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  1. BUMP I'm about to start making readable prefabs for use in the next release. We need to make a decision soon about where the body starts if there is no title. Just to sum up... Mappers will often struggle to squeeze all the text they want on to one page but often one page is better in-game, eg, a scroll or sheet of parchment. Posters and notices often need a title, eg WARNING! but most messages and letters do not. At present with the current guis, messages will waste the space reserved for the title; in RL probably a handwritten note will start near the top not 3/4ths of the way down and this will help the mapper get his text on one page. These are the four possibilities I know of: Remain as we are and waste the title space if not needed Duplicate every gui that is affected so some have no title space Move the body start point up to the top where the title starts. This will mean if there is no title then the message can use the whole page. If there IS a title then the mapper need only put a few \n\n\n\n at the start of his body message. This is easy to do for the mapper. It is fairly easy to change the guis - just alter a value. It will 'break' a few existing maps: A message with a title will have the body text overwritten on it and one without a title the body will start at the top whereas the mapper might have intended it to be centred vertically. Implement Gildoran's idea (above @ http://forums.thedarkmod.com/index.php?showt...t&p=147997) to have a conditional body position that will start higher automatically if there is no title. This will only 'break' existing maps insofar as body text without a title will start higher than the mapper expected. I could not get this idea to work as I recall but no doubt someone could figure out how to make it work? If this can be decided before the next release then there is no chance of readables in the release being 'broken' later.
  2. Downloaded the files one again and checked them. The md5sum matches the one in the wiki. However, I can't explain the missing-broken-bottle-models-errors. I fixed those by copying and renaming the other model files, but st lucia still won't load. Loading the map by console command didn't change anything. I tried to start a new game once again after it crashed to the main menu and the only thing that changed is that the same crash occured just after a few seconds Looks like st lucia dislikes my ancient hardware I installed the thief's den and it runs fine btw, so how is that possible?
  3. http://en.wikipedia.org/wiki/Crusader_%28game_series%29 school yourself!!!!!!!!! ( older than sliced bread at this point but god was it fun back in the day )
  4. As recently mentioned in the public forums, there is a small popup window appearing when loading a map: I need a design suggestion for this popup, maybe some small, centered parchment on the clock background or something. In principle, I can come up with something myself, but I better leave this to the artists for consistency reasons.
  5. Btw, the progress is tracked here: http://forums.thedarkmod.com/index.php?showt...st&p=153102 Currently I am teaching the Games::D3::Parser to correctly parse material definition files. Once it can do this, it will be easy to extract the diffusemap/specular/bumpmap for each material and then figure out the DDS vs. TGA file from it. (That's the theory, anyway
  6. Good question Ishtvan. That's certainly something we hadn't anticipated, and I think our coders should be reprimanded for not having their thinking caps on straight! We'll settle this issue in the private forums!!!!
  7. It's probably best if you start at this point here: http://wiki.thedarkmod.com/index.php?title=Saint_Lucia There is also a FAQ linked from there, which contains the answer to your question: you cannot use the D3 demo version to play TDM. edit: oh and thanks for the kind words.
  8. I've mostly used Cubase earlier, but have switched to Reason for it's midi capacities. I was wondering if any others use Reason, and maybe if you have any general or specific advices concerning making ambient music in this program? Let this be a thread for us (I presume there are more than me) who use Reason and who want to share our thoughts, tips and tricks about it with the other contributors/team members. Since I believe most people that make ambient music use Reason, I thought this thread justified in the DarkMod forums. One thing in particular I would like to know is recommended patches for bass ambience, like the one in 'Outside the Mansion' and 'Defiled Church'? I've tried a lot of patches, but can't find any that really has the right Thief-sound, not necessarily like in the aforementioned tracks mind you. (I may just be picky, but that's better than sloppy methinks) /K
  9. So....how many of the changes I just finished making to the mesh two weeks ago are now obselete? http://forums.thedarkmod.com/index.php?s=&am...st&p=151102
  10. I think there is some misunderstanding about my problem with the entity list size in my post @ http://forums.thedarkmod.com/index.php?showt...st&p=142541 It's not the panel size (though that needs saving as well) but the entity list itself (see the image of waste space in the picture in that post and the tiny entity list.) So this problem is still present in the latest snapshot. I only see 2 or 3 lines of entity properties with a very large empty panel. Does nobody else see that?
  11. H, I and J are all there now in both architectures. By the way, the "Using the repository" links on the website only go to the Main Page of the Wiki.
  12. Fidcal also has been working in this, you can see his thread in the member forums below
  13. Wouldn't it be a lot easier for a mapper to just make the text in a graphics editor? You wouldn't even need to save it with a transparent background if you just wanted black text. We could provide a material template on the wiki (with a blend filter stage) and mappers could just insert the name of the image file. That would seem to take a lot less than 5 minutes, and is a lot more flexible in terms of fonts.
