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  1. I can add a bit perhaps. Re: manipulation: it might not have seemed useful from a single demo with limited use, but trust there is a lot of gameplay (physics, puzzles, complex grabs, etc) to be gotten from object manipulation, don't worry. Re: use key: you should definitely re-bind it to somewhere more convenient than "u". That key will see a lot of Use (pun intended). Re: ESC to close readables: for me, I'm simply getting used to clicking the mouse to close it (can also Use to close). I think it's just a matter of getting used to a different key, but I'm not firm on it either way. ESC goes to the menu, so this might not be an option. I played some Thief the other night and found myself using my TDM keys instead, oops! Thanks for the comments about AI exploits, they're very useful. I've done the arrow block myself (seems to be a popular one) so it probably needs some solution, and the kicking already works, but might need tweaking.
  2. Wow looking through this as I wait for SVN to ever finish, this is indeed a very big task. If it's up to one person it'll never get done, so if anything sticks out to anyone, please speak up. Textures need to be evaluated for quality, if they can be fixed or should be ditched and replaced, figure out what is needed for sets, etc. On top of that, I have half a dozen folders (not images, folders) full of submissions from different authors over the years to consider, several free sites with good stuff, and just about every tex on masterbuilderstore.com is very impressive, so we need to comb that too. So we definitely can give the repository a major overhaul, but it's going to be a task for sure. And we have to commit to accepting only the best (provided enough exists to meet the needs). Mediocrity brings the mod down. By contrast, textures like that ivy one in HC's maze, or that fat brown stone wall I love by I think capela but I can't access right now because friggin SVN is still updating*, or Renzatic's stone shown today, or so many of them out there just waiting, will beautify the mod beyond description. It is completely unnecessary to settle for anything less than great anymore. Aside: I recently played through Sliptip's Ashen Age and it's simply a jaw dropper for textures. I believe it's a lot of stuff from mayang and other such sites. They look great in the mission, even compared to TDM. Everything is textured so well and with so much care. Even his stair fronts are impressive. Mmmm... stair fronts. Wish he'd finish his current diversion and get over here already. Edit: *This one! Oh dear god. (and yes, SVN finished with no probs yay!)
  3. Good question. I have no idea. First I installed Doom 3, than the 1.3.1 patch. I configured everything in the game, than installed the new TDM mission. Set everything but at the beginning I already saw the graphics are somehow dim... interesting.
  4. Sorry for opening a whole new topic, but I could not find answer to this problem. On my PC, The Dark Mod's picture is somehow very dim. Have a look on this picture: TDM - Picture problem What can the problem be?
  5. @The Watcher: oh I guess my comment wasn't good enough? Enemy for life! Joking. Welcome. Expect that SL contains only what you see in the map. There isn't much reason to include more than that, for the sake of the package size. Yes, there will be more material definitions, as one contrary example, but the image files that make the material won't be there. You may expect some minor breakage of little things here or there, but by and large, the mod is settling into how it is going to be (with more improvement coming of course), so we don't really expect massive sweeping changes that would break your work. It is in our best interest to support the community past, present, and future. Texture reorganization was a typical such event we hit a while back, but even fixing that is no big deal, thanks to the open (text) format of map files, and Darkradiant's search and replace. Others might have more to add on this, but the short version is that you can feel confident mapping with SL. Adjustments needed to go to TDM 1.0 (if any) should be minor. We hope. Edit: Blast! Slow-motion ninja'd!
  6. Hello all, Just got my refurbished dell XPS m1530! The only problem is that from the recent hurricane, the texas warehouse (sounds like a bad movie or restraunt) is bit behind schedule so I won't get it until tomorrow or the day after :-( I've got vista, runs fine, runs doom3 on ultra @ 1024 with 37.1 fps average on the timedemo. So I'm happy about that. I'm also gonna dualboot with Ubuntu edit: Does anyone have the TDM background or loadscreen picture? Because I wanna make that my desktop. What should I name it? Lappycheeze?
