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  1. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  2. Yes, I will. I might make some loot icons too. Well, they will go on my todo list. When do you want the keys? Now I know how to do I can probably make them real quick actually. OK, got it working now. The only reason it never worked in the first place was because to me alpha means transparency and that you therefore define the area you want to be transparent. That's what I have done for years in T2. But in Doom you don't. You define the area that you DON'T want to be transparent. Groan!
  3. OK, the reason I could not find the lockpick icon defs is because there aren't any. The spawnargs directly reference the tga which is an 8-bit image with alpha channel. This is how I started - with an 8-bit image directly referenced. Then I became convinced that was the problem and tried to set up a mtr file for it. I'll go back to what I was first doing but it didn't work then for sure. Maybe it will magically start working now.
  4. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  5. I've found one thing yesterday: not all shortcuts in the menus are displayed, only a part of them. The reason is that the ObjectivesEditor and S/R Editor plugins are registering their menu items at startup, which triggers a partial GTK menu construction, before all the shortcuts are loaded. I'll have to redesign this part a bit to sort this out. Either I load the shortcuts into a map which allows lookup or I defer the GTK menu construction somehow. I can't remember the exact reasons, but I think I had to construct the parent menu before I could insert new menu items, hence the immediate GTK widget creation. Once that's done, we can merge back the changes into the trunk.
  6. Sorry but I hadn't read it yet. Actually I think this quite strange myself. I like to read a lot. I even read while I'm walking on the street. But somehow I can't bring myself to read long pages on the computer, unless I have o for some reason. Another strange thing is that I don't mind reading a lot of forum postings, so one might think that it shouldn't matter wether you read six average postings or one really long one. But for such a read I have to print it out and read it at leisure. Don't want to mess up your thread though. I guess I go and print it right now.
  7. Yes, I already stumbled upon exactly that site (search terms: win32 exporting symbols DLL). I tried it, but I couldn't get it to work yet. From what I understand of it so far, the __declspec(dllimport) seems to be used for accessing DLL functions from within the main binary and the __declspec(dllexport) function is to be used to mark DLL functions for export to the main binary. What we need though, is to access functions of the main binary from within the DLL, which works fine in POSIX, but not in Win32 for some reason. This needs more reading, I guess. Before that, I had a go at -Wl,-export-all-symbols, but this was to no avail.
  8. We're getting closer: most modules are functional now, Brushes are showing up again, no sudden crashes at startup, shortcuts are working, and so on. What's missing: Models are not loaded yet (I guess this is due to a wrong module lookup, I just threw a quick mockup in there to make it compile), and the S/R Editor is not showing for some reason. There's probably more, but nothing showstopping so far.
  9. Hi, this is my vacations last day, its midnight im drink some beers, first because is very hot and second i really dont want to get back, buahhhhhhhhh but the reason of my post is about something else, i did some windows textures, the textures need some final touchs but here one of the examples. I put it on the repository later. hope you enjoy it.
  10. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  11. I really hate it when they tack people's names onto the start of game titles. As if Tom Clancy, Peter Jackson or Clive Barker had anything to do with these games. I bet the fact that the player has no physical form is going to give them ever more reason to include tedious cinematics every 5 seconds. You may as well just watch the movie (when they make it)
  12. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  13. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  14. Heh, thats the wonderful thing about Africa - any professional grade stuff costs way more than a non-professional can afford A Intuos3 9x12 costs R4200 or $610 - excluding shipping. For that reason I have my trusty Acecad PoS tablet, 6x8... which cost about $50 I also have a genius one... but no clue what it cost. No way students can afford nice toys around here :/ The ex had a frigging nice one down in her graphics studio... should have "liberated" it when she left the place Anyway, damn that thing was nice for sketching. No matter how much tweaking and playing around I have done with my tablets, There's just no way to get that kind of result :/ The main problem with normal tablets is that the pressure sens is just so poor that its either 0%, 5% or 100%, in which case you cant sketch at all A strange thing that I have noticed is that colouring in photoshop with a tablet uses a lot less resources than with my mouse(Razer Copperhead) (Yes, I checked the stepping and polling, they are equal), donno if anyone has ever seen that too.
