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Fraps doesn't run under Linux, but I found this, looks promising: http://dbservice.com/projects/yukon/wiki/RewriteBranch But it will take an evening to setup and compile all this on my 64bit PC *sigh* Wish they could just add that to the Ubuntu repository...
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I didn't complain (sorry if you got the wrong impression). But I just remembered, you can't read the internal forums yet Also, ideas are cheap, but we have a really really big heap of bugs and missing features, and getting sidetracked with more "optional stuff" is, well, bad for finishing v1.0. And I am notoriously bad at focusing
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S we *can* compress normal maps? The wiki is undecided on this issue If yes, that's good news, we can reduce the size by a few hundred megabytes easily then.
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Read the wiki! There are no Hammerites in TDM. http://wiki.thedarkmod.com/index.php/Main_Page http://forums.thedarkmod.com/index.php?act=P...amp;qpid=169123 We spent a lot of time preparing the wiki with all the necessary information players would need. Please take the time to use it. It will save you a lot of frustration.
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Indeed it is. But they're not Hammerites (that information is also on the wiki). Edit: Dayum guys, dog pile!
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Same old crap, but different version ERRORS!
greebo replied to robert2562's topic in TDM Tech Support
Wow, just found this thread. I wonder what's coming next? Maybe I should apologise to the people out there that I'm sacrificing a considerable part of my freetime for TDM? Give me a break. Robert, you can call yourself lucky that people around here are the most calm-headed in the universe. Other forums would likely have you kicked from the board for that first post, which is nothing but insulting. *shrug* Welcome to the Forums. -
You could have also read the Gameplay instructions that were linked from the wiki download page. I know reading instructions is so old fashioned. We were going to telepathically send complete knowledge of all features to everyone who played, but unfortunately our psychic got sick.
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Interesting points, I particularly love the bottle throwing, but I think the number of bottles should be like 1, and then it's just stones from the ground instead (makes more sense). What would you prefer that the guard just sat there yelling at you to get down while you pummel him with arrows ala thief series? This is much better and makes the guards just a little more interesting and believable. Also the blackjacking, yes it's a lot harder than in thief series but that's a good thing, you need to hit him in the head yes. I find that I have no problem centering the guards head on my screen but this is a WIP so maybe things will change. You can also shoulder bodies after frobbing their corpse, hit the use button and the body is carried on your shoulder, works really well for me That last bug with the guards feet running after you kill them, I've never noticed that personally. Must be pretty comical to watch though. Thanks for the feedback, hope to see you around the forums.
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yes you're assuming right :] i didnt know you could do it in the editor? were ? how? im sry im coming with this totally lame question but ive heard it everywere on internet forums and such what does "imo" mean? x]
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How do you use decals in DR? There's nothing in the wiki about it, and I can't figure it out from other maps.
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Winkler Oszkar has a good question in the public forums about can we do campaigns and got me thinking. Unlike Thief, Dark Mod includes its own FM installer so the menu will show different FMs, probably dozens, even hundreds of FMs, much like Darkloader for Thief. Only the currently installed one can be played. So how do we intend to implement campaigns where there is a briefing for the first mission, objectives, shop, the mission itself, Mission complete, then some continue option, next briefing, mission, Mission Complete, and so on. There will not be many if any full 12+ mission campaigns, but 2, 3, and 4 mission packs are not uncommon in Thief.
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I'm not a big fan of that one either. It needs either a much better normal map, or to be removed completely. Opinions, all? (image below) --------- I'll try to move the branching discussion above about new textures to a new thread suited to that purpose... fingers crossed. We can cross link between the two threads, but let's try to keep this one about texture retirement and the other about texture additions. Edit: well it mostly worked. The posts are there, but I couldn't put an intro post as first position. :-/ http://forums.thedarkmod.com/index.php?s=&am...st&p=168941
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Yes. The D3 engine can do some really crazy stuff and all in real-time. So you can change the color or opacity of materials, swap out materials at runtime, even use them as shadow casting maps on lights etc. Combine this with lights (that can change color on each frame rendered, too!) and there are nearly no limits Here is a starting point: http://wiki.thedarkmod.com/index.php/...c_Material_File
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Aaaah, I had thought mabye my eye were going wonky and the screenshot showed some subtle curves. Gimp does not work, sadly Stumbled over this, too: You need ATI compressonator running under wine: http://wiki.thedarkmod.com/index.php/Dds Edit: Actually, couldn't post the relevant section to the wiki, it is here: http://forums.thedarkmod.com/index.php?showtopic=8509&hl= endedit. I got that setup on my PC including a small script to auto-convert TGAs for TDM, so if you upload the TGA I can recompress it easily as DDS tomorrow.