  7. Installed new patch today. Started briefing, got to screen where relic shows then click mouse to go straight to Objectives screen. Then I clicked the Back button. I could now still see the relic image and the earlier street image coming up behind it. The text was in sync with that. This happened even if I Esc from the Objectives back to main menus and use Start Mission again. Later I think once the relic image faded it was OK. So it's just not clearing the last image sequence. While testing this I got a lockup but Task Manager said still running. It was just loss of focus and I could pull up taskbar. When I went back to click TDM then it was OK.
  8. There is also this script I wrote for use on Linux (may work on Windows with ActivePython, but I have never tried it). http://wiki.thedarkmod.com/index.php/InstallASEScript It employs a separate texture mapping file which tells the script which BITMAP lines to change into which textures (because I create a lot of models using stock TDM textures, and want to switch the BITMAP line into a standard material shader).
  9. Sorry about the hiatus. I've been doing a lot of lurking. I haven't had a ton of extra time because I started a new job. Any news/info about getting a hold of the TDM files? I have been slowly working on my map, and the sewer section is pretty much completed. I have been working with a lot more patches as of late because I understand them better, and because I'm in a cave/burrick tunnel area in my map. I'll post some screenies when I get a chance. I shut my cable off because I just couldn't spare the cash, so updates and posts will be slow until I get connected again. ...Any suggestions when working with patches? I have a lot of "extra" patch material that is in the void... and was wondering what I could do to minimize it.
  10. When I was trying to fall asleep last night I had a dream that I was playing TDM, and I had to assassinate this person. There was a huge glass window at the ceiling and I shot an arrow or I threw something at it and the glass shattered and fell into him. I don't know how possible this would be for doom 3 engine. You'd have to make glass gibs do damage right? I thought it was a pretty sweet way taking out your target, even if you're tossing all subtlety out the window.
  11. I'll quote the TDM universe wiki. hmmm... depends on how far we want to take it.......
  12. I can't remember, I want to say I was in TDM. I can't confirm/deny that but I have seen a noblewoman, and she had a man's voice ;-) We should make our own whorehouse map like in T2X. That was a great mission.
  13. Be aware that making an animation and making one that can be successfully applied to existing TDM characters are two different things. There is a HUGE learning curve ahead if you're serious.
  14. These sound more like Doom 3 questions than TDM questions, given that we don't have AI with that kind of "waking up" behaviour (all our AI are always "awake", in the sense that they're patrolling and processing stimuli) and we don't use GUIs much except for readables (for which there is a tutorial; and a bunch of prefabs in SVN, which you won't have access to unless you're a beta mapper or other team member). Given that, perhaps you'd get better answers if you asked on a D3-specific forum such as http://www.doom3world.org/? Just a suggestion.
  15. I can't say whether these will be in a useable state. Thief items are so blocky most of the time, so they really need to be higher poly than those T1/T2 in-game objects. Similar holds for the textures - a 256x256 diffusemap alone is not enough to make it look good in TDM. But still, we can at least ask about them to see which source files these objects are based on.
  16. Breath potions are using the same sound as health potions right now. That's fine for the release, but they could use some "gasp" sound in TDM 1.0 though.
  17. I understand your frustration, that sounds like a typical work day for me on TDM Btw, can you please add a bug to the tracker that says something along the lines "When creating a func_emitter, the user should be prompted to select a particle and this should be stored in the model spawnarg"? Makes no sense to even bother mappers with the details, the editor should know how to do this for them
  18. Thanks Greebo. Yeah that is cool with me. Here are those 'City Sleeps' tracks : http://www.yousendit.com/transfer.php?acti...qY1NCMTd2Wmc9PQ They're the first two ambients I wrote for TDM. Both quite long, maybe too long. The strings in the first track are more major and the second is more minor. There are some other smaller differences between them aswell. SS
  19. And the shortcut you're starting TDM with is +set fs_game darkmod? Gah, if bad comes to bad, I'm going to add some logging code to the shop/mod loaders... You could also try to create a new folder saintlucia next to the darkmod/ folder and place a startingmap.txt in there. Then use the shortcut +set fs_game_base darkmod +set fs_game saintlucia.
