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  1. You should put it in the sticky above this thread. http://forums.thedarkmod.com/index.php?showtopic=1755
  2. I have one that I'm not sure is a software or config bug, but it sure is user-unfriendly. See for example this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=109070 When I click the images to see the big versions, the popup windows are ridiculously small. They must be manually stretched every time, instead of automatically being the correct size for the image.
  3. Moved your post here for discussion. Oh, CAPTCHA's work, but it depends on each system on how good they are. The previous version of IPB had a much weaker CAPTCHA than the one we have now. That one was 'cracked' so bots could automatically sign up to IPB 2.1.* forums. As far as I know, the system in version 2.2.2 has not been cracked yet which makes it harder for spambots to sign up.
  4. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  5. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  6. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  7. Not sure why, normal social etiquette between a bunch of avatars and nicknames has always seemed pointless to me since I first started using the internet. You seem to agree, judging by the way you conduct yourself on these forums.
  8. If you need louder grass sounds there are some really good ones in the file I uploaded here: http://forums.thedarkmod.com/index.php?showtopic=5701 Edit - Oh, I didn't realize you made louder ones already.
  9. Editing archetypes does not make sense in the context of a Doom 3 mission, because the concept of the "gamesys" does not exist. In Dromed, you could completely customise the gamesys and bundle it with your mission, but in Doom 3 this does not happen -- if you changed a basic entity declaration, this would affect ALL missions that used that entity class, not just your own map (consider it as though all changes you make are written to the dark.gam file, rather than the gamesys in your own mission). In Doom 3 you would to create your own entity types for your mission, in a separate DEF file, and bundle this in the PK4 along with your other resources.
  10. Probably not as he's on dial-up, iirc. But it should be ok, if he's using just the PK4 and the def/ and script/ files. Not a very clean solution, but it should work. Or he would find a way to obtain the mod without having to squeeze it bitwise through his modem (snail mail, broadband at work, etc.)
  11. In TDS, you needed an item icon, but never needed to know what weapon you were was using, if you can see it in your hand. If you look at the... http://forums.thedarkmod.com/index.php?act=A...ost&id=1353 ...screenshot, we see the vine arrow in 3D, and we may also notice the HUD icon, if we look closely. I think the Minimalist Project added something good to Thief gameplay that got me thinking: in a 3D game, in the end, I think the best HUD--is less HUD. Yes, we still need it for messages, and showing things like health--until we can have damage maps on the character, but that's a few years from now. I think the player shadow does add to the immersion of moody lit games like T. In the real world, we cast shadows. In TDS, I could sometimes how well I was hidden, by checking for shadows. In the Cradle, I jumped at my own shadow. Walking across narrow things is easier, if you can see where your feet are. When I T2, now I notice, "I have no legs!" I was not suggesting getting rid of the light-gem subsystem, but as a option to move the gem to the player model. If it's too much work, I understand. it was just an idea.
  12. Keep in mind we have a lantern you can give to the player, so that you aren't obligated to place some form of light at various points in the level, if you so wish. You can have total spooky darkness. http://forums.thedarkmod.com/index.php?showt...mp;#entry107221
  13. Huh, it should work... I have no problems with the account data. http://forums.thedarkmod.com/index.php?showtopic=609
  14. TDM won't be a black box since it'll be open source eventually. So if someone wants to find out those details, they'll be able to. And if they don't, why are they trawling the forums looking for every available tidbit of information? Anyway, I'm sure veteran Thief players have already figured out exactly how the AI in Thief works, and the community still seems to thrive...
  15. Opera renders the forums fine for me, I have neither of the problems mentioned. So it could indeed be a FF problem.
  16. More weirdness I noticed today. http://forums.thedarkmod.com/index.php?s=&am...st&p=107082 Edit: Or like that - a double post. The first time I hit submit, it did nothing.
  17. More weirdness I noticed today. http://forums.thedarkmod.com/index.php?s=&am...st&p=107082
  18. DarkRadiant can load DDS (but not the RxGB ones, they seem to be proprietary), and mimics the same behaviour as Doom3 does: dds/-Folders are searched first, "real" folders have priority over PK4-folders, texture extensions (.tga/.dds) in the material file are ignored.
  19. I don't play MMOs precisely because I'm quite sure I would get addicted if I did. The escapism is very very tempting... it's only knowledge of the consequences of such an addiction that stops me. I already spend way too much time on various internet forums as it is. I wouldn't call it an addiction; more of a habit. But it is detrimental. I really need to be doing an assignment now; I only fired up my browser so I didn't have to think about it for a while.
