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. There were some in the decals mtr, some test ones lying around buried, and one with monsters. Interesting, might have to look into that. I guess another cool mod would be to use them either on jointed sheets, so they could gently wave when brushed against. And maybe even a very subtle heat haze effect to simulate them waving.......... The new versions are now up on SVN. Gave the announce its own thread, since this one wasn't originally about webs. http://forums.thedarkmod.com/index.php?showtopic=7593
  2. Yes, there are quite a few soundshaders that refer to non-existent sound files. It was a bit annoying during development, because I couldn't tell if the sound module wasn't working or the sound file actually didn't exist (I had to dig up the according path in the game003.PK4 each time). However, all of the Dark Mod-specific sounds seem to work correctly, which is the more important thing.
  3. Well, let's have a go then. You need a few things to compile the DarkRadiant sources, namely VC++ 2005 Express, the Platform SDK and the sources from SVN (you'll need TortoiseSVN or something like that to checkout the sources). There is a compilation guide on the wiki, which includes some instructions: http://wiki.thedarkmod.com/index.php/...mpilation_Guide VC++ 2005 Express should be available here: http://msdn2.microsoft.com/de-de/express/a...401(en-us).aspx It's a large download, so beware if you're on limited bandwidth. The Platform SDK is available from the MS website for free (last time I checked). I posted some installation instructions for the SDK somewhere in the internal forums, let me dig them out... ...here they are: Let me know if you need help, no point in chewing silently on problems.
  4. I agree that the perception of one outside the forums and the mod might be controlled by the news posted on the website, but it's definitely not justified to speak of mismanagement. Springheel is always busy with some mod stuff and he is one of the main driving forces behind the mod, so I can't agree at all with that accusation.
  5. I saw a post on the Doom3World forums from someone claiming to represent one of those haptic controller companies. They were trying to assess whether there was demand for making their controller work with Doom/Quake. So it might be happening. As for it being added to the mod, that sounds like something a dedicated third-party person could do once we've released the source.
  6. The Doom 3 box showing up is known. It hasn't been migrated yet (the box says #str7191 and "Please Wait"), I think it only happens when you load a map quickly after Doom 3 came up. One guy at the doom3world forums also reported this, I think he also mentioned where to fix it (message.gui, IIRC). I don't know what's planned with the gamma picture, maybe this will be replaced altogether by something else. The mantling bug is also a known one, sometimes you get drawn down quite a bit for mantling. As for the bugtracker: I enabled your account, you're enlisted in the DarkRadiant project now. The Dark Mod's section of the bugtracker is not available for the public yet.
  7. You're welcome I first encountered this last year, along with a thickening issue when using altered circles/cylinders: http://forums.thedarkmod.com/index.php?showtopic=6184&hl=
  8. Gets used as a chat, but for Mod related discussions. What horror stories? Take anything you hear with a grain of salt. If team members are sharing internal disagreements outside the mod, well...that's too bad, as I think it gives an imbalanced view of the team. People disagree all the time, in life and on forums...nothing new....we can't all run around holding hands and giving each other flowers all the time. Nobody hates anyone...at least not to my knowledge. In any case...that's just how some personalities mix. So turn that frown upside down.
  9. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  10. If that's the case, then your assertion that my system would require more nodes is incorrect. That seemed to be your main reason why you thought your system would work better, so now I'm confused about exactly what benefit you think your system has, or how you would address the awkward pathing issue. Yes, you can. In fact, that's exactly what a path_lookat does. It directs the AI to look at a particular entity, then plays an animation (or not). If you're saying the functionality doesn't exist, that's also incorrect. You can use a path_cycleanim to play an animation X number of times. If you're trying to point out that the D3 code for these paths hasn't been ported over yet, that's true, but I don't see how it's relevant. To be clear, I'm in favour of random probability, and have been ever since bringing up this concept back in 1994 (http://forums.thedarkmod.com/index.php?showtopic=463). I just think system #2 (variable chance to path to each node) is a better and more versatile way of achieving it.
  11. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  12. I don't know exactly if reloading the assets without restarting works, I guess the VFS can be restarted, but I don't know if any module dependencies break when doing so. I also noticed the PK4 lock when updating the mod from SVN and I once thought about implementing an "ignore list" for PK4s that shouldn't be searched by the VFS. In case you didn't know, there is a "Refresh Models" command in the file menu and a "refresh shaders" command in the TextureBrowser toolbar - I can't say for sure if those take newly created files into account that weren't there at the first startup.
  13. DarkRadiant opens all PK4 to initialise the virtual filesystem. I don't know why it keeps it open/locked though, maybe this is required for instant access to the contents?
  14. 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!!!
  15. ... 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.
  16. 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?
  17. It will be tomorrow I will leave the error in the map when I release it, I'm just fixing it up tonight and I will put it in a .pk4 tomorrow.
  18. 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!
  19. I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
  20. Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
  21. @SneaksieDave: I do agree that it looks not phenomenal, but it's not hopeless. It should definitely go, but I would suggest to actually moving them from the repository into some kind of "texture cemetery" where they can be resurrected from. Should we create another repository for such things? As for the maps: There are quite a few garbage maps in our darkmod/maps/ folder which should be removed entirely. I don't think that it's a huge problem if a texture goes missing, as these are testmaps in the first place. Just apply any other texture, for testmaps it doesn't matter. We could create some sort of "Textures Removed" thread where the deleted textures are "announced". Beta mappers who used this texture can still retrieve it from the repository and include them independently in their PK4 if they really insist in using this crappy texture.
  22. phide

    "etc" or "ect"?

    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.
  23. 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)
  24. I asked the T2X team if they would be willing to share their footstep sounds with Dark Mod and they kindly agreed to let us use them. The new T2X footsteps have been uploaded to CVS, along with a new sound shader. The agreement with the T2X gang is that we do not let anyone outside the mod know that we are using their footstep sounds. Internal knowledge only. Upon release, the step sounds may only be used by FM authors for Dark Mod FM's. The tweaked settings won't become default until the new build of the pk4, so you'll have to add the tweaked settings in your Doomconfig.cfg file for them to work properly. Here are the relevant settings. seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" Additional footstep sounds have been added, thanks to the generosity of T2X. There is also a jump sound for each of the material types. Currently, our player does not use this. It would be beneficial if our player did use the jump sound...rather than simply playing a footstep, as the player currently does.
  25. 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.
×
×
  • Create New...