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The package scripts will do that automatically @Nebrekker: http://wiki.thedarkmod.com/index.php?title=FAQ#Does_it_run_with_the_Steam_version_of_Doom_3.3F
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This sounds like a great tip to add to the WIKI...
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I'd like to participate as a story writer, and possibly voice acting. My mapping skills are confined to the tutorials, although my brother, nephew and best friend (not active members) are decent at mapping and modelling. I've mentioned in a seperate thread (The Dark Eternity) interest in creating a Machinima production. I still think that would be a powerful implementaion for for The Dark Mod, but my particular story has a long ways to go before it becomes production ready. I'll try not to spam this thread with that topic, other than to say you can view my work so far, and steal any ideas for better or worse (see afore-mentioned thread). It seems to me, the general message, here, is let's get moving in the same direction with a feasible campaign. That seems to begin with a fun and cohesive story line that fits in with the assets already in place. Maybe The Inventors could come in the latter part of Act II? Are we to the point where we could talk about how and where such a project would be hosted? How about some Wiki space for our outline and story draft, and start hashing out some ideas? Sorry if I'm getting ahead of myself. Just excited about The Dark Mod. P.S. I could, possibly, be taught to script AI.
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We have this list here: http://forums.thedarkmod.com/index.php?showtopic=7366 Though I'm not sure if all of these models are still needed - I'm sure you'll find something.
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I have some ideas, but I'm reluctant to express them publicly until I have a fully realised storyline thread. Right now I have about three separate themes that I'm trying to tie together into a single consistent story. Trying to connect them isn't easy since I'm dealing with four different factions and have to link them all together somehow (some of this is already done). I'll give some thought to having separate smaller campaigns if I can't resolve this. I've also been writing little bits of background info for the TDM universe to help get an idea of the world and those who live in it. I'm trying to keep this as faithful to the existing universe as possible, but I'd love if someone from the TDM team could have a read in an 'official' capacity to provide feedback. If there's anything in there that the team likes it could be added to the wiki, or not as the case may be. One thing to consider though, getting back to the original question of small campaigns, even a single mission (if it's large enough) can give you a pretty good idea of a certain faction. Although Cragscleft wasn't the only Hammerite mission in Thief1, it fleshed out the order pretty well in the player's mind. For this reason, I don't necessarily think that you'd need 3-4 missions focusing on one faction in order to help players understand them.
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OK, thanks. Bookmarked for now. Maybe I'll find one hour a week ... but not this week unfortunately. I'll probably also need a guide to anything specific to Dark Mod - but that can come later and I'll check the wiki first.
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Stuffs looking good. Some of the door stuff to a degree could be worked into textures for the existing doors. Don't know if you've checked out the base door models yet. I'm not saying we can't use more door variations either... But the doors are basically just a cube that can be textured with base textures, same with hinges and lockplates. It would be great to have more variations (especially lockplates and hinges, I've only done 2 set so far.) The good thing is they are very low poly and skinnable. The problem is the tex needs to fit the existing tex sizes/uv layout. Not hard but if they don't fit they won't work for skins. I modelled the hinges and lockplates the baked a normal, then just used stock textures (metal) and painted some AO for flat light on em. However that won't work for round top doors. ------------------ As far as door handles, I think the team has decided against round handles. I think there are different opinions on why, my personal opinion is that it's alot easier for players to see a lever type handle move when being used by enemy and/or lockpicking. We could use more varitaionthere too, I've only done one so far. ------------------- I don't wanna post pics of my stuff and clog up your thread so I'll just add a link to a pick of the doors I speak of http://forums.thedarkmod.com/index.php?s=&am...st&p=167520
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If the mapper inserted just the model and has/has no skin, than that should work, shouldn't it? (Needs new models and new textures, but unless the mapper himself made new material from the existing textures, it wouldn't break anything). In any event, I have talked with our painter, and he said along the lines (with lots of drawings, I can scan them in if you like): * there is _always_ just the canvas over a simple wooden frame called "stretcher bar" in English (http://en.wikipedia.org/wiki/Stretcher_bar) where the canvas is stretched over. (in old times pictures were often hung on the wall bare with only this, and artists would have them in that form in their working place) * if there is a funky gold frame etc, it sits either outside the stretcher (so you see the canvas, and underneath the canvas is the stretcher frame with the "hold" in the center), or it covers the outer parts of the canvas (with the stretcher behind it). Now if you want to steal a picture, you need either: * disassemble the stretcher from the frame, which is lots of work (unscrewing) * OR justcut the canvas at the border of either the inner part of the stretcher, or the inner part of the frame, depending on which is smaller on the inside. Since you cut alongside a wooden frame, he said, the cut would be very clear, not ripped off,so no dangling bits. And you would definitely see-through - there is nothing behind the canvas/picture except the wall.