  15. I'm hoping to hell it starts tomorrow, we are looking at two places and one on Friday. That process is a nightmare of its own but we finally found something affordable for two adult students, only a train stop or two from the city, low crime rate, mostly student and professional neighbors, low key. And then Canada as soon as we can scrape the cash together. She's on board now with that 100%. We just had a girl shot a block and a half away two weeks back, this summer my g-friends bus the 33 had a murder ON it and a murder at one of its stops four blocks east of here. She missed the bus of death by about a half an hour, she passed it on the way home from work and it was pulled over with police tape around it. If she had left work at the regular time she would have been on it. Now she takes a circuitous route that tacks on 20 minutes but who cares. Ironically, the guy who got killed *almost* missed that bus as well. He had to run to get it and the bus driver actually stopped to let him on after he missed the stop. As he ran up the stairs into the bus, bang, killer hops out. The victim was a young dude and apparently a tough ass, he had threatened to kill this older guy for some reason. Old guy headed him off at the pass Philly style, he got on the kids bus route a few stops down and waited for him. He got nailed and it probably rotting away somewhere now.
  16. I keep hearing this being sung shouted over a heavy, thumping bass--techno style. Makes me wish I had a music program so I could write down exactly what I'm hearing--that and for whatever reason, I keep hearing it in 5-4 rather than common time. Are there even any techno songs in 5-4?
  17. Bah, I'm getting nowhere fast with this menu. I decided to take a break from fonts and look at the image part of the purchase screen. While renderDef models will work for the mouseover effect, there are two big problems. One, each model will need an individual modelOrigin and viewOffset value, at a minimum. Otherwise small objects will look tiny and large objects will be cut off by the available space. Not only that, but depending on the origin position, you might wind up with a screenshot of looking down the tip of a sword, for example (I was going to have the model rotate but that creates its own issues). Two, trying to get the model to look good on top of parchment will be tricky. I might be able to do it by overlaying parchment on TOP of the model, but I don't know what that will do to the text. I think the main reason we were going to use models is because we wanted to make it easy for mappers to create new purchase entities. However, if we use models they'll have to edit the mainmenu.gui to create a renderDef window with appropriate values for their model (very confusing for most), or risk having the model be cut off / too small / at a weird angle. It might be more mapper-friendly to ask them to simply take a screenshot of their object and make an image file. The entitydef for purchase items already has an "image" flag that could point to a .tga file. Thoughts?
  18. Hey there DarkRadiant & The Dark Mod dev's and content people Lets get down to it (skip this part if you don't care about a brief bio) : I have no clue what is really wanted from me in a bio - so I'll hit it up AOL style : <AOLer> omg hi, asl? <Me> 21/m/Cape Town, South Africa <AOLer> omg you must be hot, cyb0... K well we'll leave it there, I'm a student and a gamer - I'm a fairly decent had at anything that involved a PC, been working on them since I was _so_ high and as such I decided to follow it as a career path. I am mostly passionate about what I deem to be "good" software. I have a distinct interest in interfaces and user interaction. Gaming wise, I enjoy my games quite slow and well thought out, T1/T2 along side SS2 and DE2 would be my most enjoyed games of this action/adventure mix. I enjoy fast games too, with very decent rankings in games like UT2k4, CS:S and SupCom(yes, its a fast damn game... even if its RTS, still one of my fave). I have all the usual draws to Thief and thats the reason that I am here - I want to keep people like me busy with enjoyable gaming I'm pretty much a typical CompSci student, however I am the geek side and not the nerd side of it. I will take joy at modifying hardware and stuff, tinkering with an OS and generally breaking things to see how it all goes together. That said my academics are shady, I have recently moved Universities and lost two years worth of credits. However the great thing about it is that my new course is C++ based, while for the past two I was working exclusively in Java(Grrr). As you can see, I haven't mentioned being an amazing developer or some project leader or anything - this is the first serious project I have linked to as anything more than a user/contributor. While I may not have mountains of experience, I am very quick to learn new things, and have no problem reading code and fixing problems in software, I enjoy bug hunting. I have patched a few Miranda-IM plugins when dev's were missing or there were small touch up's's needed, but I pretty much just have academic experience. I look forward to getting to grips with the DarkRadiant code before actually doing much with it - this is mostly to do with my current situation. I have my exams coming up in October and I haven't really bothered to open a book this year - so for the most of October I will just be focusing on understanding and disassembling the code that is already in place and thinking of ways to help improve it. Over my vacation from November through to February, I will focus on fixing the known bugs and seeing what improvements I can make to it(with loads of feedback hopefully ). So yeah, that's pretty much it from my side - I don't write the best bio's or stories ever. If I left anything out or you want to know anything about lil ol me, shout. - Serp
  19. ShaZe

    ShaZe's Stuff

    Oh yeah I know what you mean. Forgive me, I uploaded the old pictures, the new got exaclty what your talking about. That's one of the reason I didn't understand ------------------------------------------------------------------------ For the shadow on the staff, I could remove them from the transparent wings and the little gems. And I could maybe remove the one casted my the gem, and take a low poly gem to cast the shadow. I thinks it could work if I add the property forceShadows to it, so the poly would not be rendered, except for shadow. =) I just don't know if I should use caulk, or nodraw, and if it will really remove the polygons from the calcules.