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Does this help: http://wiki.thedarkmod.com/index.php/...en_mostly_black ?
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Please be sure to use spoiler tags so it isn't spoiled for those readers who haven't played the mission.
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Hi everyone, couldn't find the feedback & discussion thread mentioned in the wiki, so just start this one. Thanks to the team for that enjoyable new demo. I just finished it and like to give some feedback. That would be 90 % positive, I apologize for focusing on the remaining 10 %: I have issues with some of the dark mod features and feel a little restrained by some of them. Maybe it has to do something with frobbing. In Thief there are many things you can do with the frob-button. World interaction mainly. It is quick, fast and easy. Dark Mod introduces more complex things here, which require more buttons and thus take more time. Examples: Object manipulation: The way you can make objects float in front of you and rotate them freely is sure a nice feature for a mapper to place things -- but does it really add to gameplay? I was fascinated by it at first, but when I had to move that pallet that was blocking my way to the sewers and I was supposed to carefully move it around the barrel and crate, whatever. Why not just frob it (pick up), walk to the window and frob it out? I am a little frustrated about things colliding with world objects constantly since I think the purpose of the game is not to fiddle around with these. Picking up bodys: Imagine you blackjacked Brenard (the priest) in the hallway. You hear the footsteps of the guard coming closer. You quickly want to get Brenard in the privies and hide him in the darkness. You frob a random body part. Then you look at your keyboard and search for the appropriate button you need to press to pick him up . Then you put your hand back on the mouse, move to the privies and start to search for [r], that is, if you are still alive. Chances are the guard hammered you to death by then. Hope you know what I mean. Readables: Not a big issue. I usually have no trouble learning the right keys -- but I constantly try exiting readables by hitting [ESC]. Other things: blackjacking still seems too hard for me, but maybe that's just bad skill. The bow works fine since I got used to it. Then we have the A.I.: same NPC talks in different voices, but I consider this beeing a work in progress. More important are exploits like the one where you can prevent the guards from opening a door by simply jamming it with broadhead arrows. I found they can not even pass an open door when you block their way with a candle since they try to walk around it. Maybe someone wants to teach them how to kick things. The "missile mode" turns out to be really cool and somehow believable. I didn't expect that from the descriptions. Still I think the number of bottles should not be unlimited unless the guard is a drunk. Technically everything worked fine for me. There are some framerate drops but that's okay considering my specs and the high resolution. Congratulations to the team. Even in its unfinished state I think Dark Mod is one of the biggest things that ever happened to the Doom3-engine. -
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I'm not actually involved in the making of the game. I've just made some 'User Content' for it while it's in production. A few other modellers have made some pretty cool content too, they have forums at their site where you can check it all out. it's not a mod either, it's a ground up developed game for retail done mainly by 2 guys, using Ogre render engine and a bunch of Ogre compatible programs like Hikari (used for all the Flash menus). One programmer, one artist, both full time for about a year now. Making the content early got me into the Alpha/Beta stuff. They're gonna take it to The Indie Games Festival in a few weeks. I think the state it's in is very professional and wouldn't be suprised to see them win some catagory(ies). It's all online play and they are pushing towards 100% content friendly. They want to try and implement user content before the show so the judges can play online against us testers and possibly use our content as well. However the user content portion of the game is lower priority for the show than other things they are working on. However the judging isn't for about 6 months I think and during that time they can update anything they want. For me it was just fun checking out another engine and game. Making content very different from most of the stuff I have ever made. I've got a map probably 50% done too, but learning new techniques in Max to make it, I've rebuilt alot. Gonna be 'Tiki Island', basically Hawaii with some volcanos, lava, lots of palm trees and switchbacks.
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Gad you can play it now I just updated our FAQ with the info: http://wiki.thedarkmod.com/index.php/FAQ Would you mind if I use your screenshot as an example on how that looks?