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Fan Mission: The Tears of St. Lucia (2008/10/21)
SneaksieDave replied to Springheel's topic in Fan Missions
For a release date (here and for the wiki), I guess we should go with the SL beta alpha release date. Anyone remember that exact date? Hm... searching. Edit: found it -- Oct 21 08 -
Here is the old thread, and especially at this post of mine for size comparison: http://forums.thedarkmod.com/index.php?s=&am...st&p=116729 Basically I was able to calculate that all the missions from all three Thief games could ALL fit into less than 10% of the available space in Doom 3. So I don't think hitting the maximum map size is going to be a problem...
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The Dark Mod is beautiful! Thank you for creating it! I discovered this site a number of years ago. Although I've not been a heavy contributor, to date, I've had in mind a story to be played out in this very universe. "The Dark Eternity" is an epic adventure of souls transcending The Afterlife, but within the universe defined by The Dark Mod. My dream for "The Dark Eternity" has always been a feature length Machinima Presentation in the steampunk universe inspired by The Looking Glass "Thief" series. This led me to "The Dark Mod," early in its development. I'm curious how The Dark Mod would lend itself to Machinima Production (in game noclip cheats, hiding of the gui, etc). I'm sure one show-stopper might be lack of network support, allowing multiple live actors, such as you can do in a deathmatch like Half Life 2 or Halo. That said, I'm still contributing my feeble efforts to write an immersive linear story that would apply perfectly to the environment of this game. I would appreciate any fellow fans of The Dark Mod to read a page or two of the draft (in progress) at www.thedarketernity.net. If the story catches your fancy, feel free to join in with a free Wiki account, just as you would do, here. I would enjoy any feedback on www.thedarketernity.net discussion boards, or here, or at my e-mail jlguinn@yahoo.com. Thanks, again, for a wonderful rendition of The Dark Mod! Nebrekker
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I'm a bit confused about setting up starting items in a shop. What entity do you use for "startingItem_X_item"? The example in the startpack uses the entity "atdm:weapon_broadhead", but I can't see where in that entity the shop image and description is set. The shop.def file uses this example: //"startingItem_2_0_item" "weapon_shortsword". Can't find a "weapon_shortsword" entity at all, however. The only place I can find shop descriptions and images set is in the "ShopItem_playertools_[type]" entities. Yet those entities don't appear to be used in the shop at all. I'm a bit confused, and the wiki pages claim to be out of date.
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This is what I put in the .map file for Too Late (just rename the .map to .txt then pastel it in at the top, then save it and rename it back to .map) Just under the; "classname" "worldspawn" line in the .map file (now .txt) // the amount of starting gold: "diff_0_shop_gold_start" "100" "diff_1_shop_gold_start" "75" "diff_2_shop_gold_start" "50" // items the player starts with: "startingItem_1_item" "atdm:weapon_blackjack" "startingItem_1_qty" "1" "startingItem_2_item" "atdm:weapon_shortsword" "startingItem_2_qty" "1" "startingItem_3_item" "atdm:playertools_lantern" "startingItem_3_qty" "1" "startingItem_4_item" "atdm:playertools_compass" "startingItem_4_qty" "1" "startingItem_5_item" "atdm:playertools_lockpick_snake" "startingItem_5_qty" "1" "startingItem_6_item" "atdm:playertools_lockpick_triangle" "startingItem_6_qty" "1" "startingItem_7_item" "atdm:playertools_spyglass" "startingItem_7_qty" "1" //items available for purchase: "shopItem_1_item" "atdm:weapon_broadhead" "shopItem_1_0_qty" "15" "shopItem_1_1_qty" "10" "shopItem_1_2_qty" "0" "shopItem_2_item" "atdm:weapon_waterarrow" "shopItem_2_0_qty" "7" "shopItem_2_1_qty" "5" "shopItem_2_2_qty" "2" "shopItem_3_item" "atdm:weapon_mossarrow" "shopItem_3_0_qty" "2" "shopItem_3_1_qty" "1" "shopItem_5_item" "atdm:weapon_noisemaker" "shopItem_5_0_qty" "1" "shopItem_7_item" "atdm:playertools_health_potion" "shopItem_7_0_qty" "2" "shopItem_7_1_qty" "1" "shopItem_7_2_qty" "1" Or hav a look in the wiki Default_purchasable_items
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I see there is an error in the A-Z. The entity name has been changed since I did that. Instead of target_tdm_addobjectives it should be atdm:target_addobjectives. If you have the wrong name then select the classname line in entity inspector then choose entity class button at the bottom of that panel and give it the atdm:target_addobjectives (not sure but I think it's best not to just type it but select it.) Post again if that's not the problem. Meanwhile, I'll correct the wiki.
