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  1. About the fridge: TDM has electrical devices as pumps and turbines, so why not a refrigerator? All a fridge uses is a compressor and a few pipes to keep working.
  2. One a more serious note... Burricks (burrisaurs?) in TDM? If Skeletons aren't already enemies, how hard would it be to implement? Are there skin templates anywhere for any of the models?
  3. We were working on "TDM 4D" with a smell-o-vision peripheral you'd stick in your nostrils to cover the sense of smell, but it was discontinued due to safety concerns after the trash fire incident.
  4. The TDM page on Moddb.com is about 2 years outdated. I think it would be cool if we put all of our latest videos on the videos section and talk about the last update.
  5. Tels

    Jerboa's Models

    True We could also use some decyed fish (bones with some small bits and pieces still hanging on), fishheads, etc. Basically, litter. Having a fresh fish in perfect condition doesn't fit into the 3D (dark, dirty, decayed) atmosphere of TDM
  6. The video is wonderful! I have a question regarding this and other features. How will you "give" it to the people when TDM is released? In the form of (x) tutorial or (y) some file that can be imported into somebody's map?
  7. Happy birthday shotgun! Here's my present for you, the instructions to get your textures on SVN... Take a look here: http://wiki.thedarkmod.com/index.php/...to_The_Dark_Mod and here for adding files to SVN: http://wiki.thedarkmod.com/index.php/...dd_files_to_SVN Basically, you have to first place your files in the right folders. For example, I put your purple hammer window files in darkmod\textures\darkmod\window\ornate\hammer_purple_ed.jpg darkmod\textures\darkmod\window\ornate\hammer_purple_local.tga darkmod\dds\textures\darkmod\window\ornate\hammer_purple.dds darkmod\dds\textures\darkmod\window\ornate\hammer_purple_s.dds Note that the dds files go into the dds folder and that the extensions should be lower case. Then you have to take care of the naming. The names should describe what the texture looks like. I didn't include window_ in the name, because this should be already clear from the folder where the texture is located. You should also avoid names like ground_... or kitchen_..., because the textures could also be used as a cave wall or in a bathroom. The diffuse map should not have the _d in the name. Just have a look at the existing textures for examples. Then you make your shader. Open the right material file (in this example materials/tdm_windows.mtr) in the materials folder in a text editor. Add the following lines: // Author: shotgun textures/darkmod/window/ornate/hammer_purple { glass qer_editorimage textures/darkmod/window/ornate/hammer_purple_ed diffusemap textures/darkmod/window/ornate/hammer_purple bumpmap textures/darkmod/window/ornate/hammer_purple_local specularmap textures/darkmod/window/ornate/hammer_purple_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/window/ornate/hammer_purple rgb 0.15 * parm11 } // TDM Ambient Method Related { blend add map textures/darkmod/window/ornate/hammer_purple red global2 green global3 blue global4 } } where you enter the correct names of your ed, local, diffuse and specular (you can omit the line with the specular if you don't have a specular map). You don't need /dds/ or the extension, Doom will figure this out by itself. Before you upload the textures, you should check if everything works correctly. If you don't know how to work with DarkRadiant yet, here's a tutorial for you: http://wiki.thedarkmod.com/index.php/...uide_Start_Here! If you have checked your textures and everything is alright, select your texture files in windows explorer -> right click -> SVN add. This will not upload them yet, but mark them for uploading. After you have done this for all files, you go into the trunk folder darkmod/ -> right click -> Commit. Make sure the texture files and the mtr files are selected (and nothing else), add a comment, click ok. This should be it, feel free to ask if anything is still unclear.
  8. HappyCheeze

    ttlg down

    Plus you have TDM to work with now
  9. Compared to the one in the previous post? Yes, I like the former's deeper, richer colors. By the same token though, if I wasn't directly comparing them, I'd say they're both good. And that orangey-round-hammer one is really sweet. I do feel some TDM settling back in me already, so I am hoping to get back on track. Just a lot of... distracting... RL things going on lately. @angua: I've seen that you've added a few of these; are you still doing so? I don't want to step on toes, but I could help out. I also think we should start making use of the chopping block thread to cull some of the less-desirable textures out, especially with all of the good submissions recently (and masterbuilderstore's possibilities). I know, broken record, but we haven't done it yet. I've also got I believe perhaps 5 or so contribution folders from over the last year or so, things still needing to get up there, so there's certainly no shortage anymore.
