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  1. lol That would be hilarious. It was pretty funny...right after I posted on a couple of forums, the votes really took off. I think the Thief fans turned the tide. If only the entire country of Canada loved Thief, I could probably run for Prime Minister and win! haha
  2. Haha, we are all thiefes - we notice seams even in total darkness Probably my fault. I never got around to make the 3-entities-one-light-that-scales entities As for the environment, look here: http://wiki.thedarkmod.com/index.php?title=Location_Settings You will like it
  3. You can't resize a model in DR, but if you really want it resized, you can still always do it in a modeling program like Lightwave or Blender (I think), and then follow the wiki entry for getting a new model in-game. It's not as hard as it might seem at first.
  4. Someone was working on a lute in the public forums but I don't know what happened to it.
  5. Hi, I'm just wondering how difficult it is to add a new character to TDM currently? As far as I remember, this was one of the most problematic tasks in mod development. How does it look like with the current state of the mod? Have you established some proven workflow or is it still a painful experience? I don't know how relevant information in the animation section on the Wiki is, but some of those articles look quite old, refering to old skeletons etc.. It would be great to have a one comprehensive article/tutorial elaborating on all stages of importing characters to engine, including: - where to take the skeleton from, - what software/tools are necessary - what files to put where - writing def files - making character working in game also - assigning new animations and voice scheme - etc... I know it sounds like an technically advanced question for the just released mod, but I'll better know beforehand what I could or could not achieve with my map. Thanks in advance!
  6. As far as I know, the instructions in this thread are still current. A Private Message on these forums is probably OK too. Would be great to have another programmer on board.
  7. Yeah, thanks for the suggestions. In any case, after a brief internal discussion we will most likely just package up the sources and provide them as they were at the point of TDM 1.00 release. With each new release (e.g. 1.01) a new source package will be released alongside, which should be enough for everybody and we don't need to worry about SVN access (which is usually problematic, as people are regularly running into problems when checking out from SVN, judging from the past). I'm going to type up a short compilation guide on our wiki, but don't sue me if I can't get around to do it.
  8. There are md5 importers for 3ds max. 3ds Max is how I started working with characters. The problems with the importers are that they tend to import only the rigged joints (the new proguard rig has 71+ joints, if the rigging only used 65 joints then the importers would only use those). Most exporters use the Skin modifier in 3ds max instead of Physique. You will have problems with mismatching joints numbers and names if the animation joints do not match the mesh joints exactly. Doom 3 is really picky that way. What I like about D3's formats are that they can be edited in a standard text editor and you can check if the joints match between the md5anim and md5mesh. Maya has a really steep learning curve so if you use that then you need a lot of patience & tutorials. Here's my rigging tutorial for Maya: http://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging
  9. This forger model is a modified version of the old forger model which is currently in the model_src dir? weighting is actually quite easy and once you use mirror weights it reduces a lot of work. There's already a (pretty elaborated) tutorial on the wiki here. Although i think it can be explained much more briefly.
  10. Good one demagogue. I was just about to drop a hint myself to mirror yours! To get the shadow you include this line darkmod\Doomconfig.cfg in a plain text editor: seta g_showPlayerShadow "1" Check first if it is already there but set to "0" in which case just alter it. And always UNinstall your current FM before editing (see wiki) The player shadow is not perfect technically but is great atmosphere. In gameplay you don't normally 'examine' it or its defects; you are just aware of it. I don't see any distracting anomalies ever.
  11. Modeling, skinning and animating are the tasks I am familiar with. What's unknown for me is the process of getting characters into engine and replacing/customizing some animations. Can I take skeleton from one of characters included in TDM v.1.0 or it should be a separate file, which you have in your work files? I work with 3dsmax btw. I know that you've done yours in Maya or Lightwave but maybe some of other team members know of some converting tools that work with 3dsmax? Are you planning on writing a Wiki tutorial on this topic at some stage, so people could make their own characters too?
  12. Tool? I am a weapon, an invisible weapon, for an invisible war. http://www.eidosinteractive.co.uk/gss/dxiw/ Ahh the memories of hyping this game up and failing a college class only to be dissapointed with the end result hehe. It was ok but the forums made me think the game sucked. In the end I liked it . Anyway Deus Ex 3 must succeed. If Deus Ex 3 bombs Thief 4 very well could be canceled due to lack of funding. Eidos is in a bit of financial trouble at the moment. Also need the newest Tomb Raider to sell well .
  13. http://forums.thedarkmod.com/index.php?showtopic=7366
  14. I did look into remapping keys, but I couldn't get it working. I even went so far as attempting to change the scanmode, and again no luck. It might be errors on my part, but I doubt it. so, I know this isn't an ideal solution, but the arrow keys do work properly when you run Doom 3 with Wine. I tested this and while loading times are a little slower, performance is practically identical to the native install. At any rate, the issue is definitely with the linux version of Doom 3. So, install Doom 3 manually (wine setup.exe crashes) as follows: $ mkdir ~/.wine/drive_c/Program\ Files/Doom\ 3/ I have the 3CD version, so if you have a DVD version modify accordingly. Mount CD1 and copy the necessary files (for my setup, CD drive is mounted as /media/cdrom, so modify to suit your setup): $ cp -a /media/cdrom/Setup/Data/* ~/.wine/drive_c/Program\ Files/Doom\ 3/ Mount CD2 and CD3 and copy files: cp -a /media/cdrom/Setup/Data/base/* ~/.wine/drive_c/Program\ Files/Doom\ 3/base Download the Windows 1.3.1 patch (get the correct version from Dark Mod wiki) and install it: wine DOOM3-1.3.1.EXE Now test that Doom 3 works: wine ~/.wine/drive_c/Program\ Files/Doom\ 3/Doom3.exe As long as that works then 1) copy or 2) move the darkmod folder from ~/.doom3, or 3) create a symbolic link to it, whichever you want: 1) cp -a ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ 2) mv ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ 3) ln -s ~/.doom3/darkmod ~/.wine/drive_c/Program\ Files/Doom\ 3/ Now you can run tdmlauncher.exe with Wine: wine ~/.wine/drive_c/Program\ Files/Doom\ 3/darkmod/tdmlauncher.exe EDIT: I've been testing this a little more, and there are a couple of rather small issues. Game will occasionally not restart when installing a mission. Just kill wine ("ctrl + c" if in a console) and restart the game.Leaning left/right/forward doesn't hold for too long, so you may want to consider setting "toggle lean yes" in the options.
