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 is no persitent list as far as I am aware, the code just visits each Archive (which may be a PK4 or a directory like ~/.doom3/darkmod) and asks each Archive to search for the matching files within itself. There is still a bit of inefficiency because the VFS visitor class gets passed a filename, not a file object itself. It then opens this filename using VirtualFileSystem::openFile() or ::openTextFile(), which actually initiates a NEW search through the VFS for the named file. Changing this would be quite difficult however, because the visitor class would need to be passed an object which can be opened as either text or binary depending on the requirements, which would mean merging ArchiveFile and ArchiveTextFile into a single class (which would be a good idea, but probably a lot of work). I'm also not sure how much real difference it would make to the speed.
  2. As recently mentioned in the public forums, there is a small popup window appearing when loading a map: I need a design suggestion for this popup, maybe some small, centered parchment on the clock background or something. In principle, I can come up with something myself, but I better leave this to the artists for consistency reasons.
  3. Btw, the progress is tracked here: http://forums.thedarkmod.com/index.php?showt...st&p=153102 Currently I am teaching the Games::D3::Parser to correctly parse material definition files. Once it can do this, it will be easy to extract the diffusemap/specular/bumpmap for each material and then figure out the DDS vs. TGA file from it. (That's the theory, anyway
  4. Good question Ishtvan. That's certainly something we hadn't anticipated, and I think our coders should be reprimanded for not having their thinking caps on straight! We'll settle this issue in the private forums!!!!
  5. I guess you can put it that way. 1. Avoid name conflicts of shaders (this is vital, TDM will emit warnings for shaders or entityDefs of the same name) 2. Avoid name conflicts with vanilla TDM files. I think we haven't decided on a clean way of how to enable betamappers to override mod default content (the most critical example is the file tdm_ player_ thief.def - assume you want to override the player's start health), which is something we might have to consider when doing the concepts for the map loader GUI. Generally, if you need to tweak vanilla TDM content, copy and rename that definition and put it into a new custom file which is then included in your mission PK4.
  6. Sorry, I meant pk4 *file*. Yeah, I suppose a map-specific folder would be useful for team mappers.
  7. I guess it's different for maps that are being made by team-members. Normally something like that would just be put in the mapper's pk4 folder, rather than being added to the mod repository, wouldn't it?
  8. No it can't, and for my part I am opposed to this functionality for a couple of reasons. 1. It alters the DarkRadiant paradigm from a consumer of assets to a producer as well, which raises practical issues relating to the ability to edit resources within a PK4, the default location for autogenerated MTR files, the naming of new materials and so on. These are not insurmountable problems, but I am not sure there would be a clean or elegant solution to them. 2. Attempting to shoe-horn an inappropriate workflow onto an implementation that does not correspond to it is generally a recipe for unpleasantness. Just look at the HTML files generated by Microsoft Word for an example of what happens when you try to use a "clever" tool to autogenerate data which is intended to be written correctly by hand. I would not be opposed to writing tools to assist with creating material definitions, either as a DarkRadiant plugin or a separate Python program, but I don't think we should try and hide the use of MTRs behind some kind of "fake" realtime editor.
  9. You could be right, but to me that seems really excessive, especially when we can use skins to create different versions of things. How many different kinds of dishes are there? Do we really need six different kinds of bread model or four different types of spoon? Remember this is a toolset. We aren't necessarily supposed to include every single model a mapper might conceivably want--if we did that the size of the mod would be enormous. If a mapper is making a bakery and needs six differently-sized loafs of bread, there's nothing stopping them from resizing the existing models and adding them to their pk4. But do we need everyone who is downloading the mod to download six different bread models? That's not entirely connected to the issue of sub-folders, but it is related. If we decide to add more folders (which will mean breaking maps) then we should definitely do it all at once, not a few at a time. How many models is too many for a single folder?
  10. I've mostly used Cubase earlier, but have switched to Reason for it's midi capacities. I was wondering if any others use Reason, and maybe if you have any general or specific advices concerning making ambient music in this program? Let this be a thread for us (I presume there are more than me) who use Reason and who want to share our thoughts, tips and tricks about it with the other contributors/team members. Since I believe most people that make ambient music use Reason, I thought this thread justified in the DarkMod forums. One thing in particular I would like to know is recommended patches for bass ambience, like the one in 'Outside the Mansion' and 'Defiled Church'? I've tried a lot of patches, but can't find any that really has the right Thief-sound, not necessarily like in the aforementioned tracks mind you. (I may just be picky, but that's better than sloppy methinks) /K
  11. So....how many of the changes I just finished making to the mesh two weeks ago are now obselete? http://forums.thedarkmod.com/index.php?s=&am...st&p=151102
  12. 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?
  13. 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.
  14. 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.
  15. Fidcal also has been working in this, you can see his thread in the member forums below
  16. 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.
  17. 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.
  18. 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
  19. Fidcal, have you read this thread? Was the crate you attached a moveable? http://forums.thedarkmod.com/index.php?showtopic=7637
  20. 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.
  21. @New Horizon: Can you set kshatriya up as Contributor and give him (am I right assuming you're male?) access to the sound forums?
  22. 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.
  23. 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.
  24. 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.
  25. 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.
×
×
  • Create New...