  20. ShaZe

    ShaZe's Stuff

    Kinda weird because if you make the test, a sphere with smoothing group and a sphere with normal map look exaclty the same because D3 handle pretty well the smoothing groups, only on ase model of course. I should have said it before, don't know if you knew about it. And thats probably the reason they all got normal maps, most of the models are lwo.
  21. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  22. I know about those GTK warnings, my plan to fix them properly is to get rid of the requirement for Radiant to shut down all of the inspectors itself (which, as I put in t TODO comment, actually results in all of the dialogs being instantiated on shutdown for no good reason) and replace this by a event listener model, whereby each of the inspectors registers itself with GlobalRadiant so that a callback can be invoked on shutdown. I made a first attempt at this today, but got tangled in all of the pointless spaghetti when trying to fix the Radiant module implementation into a single class (rather than both RadiantCoreAPI and Radiant) and gave up; hopefully I can make a more successful stab at this soon. I haven't finished with PersistentTransientWindow either, my current plan is to move all of the WindowPosition code into this class as well so all of the dialogs don't need to maintain their own WindowPosition object (which does exactly the same thing in every class).
  23. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  24. Quite the contrary, the reason many didn't like it is because the developers actually designed the game to force the player out of the shadows and have more confrontations. This was stated by the head guy at Ion Storm at the time, Warren Spector. He felt that the other games were boring and he wanted more action. That's one of the reasons why I disliked TDS. The way TDS was designed, it doesn't encourage ghosting and stealth to the same degree as the previous two games. I really have to point out that TDS makes far less use of the Steampunk/Fantasy side of the Thief series. It's a far more watered down, generic, fantasy type setting. The first two games had a beautiful marriage of mechanics and magic creating electricity in a medieval age. TDS...not so much, it was just a straight out fantasy, the steampunk flavor got lost somewhere. I think the art directors just didn't understand it or something. Welcome to The Dark Mod! You've described pretty much everyone here! HA HA. I expected the game mechanics to 'evolve' in a third chapter of the series, but I didn't expect the artistic style, atmosphere and really the mood of the game to change to a point where it became a parody of itself. TDS seems to have its tongue planted firmly in cheek, and pretty much treats everything with a light handed touch. I expected the darker, grittier mood of the previous games to continue. Oh well, that's what Dark Mod is about.
  25. The fact that you had to actually go to the shops and buy / sell your stuff was a really nice things. I also loved the fact that you can travel / steal between the mission. There was definitely innovation that enchanced the game. And don't blame the game because you actually played it in Third person. I personally find that TDS was a great game. I fail to see where they really failed. Hmmm and those damn zombies, I thinks that's the only things I hated from the game, but it was funny as well. I mean, I was not even able to do more than 2 minutes in a level like shalebridge cradle or the little ghost ship. Otherwise, I thinks the main reason why some people don't love the game is : - They doesn't like the style / feel of the game. They prefer to charge at the enemy or shoots evrything with a gun. - They doesn't like the "fantasy side" ( Mechanical things / Electricity ) - They were fanboy of 1 of the previous game in the series and they were thinking to have that game with higher graphics.. Anyway, TDS was fine, don't blame it.
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