  20. Actually it's more that we don't want to commit to a firm date and get everyone's expectations up, then fail to make the deadline and disappoint everyone. Besides that, it's really hard to predict a schedule, because we all lead busy lives outside of TDM. We hope so too.
  21. oh you guys just want to tease us along, I understand. but that's ok I'm patient, I can wait you out. I'm still very excited about this. we may end up waiting a long time for it but once this is out I think it's going to enjoy community support above and beyond anything we've had before. at least I hope so. T2 had a HUGE amount of FM's made for it and even has new ones still comming out. I expect this TDM to be on par with that. yes, I know that's a lot to expect, but I think you guys are gonna pull it off. keep it rolling guys I'll be waiting.
  22. If you do get this to work that would be sweet. A few of our moddb fans have been asking about TDM on OSX. That will be worthy of its own update.
  23. Certainly the mod would need to be recompiled specially for Mac. Especially if you have a PowerPC Mac, since the instruction sets are completely different on PPC vs Intel. But even if you have an Intel Mac, the instruction set may be the same but almost everything else is different; the operating system APIs, the executable file formats, and so on. If that wasn't obvious to you, then you probably don't have the skill and knowledge required to port the mod to the Mac (either because you don't have enough programming experience, or because you don't know enough about Mac OS X). Sorry. What we really need is a programmer who works on the Mac platform day-to-day - someone with the necessary experience and motivation. I actually do have a little Mac experience and access to a MacBook and could probably get it working if I tried, but I really don't have time to maintain a port all on my lonesome. (And make no mistake, maintenance would be required.) Especially since the mod hasn't even been released yet and there's no in-house demand for a Mac port. Please note: This is not a promise to do anything. Ever. Doubtless I won't have time even after TDM 1.0.
  24. Yeah, get one with a GeForce. The integrated intel on my laptop is not so slow that it cannot do the 3D desktop effects, but it si way too slow for Doom (1 FPS and it cannot handle compressed textures (so almost everything is black). Not good for TDM. I have a Dell Inspiron 6400, which came pre-installed with Ubuntu (the reason I bought this machine). The rest works fine (except some glitches with the wireless-indicator LED, which stopped working in Ubuntu 8.04 for some reason) and hibarnation, which I don't use (would defeat the completely encrypted harddisk
  25. I disagree, we're too close to the freeze and still have too much to do to worry about mission selection just now. Yes it would be nice to fix it, but I'd prefer to leave that until after SL. The launcher no longer copies anything anywhere. The old version of the launcher did, but the new version merely restarts D3 with fs_game_base set to darkmod and fs_game set to the name of the FM. fs_game must refer to a directory which is in the top level of the D3 folder hierachy, like this: C: + Program Files + + Doom 3 + + + base + + + darkmod + + + myawesomefm The above folder structure would allow the use of the command line doom3.exe +fs_game_base darkmod +fs_game myawesomefm to start the FM called myawesomefm. In Doom 3 terminology, myawesomefm is a mod of darkmod. Just like you can make mods of the Resurrection of Evil expansion pack. This setup has some nice advantages. You don't need to worry about copying and replacing and restoring files; everything just works naturally with D3's virtual file system, with the FM able to override any TDM files simply by including them in its own folder. As I understand it, the problem is that the loader doesn't copy over a DoomConfig.cfg - so Doom 3 just re-instates a default one (which is either default settings or the settings used for vanilla D3, I'm not sure which) which happens to have really bad settings. This needs resolving somehow. We need to figure out how to copy DoomConfig.cfg to and from the FM directories in a sensible manner.
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