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Wishlist For Darkradiant
SneaksieDave replied to sparhawk's topic in DarkRadiant Feedback and Development
@Fidcal: You can see the width of the splitter on my UI here: http://forums.thedarkmod.com/index.php?s=&am...st&p=149747 -
My pleasure, good to give credit where it is due, Wow, really nice post! Thanks. We've had a few whack jobs appear on the forums, but generally...they get banned. They're alway a few whack jobs I guess.
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Wow, really nice post! Thanks. We've had a few whack jobs appear on the forums, but generally...they get banned.
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"no time" was about one year real-time for me learning Javascript - I doubt python is much faster Can you wait a year? I don't have an account on the SVN that is used for DR which might explain my lack of commits Also, I know almost no C++, which is a real hindrance working on DR. I started a few attemtps but got horrible lost for even the smallest changes (like adding a new dialog or even just changing a dialog into a splitpane). That might explain it even more However, working with scripts and producing level geometry via them is something I know a thing about, or two. There was this little project named "Cowgen" which generated level geometry for Thief 1/2 by writing out level files... one can still find it refernenced in a few places like here http://www.thiefmissions.com/telliamed/ or here http://www.ttlg.com/FORUMS/showthread.php?t=26524). I can dig out a copy if anyone is interested (but be warned, it is horrible outdated, because it is from somewhere around 1998 or so....) One could say that I was quite early creating level geometry programatically, and that is what the new Python (or a never-existing Perl) interface would also allow... however, currently I am struggling to find time to even read all forum posts so you can prolly ignore me completely. wish I had more time :-(
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I posted and reposted the (drama free) steps for removing textures months ago. http://forums.thedarkmod.com/index.php?showt...5&start=125 There was no "fight". Just apparent disinterest. There was a grand total of one nomination, I believe, which tells me that people are not particularly motivated to pursue this issue. All it takes is one person who cares enough to create a list.
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I uploaded a new snapshot build here: http://forums.thedarkmod.com/index.php?showtopic=7381 (it's version 0.9.11pre2) Please let me know if this solves your problems.
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Close, but not quite. We are using the Doom 3 engine and are using its SDK. Doom 3 is going open-source at the end of this year so this is why we chose this engine. The code is normal cpp and h files yes, and most (I think anyway) use MS Visual Studio. There is a solution file on SVN which we compile the SDK with and pack it into a pk4 (which is openable with winzip etc). Hopefully that helps clear it all up As for assigning tasks etc, I believe Spar would be the one assigning programmer tasks.
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i would like to apply as betamapper (suprise!)
Flanders replied to Theothesnopp's topic in I want to Help
If you're starting on making a new mission perhaps this is something for you theothesnopp, http://forums.thedarkmod.com/index.php?showtopic=8954 . -
OK, I'll take a quick look. BTW once you have SVN sorted out you can upload to your own betamapper folder. Again, once you have downloaded Dark Mod you will find there are readables all ready and very easy to put in your map and just enter your text. See the following link for details... http://wiki.thedarkmod.com/index.php/Readables_Prefabs I suggest you open a thread in the private forums under say Level Editing forum for any specific questions relating to well, any help really.
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I´m interested in becoming a Beta Mapper
SneaksieDave replied to Silencium18's topic in I want to Help
Hehe... I often think about that myself sometimes, what those on the public forums think versus reality... -
I´m interested in becoming a Beta Mapper
Springheel replied to Silencium18's topic in I want to Help
Indeed. Please start here if you haven't already: http://forums.thedarkmod.com/index.php?showtopic=6694 -
That's exactly what I suggested on the On-mirrors-edge.com forums. But I and a couple of others had a brief look at how the game is dealing with the levels in UnrealED and it uses a complex blockloading system (different to oblivion), which will make it really hard to design an open city. Aside from that, Mirror's Edge seems to be the slowest unreal engine 3 powered game, I've played so far. So you'd need a really big fat computer to play an open city (where the blocklevels have to be much bigger, than in original Mirror's Edge). Anyway, I still didn't finish the last speedrun, but all timetrials 3*!! ;-)
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There are a few details and you need to start thinking about story. Doesn't need to be complex just a few lines as to what it is all about. Also I would not set KO 5 guards as an objective unless there is some good reason to KO 5 guards. The player is a thief in the Dark Mod universe. He is not interested in coshing people for its own sake but only if it is necessary as a means to an end - thievin' ! What is this place? Why is the thief going there? Has he received some info from an informant? Add more objective interest. A common method is add a special object that he has to retrieve. Another is to exit/escape. I was hoping by now you would be made a betamapper; you're certainly good enough. I'll ask in one of the private forums to see what the procedure is. Once you are a betamapper and have access to all the resources it is easy to add a few readables, a message, a log book, etc as we have a lot of types already made and you only have to type the text. The same is true for ammo/player tools like lantern, compass etc. Then we need to go over the map again to specify some individual things like some textures that want adjusting. Also, last two times I played I kept climbing a wall near a tree that looked interesting but it wasn't textured on the other side. Consider making that a yard with something worth retrieving like someone dropped a few coins.