  10. Kinda. Less literal though, and therefore easier to use. (DBTS was hard. At least during the half hour I played of it. I couldn't figure out how to use the sword effectively at all.) TDM's combat system design is probably more similar to Mount & Blade than anything else. I should probably take this opportunity to point out that most of it isn't implemented yet.
  11. I have no idea who you are But that is a great shot and you should consider TDM again We have a ton more textures and models than whenever you were around.
  12. Heh, man....there isn't anything going on. I just left the mod one day with the intent to return, and took a long ass time in doing it. I'm still not officially back yet, and don't know if I'll ever return as anything other than a contributor or beta mapper. Right now, I'm having too much fun playing with both T3 and TDM to commit to just one. I'm gonna be ballsy enough to make a request, though. This is what I asked NH a couple weeks back, but he strikes me as being a bit busy at the moment, and what I'm looking for might be kinda like trying to find a needle in a haystack. A long time ago, I made this hallway to test out some textures and goof around with making things look cool (blackthief did the the lamps, and of course Oddity did the character model). I had all this stuff backed up, but apparently I used cheap CDs to do the archiving, and they went transparent on me over time. Thusly, I can't get them anymore, and I need to come here to ask someone if they can find one particular texture for me... That green plaster wall. It'd be perfect for what I'm working on now. I've already searched high and low across all the old texture sites I used to visit, but I can't find it anywhere. I'm pretty sure I backed it up to the FTP along with the rest of the map, and it might even be floating around in the mod somewhere. If I could get it back, just the diffuse, I'd be forever grateful
  13. The don't have everything, esp. if it comes to localized versions. A crack for English v1.10 doesn't help you if you got German v1.08 Yeah, I would be able to technically do the crack myself, esp. after I found an already existing crack. But I have better things to to than to work-around faulty copy protection schemes - like buying and playing other games Actually, it is more fun to hack at TDM than to play most games
  14. I figured there was some kind of an NDA but I've read through the betamappers starting point etc and didn't see something about that, perhaps I should be sent a PM if there are some specifics I should know as well? Not that I imagine it would be a problem, the only other person I talk about TDM to is already a betamapper but I wouldn't want to screw up something (luckily I probably dont know enough at this point to leak anything anyways )
  15. I'm seeing new Collision Models being made that use the D3 textures/common/collision. Unless there is some reason to use that which I'm unaware of, we should be using the TDM ones in collision.mtr, corresponding to material type (tdm_collision_wood, tdm_collision_straw, etc).
  16. It's not something that I think would fit the TDM atmosphere very well, but it shows you know what you're doing with the editor. You have my vote.
  17. But... isn't something like that possible with Sources & Receptrons system that you are implementing? I was thinking about some sort of 'poison' effect in my mission: player enters some area (trigger) and gets infected (his health is slowly reduced until he finds cure). It probably involves time restrictions. I haven't checked TDM S&R yet. I guess it's possible? It was quite easy to do in DromEd (even without custom scripts).