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After installing and patching doom 3 (with the patch provided on the dark mod wiki), and installing saint lucia, I ran the game, and got to the point of clicking "start mission" on the purchase equipment screen. Then a dialogue box appeared and asked for my cd key, with "<EMPTY STL" half cut off behind the field to enter the key. Also, there was an 8 in the field, but when I typed in my cd key it got superimposed on top instead of replacing the 8. Anyway, my cd key is not being accepted so I cannot play the game. The dialogue box that says my key was not accepted has "#STR_071 94" at the top. Does anyone know what's going on? P.S. The forum would not let me search for "cd" or "key", apparently because these words are less than 4 characters. I see what this hurts, and I don't see what this helps. Can this restriction be removed?
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i already have it installed and i have played it and it was awesome . but i want to open it up in the darkradiant, so i can see how some things are done that the wiki doesnt have yet.
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Download information can be found here: http://wiki.thedarkmod.com/index.php/Saint_Lucia
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This may or may not be the best place for this, I went back and forth about the most appropriate forum, please move it if it's in the wrong place. Anyway, so, I have been Thinking (always a dangerous thing) after sparhawk's comment over on the release thread at TTLG and the bottom section on the Saint Lucia wiki page, and decided, what the hell... I've been considering trying to fiddle with TDM related stuff for a while, and I'm at a point in Shadowed Mayfield where I'm not only stretching dromed's abilities, I'm having to resort to custom object trickery and arcane incantations just to stop it falling over. It's frustrating and occasionally disheartening to have to reign in my intentions because of the constraints of an 8 year old engine, and I'm wondering how much else will have to go to make it work. I'd be interested in seeing if I could pull off remaking the geometry I currently have using dark mod's facilites, and do the things I've had to leave out because of Dromed throwing a hissyfit when I push it too hard. I know for certain that Tears of St. Lucia will not include all the assets I'd need to do this, and I also know that, even with the assets removed from the ToSL release, I'd need to make more, but I'm curious about how much difference there really is - how substantial a portion of omitted assest are there - and whether it is actually really worth me making any serious effort to remake Shadowed Mayfield using TDM. I would be frankly quite spectacularly displeased to invest significant quantities of time and effort in making something, only to find that it breaks horribly when TDM is finally released - is this, realistically, not likely to be the case? On connected matters, at present I've built several dozen custom objects and textures for Shadowed Mayfield, excluding ones that are needed just to support my engine-stretching. You can see many of the custom objects in my object development gallery and in my Shadowed Mayfield gallery and as you might be able to tell, I have some experience using Lightwave (although, admittedly, much of my practice has been with other subject matter...) If I did end up remaking Shadowed Mayfield in TDM, I'd need to make higher quality versions of most of the objects, I suspect. Would the team be interested in the objects, textures and so on I'd need to make?
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No, we could deffinately (and should probably) have a round top door mesh. I was just saying it can't be used on MY door mesh. But you could still bake out normals for hinges and lockplate that would also work on my doors. I should update the Wiki with some door skinning info. But I can give you a uv layout or just rob the normals and fit to my layout at some point since you haven't put anything in game yet I'll assume that you know when exporting the doors hinged edge needs to be at 0,0,0 for proper rotation and same with the handle (they have to be seperate meshes). These are the door sizes I made. I think they are a very good balance between proper proportions to the player and easy to fit to the grid sizes for authors. Might come in handy for you. Export them so the bottom is at 0 (z plane), hinge side 0 (Y,X), and make sure the top and handle side fall on grid lines. 96x48 104x56 128x56 You don't have to stick to those sizes but they work pretty good. Not sure how your programs grid is. Max generic units are 1to1 with Doom units.- ------------------- I took a look at your door. Guess it's the high poly so I don't think it really matters how it's modelled if you get the effects you want to achieve. A few things I noticed though. 1:from youyr pic link above. all the tex in the middle of the door is vertical, but would look better if the center 'support' had grain going sideways so it looks like a different piece of wood (of course drips can run across it vertical) 2:not sure why the top inset is only 2 tris and the bottom is subdivided alot. But like I said it's just a hi-poly bake.... But that leads me to something I just figured out which you'll probably want to take into account for the low poly. The objects are vertex lit (I can find polycount link if you want). So if you used you're hi-poly in game you'd get really smooth lighting on the bottom if the door was in half light. But the top inste wouldn't light smoothly because the polys are so few and so big. I made a bed and it looked like crap in Sl because of this. It basically had one long dark triangle on it because 2 of the verts were in the dark. I subdivided it a bit and added more polys down it's length, now it lights really smooth. Right now all my door objects are basically 2 large polys on the fornt and back. I'm gonna subdivide them into probably 4 sections hieght wise, and 3 across. They'll look better in weird lighting situations.