  15. http://wiki.thedarkmod.com/index.php?title=Undead Just wondering when the animations for these were going to be worked on. Dom, Squill, up for some of these? I guess we need some basic questions answered: 1. Are we using the proguard rig for the animations? 2. What animations are needed or desired? 3. Are all 3 of these going to be using the same animation? 4. Revenant first? Since it can use existing combat animations and code, i assuming? 5. Are the rigs for the zombies ready now? Are the models ready for joints? Will they need a ton of special combat code? 6. Anything else?
  16. Yes, I have a process called DarkRadiant.exe in the task monitor, its using about 50 CPU and 1 872 kB of memory. It was installed to c:\Program Files\DarkRadiant. The DarkMod is in c:\Program Files\DOOM 3\darkmod\ and is running properly. Isnt there problem with location of the folders? I have read the quick installation guide on the wiki, it seem that I have done everything properly..
  17. Been messing around a bit since last night getting everything up to date and running. Played through the trainer, most of Chalice, some of Outpost. Generally I think it's shaping up really nicely. One issue I am having at the moment is guards footstep sounds. I have my sfx volume at about half and can hear everything great. Some stuff seems a bit loud or quiet, minor tweaks. But the gaurds footsteps can't be heard at all. They are very silent, this led to guards sneaking up on me quite a few times in Chalice. They'd bump into me and I hadn't heard anything. You should deffinately be able to hear them from a distance coming towards you. Their voices can give them away but I think footsteps are an even more important indicator of their presence. Walking carefully down a spiral staircase or around a corner that is completely silent, then bumping into a guard walking towards you is not good. I looked into a bunch of pk4's, including the builder guard def files, but can't find footsteps listed. The Wiki also says they are there, so not sure if that stuff was moved at some point. I'd like to tweak 'em, at least for myself. If someone could point 'em out I'd appreciate it. I also had the feeling the player box is too wide front to back (not sure about back) but trying to grab things from library desk in Chalice I felt like I could barely reach the desk. Looking stright down I had a pretty large empty space in front of me. I noticed too that it seems like everyone is using the lock bar from the wall lockbox on the chests instead of the chest one. That's part of the reason I did the chest prefab, so people could just grab the one set-up and go. No biggie, they still work. I did have an issue with the glow around the lamps in Chalice. If AA is turned off the transparency around the glow sprite blocks other sprites down the hall. So you can see a square corner of clear in the middle of the sprite down the hall. I had AA turned off to help fps, but with it on 2 the fps seems the same. Nividia 8600gts, not sure if it's the culprit or not. The missions seem to load in around a minute for me, so that's great. My fps isn't ever that great, steady 20-30 in most spots so far. I think I need a better gpu, I'm pushing a 24" monitor and even though my card is pretty decent I just don't think it's enough for this thing. But in TeamFortress2 it is usually around 30 and alot of people brag of 100+ (that also depends on how you read the graph - but still, I think the monitor is just too much. I did lower res but only to 1600 range. Lockpicking is awesome. Frobbing works pretty well with the chests how they are in Chalice.
  18. http://wiki.thedarkmod.com/index.php?title=FAQ#Textures_are_missing.2C_screen_mostly_black seta image_useAllFormats "1"
  19. Hm. It might just be the wrong combination of gl_ settings. I had trouble wrapping my head around that before, despite people trying to explain it. Maybe we can find something in the window thread: http://forums.thedarkmod.com/index.php?s=&am...st&p=148796
  20. Haha, I had dozens of wiki tabs open and they gradually started changing. It looks smart, but I still don't have a clue what's meant to happen at 11:19.
  21. Did you start with an early Startpack version? This contains a copy of mainmenu_briefing.gui. If so, delete that gui or update your startpack to the latest at http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide If not the above then can you look in the console and see if there are any relevant errors? xdata is notoriously easy to get a tiny thing missing then you got nothing. I've done it countless times then found a quote mark or curly bracket missing or in the wrong place.
  22. Glad you worked it out. Also consider: The readables prefabs which you just select what you want and insert it then copy from a template and add your own text. Note that at the moment you have to manually extract the prefabs from the pk4 in the darkmod folder. The xdata is also in there. Not so critical to extract that but it is convenient. Startpack which contains an assortment of readables already working. So if you start with that then you just drag and drop. Details at http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide
  23. Yeah would be nice. Tabs will be easier/faster to identify then... How about you use the Dark Radiant logo for the wiki and the dark mod clock-icon or a simple "TDM"-Slogan for the mainpage.
  24. We have it mirrored to avoid confusion with the wrong patch. http://wiki.thedarkmod.com/index.php?title=Installation#Install_Doom_3_Patch_1.3.1
  25. Do you remember which driver version have you been using before? Might be interesting for other users experiencing those crashes, and we could mark these "bad" versions on the wiki.
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