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Revisiting this thread: STiFU went through all of his textures that hadn't been added up to TDM 1.00 and touched them up. He sent the updated texture pack to us and I took the liberty to upload all of them - they are quite a few (53 MB DDS/TGA files) plus 150 MB of hires and PSD files. I think they are of very decent quality, above average of what we have. Here's the list of shaders that were added: http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_v1.01#Textures
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Does this help clear up any confusion: http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide#Purchase_Shop
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This is now uploaded to SVN, over 40 MB of goodness. I renamed them and created all the necessary sound shaders I believe. Changes are tracked on the wiki.
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I was not saying it was taken from RAM. I was saying it is _mapped_ into the 4Gbyte somewhere. With 32bit, you can only address 4Gbyte, meaning you have 4Gbyte addresses available. Now if you have 2Gbyte memory and 1Gbyte on your graphic card, both are mappable into 4Gbyte and you get to enjoy both. Under a 64bit operating system, you can have 16 (or even more) Gbyte main memory on top of whatever VRAM you have. But not with 32Gbyte. That is new to me, older systems definitely had less than 3Gbyte available. (It gets fun if you put two 1Gbyte cards in SLI mode in your system Well, I experienced the other scenario (Of course, I also had another system where even a 64bit OS could not adress 4Gbyte RAM because the BIOS was buggy...) It depends on the hardware and BIOS. If all the graphic card VRAM is mapped inside the 4Gbyte, yes, with 1Gbyte VRAM you are left with 3Gbyte minus some other stuff the BIOS maps. But maybe nowadays they make it so only 512 Mbyte are mapped in, and the driver is responsible to tell the card "heh, put this into your memory, but the other half, that is not mapped in". That would remind me on the bank-switching with EMS: http://de.wikipedia.org/wiki/Expanded_Memory_Specification (god, I am old...) Textures that are stored in VRAM also are quite typically stored as a copy in main RAM, too. But that depends on how much textures a given scene uses and how much the map uses and how much the game caches. That is a completely different topic (namely memory usage But beware, under 32bit OS, any process can only get as much as 2Gbyte (windows) or 3 Gbyte (linux) adresses. So you D3 could never use 3.4 Gbyte memory under 32bit windows. http://www.brianmadden.com/blogs/brianmadden/archive/2004/02/19/the-4gb-windows-memory-limit-what-does-it-really-mean.aspx The upshot of this is one should use a 64bit OS if possible.
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The leaks I mentioned are internal leaks and don't stop doom working. Read about it in the wiki article on visportals. Also, add this to every AI: max_interleave_think_dist 1000 min_interleave_think_dist 240
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Oh well, it would have been handy to build new building/s on a empty map then import them into the main map etc.. maybe the new version of DR 1.1.0 will have better results. Another question:- # Func_portal, How do I make it open and close a VP - a complete example with args: - I haven't been able to find an example of how to get this working(went to the d3 wiki etc and googled), all I wnt to do is have it open the Vp when Ithe player is within say 5m. I've set the distcheck_period and the portal_dist, but it dosent open or close the VP.
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Yes--The Dark Mod would make for wonderful machinima. The scripting option is encouraging. In fact, a completely scripted production could, theoretically, be viewed in-game--as if you're just a house cat wondering the alleyways as scripted AI interact, or simply a ghost--perhaps nudged by the director throughout the game toward key scenes on time to keep pace with a feature length motion picture. Even a basic FRAPS teaser trailer would be cool. But you're also correct that this is very ambitious, and even in mentioning the above, I feel I'm getting ahead of myself. I figure focus needs to be a great story, and mine is an early draft. Still, I wanted to put a bug in your ear and let you know I'm here. If anyone's able to make it through the prologue (about three pages) and into Chapter 1 or so, please let me know what you think. (Apologies in advance for a suddenly slow Wiki, which only started last night as I was making my original post. Hopefully that will clear up soon.) So, demagogue, what are your ideas you mentioned? Have you posted them?
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I believe I posted some tips on the wiki. But I will reiterate: 1) Visporatals: You gotta have curves and changes in direction, know how to use the visportals, understand them inside-out. 2) Lighting: If you absolutely require a bunch of lights to be on screen at any given moment your best bet would be to change some to static no-shadow 1 lights and create custom shaders to give the illusion they cast shadows. I haven't had to do this though. In addition, placement of lights is important. Keep in mind how many shadows will show up in any given portal. Mess around and find the best placements and which can be no shadow without raising the player's eyebrows. 3) POLIES: The doom 3 engine rocks when it comes to polies so they've never really been to big an issue for me. 4) Practice practice practice.
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I use DarkRadiant 0.9.8pre5.exe. After double click on DarkRadiant.exe instantaneous appired this window: (screen in attachment) (all instruction from http://forums.thedarkmod.com/index.php?showt...p;#entry158490)
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Yes you can. You'll have to use location zones, which is explained here: http://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_light_settings You'll probably have to read the complete article to fully understand how the zones work.