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  1. 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. 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"
  2. The mitten hands are separate meshes so it's not that hard to rerig: http://forums.thedarkmod.com/index.php?s=&am...st&p=102537 Not that I don't mind someone else redoing my work
  3. Texture forum, not thread. It's here: http://forums.thedarkmod.com/index.php?showforum=4 I guess Contributors don't have access to the start-up thread... or SVN in general. Perhaps there's some confusion over which group you were supposed to be added to?
  4. OrbWeaver

    To Orbweaver

    Don't know about Opera, but you can block it quite effectively in Firefox using Adblock with the URL http://forums.thedarkmod.com/uploads/av-254.jpg Maybe there is an equivalent plugin for Opera which allows more specific URL filtering.
  5. SubVersioN. We mostly use TortoiseSVN around here (Linux users use something different). Once NH gets you set up, you'll be able to see what we're talking about and how to get it set up. For repetition's sake, the link you will need to get started on TDM: http://forums.thedarkmod.com/index.php?showtopic=6694
  6. http://www.cnn.com/2007/US/11/17/internet....e.ap/index.html Myself included. Considering in BCG forums I was not a good person and raged a lot. Will the internet ever have accountability? What would it take for such a measure to be passed? When is enough really enough? I guess you can say the freedom should never be taken away and the responsibility rests on the individuals and family. It sure does but could other measures be taken to protect people who are under 18 and really have a very limited view of what's out there? Should the internet be limited to those who are under 18 regardless of content for their own protection? hmmm
  7. http://www.ttlg.com/forums/showthread.php?...293#post1658293
  8. oDDity

    Beowulf 3D

    The CG isn't that good, in fact looking the trailers, a lot of it looks like the average level you see on forums like CG talk. The animation is good because its all motion capture and lip syncing. Judging only from trailers I've seen, I hated it, and never want to see it. It looked like dumbed down kiddies crap. I can't trust Komag's opinion since his ridiculous review of the Ice and Fire books.
  9. I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
  10. Dram

    Horse AF

    Well I've tried multiple times to set it up correctly, but now I'm just out of energy to try again. I'd love to animate the horse but unless the AF works correctly I cannot. I'm posting here in the hope that someone who knows how to set up the AF could take a crack at it so that I could finally animate the damned horse. Thanks to anyone who tries. Here's the link to the original thread, and it is also the direct link to the image of the bone hierarchy in the model: http://forums.thedarkmod.com/index.php?s=&am...st&p=130277
  11. The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
  12. Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
  13. Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
  14. Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
  15. add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
  16. That was my point ( I think ) If he ahs a darkmod/guis/ folder with mainmenu it will override the new .pk4
  17. Sorry, I haven't had time to play with this...RL is interfering a lot at home right now so I'm mainly able to log on at work. I'll have a lot more time after Christmas though. It was my understanding, however, that pk4 files were supposed to override mod files? Isn't that the whole point of them? Otherwise how would mappers make modifications to existing files without forcing everyone to modify them as well? BTW, I'm working on some New Game concepts which I'll post in a few days. After that I think we can start working on the purchase screen, which might be the trickiest of them all.
  18. I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
  19. I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
  20. yea if you have file that are going to clash you should clear out your old .guis and such, I'm not sure but i think they might take precedence over whats in the pk4. make sure you do the same with graphics/sounds so the correct ones are used.
  21. Ok, I tried running it with the pk4, but had no luck. The old menu just came up instead. I'll try copying the files manually and see what happens.
  22. There was, but there seemed to be a misunderstanding and he left to work on the opendarkengine project. From where I stand, it came down to complete and utter silliness. I messaged him at TTLG and invited him to work on the Dark Radiant renderer. His apparent assumption was that this meant access to the TDM assets, which it didn't. TDM and Dark Radiant are separate code bases, and you don't need TDM assets to work on the Dark Radiant Renderer...because it already works natively with Doom 3...which he obviously had because he was working on a doom 3 model something or another. If it was another part of Dark Radiant, like stim/response...then yes, I could see it...but not for the renderer. I know, I would like to see it improved too. I've been pouring over coding forums, it's not an easy sell.
  23. Hi! i did some search here on the forums and found nothing about the lock picking system, how is it going to be? sorry if it's in somewhere obvious, but I didn't find it.. lol i liked the way they did it in TDS, the originals were also nice, less fun though. oblivion on the other hand was really irritating, i always kept 200 lockpicks! and by the way, how do you guys feel about...hm.. I don't know if there's a term for it, 'modes'? ok, example. when you pick lock in TDS, the player enters in 'pick lock mode', climbing stairs are a mode, etc. thief games avoided whenever possible this modes, (tds had some.. but still few) wich is the most sensible thing to do, really! modes should be avoided. but used wisely modes can really add fun to a game. games that really abuse of this things are hitman, splintercell... and still they managed to came up with some nice improvements in gameplay that could be studied for TDM IMO. (obviously for future updates) there could be a special blackjacking (as an option to normal bj) where you would 'press/do/something' behind an enemy and it would knock him out already holding his waist and 'gently' laying him on the ground (by 'gently' i mean to avoid the noise of a giant guard fully armored dropping like a potato sack down the stairs).
  24. I don't know what specification it needs, all I can do is point to the animation and let someone who knows about animation take a look There are a few here in the base D3 directory (you'll probably have to extract them from one of the /base/pk4's) anim models/characters/male_npc/cycles/idles/turn_right.mb -dest turn_right anim models/characters/male_npc/cycles/idles/turn_left.mb -dest turn_left anim models/characters/male_npc/cycles/idles/turn_right_rotation90.mb -dest turn_right_rotation90 anim models/characters/male_npc/cycles/idles/turn_left_rotation90.mb -dest turn_left_rotation90 anim models/characters/male_npc/cycles/idles/turn_right_rotation180.mb -dest turn_right_rotation180 anim models/characters/male_npc/cycles/idles/turn_left_rotation180.mb -dest turn_left_rotation180
  25. First off we have a new b trailer with lotsa nice gameplay. Mostly action with very little stealth though. There's only 1 vent crawl. http://www.gametrailers.com/search.php?s=b...movies&ac=1 (it's the 7 minute trailer I believe) Alternatively you can get it from fileplanet on HD make sure to run it on Divx if you do because windows media player lags like a bleep. Secondly I got this link from gamespot forums. It seems to be an online magazine featuring bioshock. IE 7 is ideal. Enjoy. http://cde.cerosmedia.com/f1c4558b762f5de9...7185c7f0117.cde Will check the magazine out later myself. Let me know what you guys think of this stuff. I found the 7 minute trailer to be very cool. I just hope that you can stealth through the game.
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