  18. Ok, there are a few things that are left, but we don't need to do all of them at once 1) Rename and save the model according to our naming conventions 2) Create an editor image (a lowres texture just for the editor) 3) Define the proper shader/material (frob highlighting and ambient code) 4) Reduce the poly count and/or add shadowmesh 5) Improve the textures (for the noose model) 6) Add collision mesh 7) Get ready for SVN upload I'd say we start with 1). The dungeon cross model is of course easy to categorise, let's put it into the "thiefs_den/models/darkmod/dungeon/" folder. Then, let's create an editor image out of the diffusemap. Open the TGA file, resize it to 256 pixels (in the largest dimension) and save this as a medium-quality JPEG file to thiefs_den/models/darkmod/props/textures/dungeon_cross01_ed.jpg Rename your diffusemap texture to thiefs_den/models/darkmod/props/textures/dungeon_cross01.tga, the normalmap to thiefs_den/models/darkmod/props/textures/dungeon_cross01_local.tga. Once the model and the texture files are there, we need to define the final shader, which should eventually go to the dungeon.mtr shader collection, but for now we can keep this in your personal dngn_cross.mtr. I'd vote for renaming the shader name to dungeon_cross01, take this as final shader definition: dungeon_cross01 { metal qer_editorimage models/darkmod/props/textures/dungeon_cross01_ed diffusemap models/darkmod/props/textures/dungeon_cross01 bumpmap models/darkmod/props/textures/dungeon_cross01_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/dungeon_cross01 rgb 0.15 * parm11 } // TDM Ambient Method Related { blend add map models/darkmod/props/textures/dungeon_cross01 red global2 green global3 blue global4 } } This shader contains now a surface type (metal), and editor image, diffuse and normalmap (no specular so far) plus two more stages. The first one is used for frob-highlighting the material and the other one is used for our optimised ambient lighting method, which can be used by lower-end systems to gain a few FPS. Put this shader into your dngn_cross.mtr file and save it. Check out your model in the editor and in-game. DarkRadiant should now be using your editor image for the unlit camera window. Optionally, you can also hit F3 to toggle between unlit and lit preview mode, where the normalmap is also loaded in the latter. Let me know when you've reached this point. The files should be properly renamed and in their correct locations, plus the model should show up in the editor and in-game.
  19. Beta mappers... I'm sure I speak for a huge chink of the community when I say... WTF is going on with your stuff? Since TDM is rolling out soon (holiday time?) I was wondering if we could get some screenies of your glorious work. Posted (links or something of the sort) here in this thread. I've played the alpha map. And it made me smile... alot. So if its cool with New Horizon, I'd like to see a (sticky?) home for showing off your work. Just so we can pee our pants with even more excitement than is already out there. EDIT: Since NH said no... Come tell the community about campaigns and maps you already have in the works! We're dying to know what you have cooking! jdude's post below is adequate. Just give us a taste. Something. Please.
  20. I actually just got a deviant art account, you can check mine out at http://happycheeze.deviantart.com/ But if I were to use that special upload, do I need to have a special TDM wiki account?
  21. Well, we're using SVN as our primary "storage facility", so the entire history is preserved. Every version of every file that has ever been in the repository is kept safe. However, the two lantern approaches discussed here are quite different - it's not that you swap a line in the code and - behold! - the other lantern is there. There will be some scripting setup and maybe even code support necessary to get it working properly. The lantern we use is based on our inventory system, whereas the the lantern with the animation was basically a "weapon". It's definitely possible, but it will require some work, just so that you're aware. Also, allow me one word concerning "choices" and "toolset": of course it's nice to have many choices in the toolset and I'm all for it. We're constantly aiming to implement our features as flexible as humanly feasible. Beware though, that just because we're creating a toolset, we can't support every possible feature people might want to have (and believe me, people come up with an awful lot of ideas). We don't have the manpower to do that, especially when it comes to features that "overload" existing features. We're aiming to get one incarnation of the features done in the first place, before we can even start thinking about implementing a second variation of the same feature. That wouldn't be wise from a management point of view. That being said, there is nobody stopping us from iterating over features or implementing more or better ones in the future. It's not like we're throwing out TDM 1.0 and head for the Maldive Islands - development will continue, bugs will need to be fixed, the editor wants to be improved, etc. We have an entire forum dedicated to "Future Features" where we are keeping all those ideas we'd love to see in the future but cannot implement right now due to time constraints.
  22. That's exactly what I think. But... wait... you mean you already had such animation in TDM and got rid of it?
  23. Neat. You can be TDM's official druid representative.
  24. I only played Thievery a few times way back when... I remember hating it due to the deathmatch-style game it seemed to be just about all the time. Maybe I just picked bad servers? In any case, I hadn't heard of this yet and it sounds like a great improvement. From what I've read it does indeed sound like it's in good hands. When it gets closer to release I guess I'll actually have to buy UT3... Same way I begrudgingly bought Doom 3 for TDM and Into Cerberon.
  25. Great to see stuff like this happening. I quite dislike the existing zombie animation; it's bad enough that it surprises me that id used it. A whole new original TDM one would be great of course, but seeing this variety added is a relief. And if they can get up... hoo boy.
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