  20. Those are not the eyes I put on them & if you ever got a hand on any low poly model you'll realize that all of them are simplistic. They need to be if you want a real time model with good performance. oDDity's models are bits & pieces that are combined to make a whole and that's part of the reason why they look good. There was no way to do that with the belcher. Here's an environment shot I did of the belcher (click for a hi-res shot): Granted I did some gimp work to blur out the distracting details of the background leaves & the eyes have a little too much specular. & honestly I do not like the screenshot of the belchers on the website because it seems too simplified. I'll probably do another environment shot that'll put the belchers in a better light. We use Maya to rig the characters but there's exporters for Blender & 3ds Max. Here's a list of importers/exporters on Doom3World forums: http://www.doom3world.org/phpbb2/viewtopic.php?t=5474 & a list of tutorials: http://www.doom3world.org/phpbb2/viewtopic.php?t=11896
  21. why mean? why are you talking about thought? The problem here is actuation coupling. and wrt undead, as you might remember I had a dream a few days ago, and I shall elaborate on it once I don't have to worry about my presentations, thesis, studying, tests, etc. I'm gonna get a nice mug of cocoa, or 3, with double the standard concentration, at 60 degrees celcius, and turn on my kerosene lamps, and sit down for a nice evening of posting a post on the forums. -basically I'm not a big fan of commonplace magic and outright undead, I think magic should be a rarity.
  22. Gildoran

    Cutscenes?

    There's no reason this couldn't be applied to moon-beams... just keep in mind that in order to get rays, you need to block the moon with something thick that has occasional holes (hence why the clouds look different in the rays AVI - the original clouds tend to produce a warm glow rather than sun-rays), so fog might not work so well. I guess if you're not worried about whether the rays are tied to the shape of the fog, you could use an arbitrary texture to produce moon-rays. I don't have SVN access at the moment, and I think I'd upload the sky as a PK4, so FTP might be more appropriate. In any case, I'd like to try improving the sky a little (moving the sun towards the horizon and increasing the contrast of the clouds a bit more, so that sunbeams tend to be more apparent with more realistic clouds) before uploading it.
  23. Yep, that's what I did upon getting this build. I got a launch crash when I first tried it, so wiped the folder out completely. I've now set it back up with the old files and reproduced the startup crash. Here's the log: XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/user.xml XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/upgradepaths.xml XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/colours.xml XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/input.xml XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/menu.xml XMLRegistry: Importing XML file: C:\Documents and Settings\dw\Application Data\DarkRadiant\/user.xml XMLRegistry: Importing XML file: C:\Documents and Settings\dw\Application Data\DarkRadiant\/colours.xml XMLRegistry: Importing XML file: C:\Documents and Settings\dw\Application Data\DarkRadiant\/input.xml GameManager: Scanning for game description files: D:/games/Doom3/DarkRadiantTest/games/ XMLRegistry: Importing XML file: D:/games/Doom3/DarkRadiantTest/games/doom3.game GameManager: Found game definitions: doom3 GameManager: Selected game type: 0 Module Initialising: 'VFS' '*' Module Initialising: 'archive' 'pk4' Module Ready: 'archive' 'pk4' Module Ready: 'VFS' '*' libs/modulesystem/singletonmodule.h:95 assertion failure: module still referenced at shutdown ---------------- ---------------- One thing I should ask - there is also 'Application Data/RadiantSettings/' etc. Should that folder still be there?
  24. Pagan female: http://forums.thedarkmod.com/index.php?showtopic=5621 Townsfolk Male1 (needs head, inventor engineer is temporary): http://forums.thedarkmod.com/index.php?showtopic=5635 Diego's thug in progress: http://forums.thedarkmod.com/index.php?showtopic=5146 AI Mix & Match: http://forums.thedarkmod.com/index.php?showtopic=5628 Model svn repository: http://forums.thedarkmod.com/index.php?showtopic=5623 AF fixes: http://forums.thedarkmod.com/index.php?showtopic=5529 Rigging tutorial: http://www.thirdfilms.com/darkwiki/index.p...aracter_rigging
  25. He began as a proof of concept in this thread (I'd like to leave that thread open for AI mixing & matching in general): http://forums.thedarkmod.com/index.php?showtopic=5628 & now he's a reality (well . . . virtual reality that is): There's the usual rigging issues: shoulders too wide, the arm mesh is clipping. The textures are borrowed from other AI at the moment & there's no custom head so I'm using the engineer's. Looking at the screenshot, it looks like the torso's too long & skinny But that might be due to perspective & the illusion brought on by the lower half of the tunic. I'd have to take a look at that.
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