are only for AI. We also don't accept feature requests for the mod in our current state, so you'll have to deal with the following: You can let the mover follow a curve (either a CatmullROM or NURBS curve). There is some info about this on d3world and DarkRadiant allows you to edit them. I'm sure you'll find it when you search for it on their forums.
  21. Hey there Firoso, welcome to the forums. The Dark Mod has actually two large coding projects going on: the first is the mod code itself (gameplay, scripting, difficulty settings, etc.) and the second is DarkRadiant, our customised editor. We need help in both of them, of course, but for my tastes, we need more help with the actual mod code. I recently found that we don't have holy water arrows (yet), so this might be a good quest for a starter like you. It consists mostly of D3 scripting, which you as a C++ coder won't have a problem with, I reckon. The advantage of this task is that you can do it with the Thief's Den stuff right away, as it contains all the weapons and script code you need to get started. It's complicated enought to get you familiar with DEF files, scripting, arrow results etc. We already have regular water arrows working, so you'd need to start from there. Let me know if you're interested in this task or if you have other preferences, I'm open to suggestions.
  22. They'll call it Thief because everyone who loves Thief will pay attention and possibly buy the game. We shall see what direction they take Thief in. I bet they'll have more info coming summer as was stated in numerous conversations I had in the official forums. Anyway by the concept art what I had said earlier was true. This time they are loaded with talent like in Deus Ex 1 .
  23. Thief 4 in the works. Told ya so . http://forums.eidosgames.com/showthread.php?t=76374
  24. Just to let people know about this TTLG thread which has information and links to what appears to be evidence of Thief 4 being in development. http://www.ttlg.com/forums/showthread.php?t=120596
  25. I think the intent is being misunderstood. The "itches and glitches" topics are for things minor or unsure (as the first post states). Things like "hey, if I put this here does it cause a problem? It's not solid anymore..." No one's saying don't make new threads for individual topics/issues. Cramming everything into the "itches" threads would also be inappropriate and not very user-friendly. The point (as with the thread of the same name in the member forums) is just so that there aren't 700 threads for every little question or clarification. As greebo mentioned, there was an entire forum page of new threads, most asking simple questions that could've fallen into such an "itches" thread. Anyway, it's no fast rule, do whatever you like. Maybe ask yourself "does this deserve a full thread?" If the answer is yes, do so without fear. If not, just stick it in the appropriate itches thread. No problems. Can't be more clear than that, because again, it's no fast rule, just a suggestion. The threads are only there for convenience of all. So you can also ignore it. It's based on how it is done behind the scenes, and it's worked well.
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