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Should have used more smilies I guess. I didn't intend to sound arrogant Mike, at the same time...I really don't care if it sounds arrogant. That was my honest reaction, and if that offends...sorry. For goodness sake though...there is truth behind it. Go back and read over the old thief forums. There are tons of posts about adding this thing from that game, and that feature from another. People wanted GTA style open cities, RPG factions, more action, more from this game, more from that game. Whatever you're left with at the end wouldn't be Thief...just a derivative. As Dram says...shimmying along a ledge that you've gotten hold of would be acceptable, since it falls within mantling, but that opens up a whole can of coding fun! Too much work right now. Yes, I do think I have a pretty good idea what Thief set out to do...the answers are right out there on the net so I'm not stating a 100% personal opinion. I'm simply reiterating what the developers said all along...the character wasn't an athlete, a master swordsman, or a killer. The character was a Thief who knew enough to stay alive, but excelled at being a Thief. There are other games that do the action thing very well...Thief was about voyeurism, patience and the skill of not being caught.
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Discussion here: http://forums.thedarkmod.com/index.php?s=&am...st&p=174954
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You might want to test out this bug fix for the ambient lighting as well. Doom 3 has a bug that causes the ambient lights to cast ugly, dark shadows on everything. Download the file from this link. The file is in a .pk4...so rename it to zip and extract it. http://www.trisoup.net/temp/d3ambient/ In your thiefs_den folder, create a folder called glprogs...if there isn't one already there. I can't recall if we did include it. Drop the interaction.vfp file in it. It should soften the harsh look of the ambients.
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Yah I got it twice even, didn't check the forums last night replied to you and gave email.
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A hopefully quick question: Note text by greebo here: http://forums.thedarkmod.com/index.php?s=&am...st&p=176706 Wanting to put our new docs to the test, I chased this down. I looked at the worldspawn entity, but such a key doesn't exist on it. I figured it must be undocumented. So I looked at the spawnarg list instead, but it doesn't exist there either. Is this something completely different in terms of docs, or just missing (for some scary other reason we haven't yet covered (which leads to the inevitable question: what else?))?
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Yes, 100k is definitely too small. I tried to upload a ~ 400x300 PNG screenshot section and it wouldn't allow me. Had to convert it to JPG and cut it down considerably. I also noticed that the TDM logo on the DarkWiki is missing, was it hosted on the forums?
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This is a continuation from: http://forums.thedarkmod.com/index.php?showt...st&p=174689 Current status: * Installed VirtualBox 2.1 from SUN (the OpenSource edition is with v1.5.6 quite outdated and doesn't run too well) * managed to install Ubuntu Server edition 7.10 * switched it to the generic kernel (so it will also run with VirtrualBox 1.5.6) * installed build-essential, the nec libraries, SVN and mc * checkout DR source code tree * run configure and install other missing libraries * finally compile DR The last step is still running but it should complete in an hour at most. Also, I moved around the deb files in my local repository so we have subdirs for each Ubuntu/Kubuntu release, so we don't have to worry about the deb file names being the same. Saw a few remnants of my wrong named architecture ("i386, amd64" creates an architecture "i386," and removed that. Once the compile and the .deb are finished I will nuke the repository on bloodgate and replace it with the updated copy from my local repo, to make sure no old files are left over. What's then left is: * clone the VDI (virtualbox image) file and update it to Ubuntu 8.04, trigger a new compile of DR * clone that VDI (virtualbox image) file again, update it to Ubuntu 8.10, trigger a new compile of DR After that, we need to come up with a way I can distribute these images to interested people. My estimate is that it will be 400 Mbyte for each, but I don't know exactly yet.
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Compiling DarkRadiant for Ubuntu
greebo replied to Tels's topic in DarkRadiant Feedback and Development
You posted the revision yourself in the public forums, didn't you? 4021? -
Some entity properties not listed; which and why
Tels replied to SneaksieDave's topic in DarkRadiant Feedback and Development
Have spent the better part of the day to improve the doc and the GUI: * documented quite a few spawnargs, and cleaned up a few def files * prompted by Flanders documentation effort (seeing articulatedfiure), inserted an atdm:af_entity_base entity definition and also cleaned up all our ragdoll definitions. (Currently unsure if they are used at all, see here http://forums.thedarkmod.com/index.php?showtopic=8907&hl= but figured cleaning them up is a start anyway) Also fixed two important bugs in the GUI code: * searching for certain spawnarg parts (like "mass" and also "ass" etc.) did lead to corrupt search results because the code coloring the results interfered with the code linking to other spawnarg definitions * deprecated entities are now marked in red and link to their replacement entity. * when viewing a single spawnarg page, the location where that spawnarg doc is defined is now also shown. * on the same page, it shows you the actual names of the spawnargs, because these can be different for what you actually look at. Like when you look at "foo", it also shows values for "foo3", "foo_1" etc. * on the same page, viewing a spawnarg without any suffix did not show spawnargs with suffices (the otherway round it worked, viewing "used_by_3" showed all "used_by", "used_by1" etc.). Here is an example that did not show any spawnargs before: http://bloodgate.com/mirrors/tdm/pub/doc/#...rg-replace_anim and now shows a nice list, the location of the definition as well as the spawnarg names. Enjoy -
Did this happen after loading a saved game? @Springheel: http://forums.thedarkmod.com/index.php?showtopic=8904
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I would think 500K is reasonable at least. If we post screenshots we want to post high res and one jpg migh be 100K to 200K. I've just posted in one of the private forums 4 modest jpgs to help clarify a prefab and had to post each one on a separate post.
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Thanks! Oh yeah, I'd say it has been worthwhile. To give you an idea, I haven't been able to visit these forums for over a week because I've simply been too busy doing things with my own game; doing support, talking to fans, trying to encourage the growth of the community that's suddenly emerged around the game, fixing bugs, doing additional promotional work, etc. etc.