  14. http://de.wikipedia.org/wiki/Ahornboden Here is a flickr post: http://www.flickr.com/photos/c-s-n/2892784643/ Here is a map link: http://maps.google.de/maps?f=q&source=...268921&z=10 PS: The other photos are from other locations
  15. TCK: That's not one of our fonts (I appreciate you are probably just using a typical font as example.) Using Gothic caps is a worst case anyway. I avoided that in SL. These are the Dark Mod fonts. Note what I say there about Gothica2 (look poor if all capitals.) http://wiki.thedarkmod.com/index.php?...nts_Screenshots Everett is slightly difficult to read but tolerable. If you can post a screenshot from the game of the specific text you can't read we'll look into it. But it's not easy finding suitable fonts without restrictions and then processing them. I doubt they'll change before Release 1 but thanks for feedback. Sogi-Ya: You're right that if you normally get decent framerates it ought not to dip in the sewer. I don't recall anyone having that specific problem there. As you say, maybe it's the water or there is some misty particle effects down there too. I can't think what else. SE: I'm using a gforce gtx280 at 1680 x 1050. Here's my config setting. Does this not work for you? seta r_customHeight "1050" seta r_customWidth "1680" seta r_mode "-1"
  16. it was great! everything ran fine for me except for the watter ... the game went into seizure mode like i haven't seen since i tried to play quake 2 with out a graphics accelerator. well OK maybe not that bad but the game ran fine then when i went into the sewers or got close the the sewers my frame rate dumped down to about 5. i checked through the wiki and most of the fixes seemed to be fore people who constantly had frame rates that low. i don't think it was a shadows issue as i tried putting out the torches and that did nothing but make it dark and slow. i kinda have a feeling its caused by the watter ripple effect and / or the sounds ( echo effects / watter droplets / splashes. ). as the game just seemed to get over loaded with something, if it was just shadows and lighting effect i should have been able to "look" away from what ever it was and have problem go away, but it didn't. my gfx card is a a HD 2600 and i use my on board realtech audio ( after ripping out my audiology 2 sound card, the buggy piece of shit that it was. )
  17. Oh on the Doom3 forums they said that parallel lights should be at least twice the size of the map link Relevant part: This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps.
  18. At the moment yes, it uses the drop control to put it in the grabber. I've an idea I saw a spawnarg on the wiki that enables the use key instead but I'm not sure. The end is a red glow even in the dark. There is no doubt in use that it is glowing and not just a chemical. I never thought of it being dropped in water. It might be regarded as waterproof. There are chemicals that keep on burning even if put in water. Anything more advanced like a flame or smoke on the end needs that bind/inventory fix we were talking about in the other thread. If I add a flame or smoke then at present it would be left behind in the grabber when the match is put away in the inventory. If that is fixed I could do a tiny smouldering glow flicker and smoke. That would extinguish in water. It is not meant to be a full flame. These slow matches were commonly used to fire cannon or firearms and just kept glowing for an hour or more. If it were a full flame it would be more of a taper. This match is a simple brush with a custom texture plus a firestim at the origin end.
  19. under materials folder you can add at the end of a a material file. their extension are .mtr . By the way all of steps what you should follow are described in wiki
  20. Not sure if this goes here. I DLed some textures and need to know how to get them into DR. Ive looked through the DR folders and don't see a texture folder. I've looked on the wiki site and it's not much help.
  21. Unstoppable

    Thief 4

    Welp I was dead on about Deus Ex 3. Soon the prophecy shall be fulfilled and Deus Ex will return to it's glory. It shall fulfill it's destiny. However this post isn't about Deus Ex, it's about Thief, specifically Thief 4. There's a curious little tidbit located at this webpage. http://www.eidosmontreal.com/en/games.html AAA games, with high quality licenses that offer exciting challenges – e.g., the first two games we develop will revive successful franchises Games for next-generation consoles – Xbox 360, PS3, PC, and Wii What other franchise could they revive other than Thief? Man I would love to work on those games. Anyway Thief 4 perhaps in the year 2011. Just remember, Unstop told you first. He can see the future. By the way here's the new and improved Deus Ex 3 forum. You can use your regular Eidos forum name and password. http://forums.eidosgames.com/forumdisplay.php?f=252
  22. Am I the only one who understood that he was just joking? anyway. @Goldchocobo you need pathes to do them, for document you can look up wiki and if I'm not wrong there was a video tutorial of komag about arches. you should check it.
  23. Fidcal, have you read this thread? Was the crate you attached a moveable? http://forums.thedarkmod.com/index.php?showtopic=7637
  24. @New Horizon: Can you set kshatriya up as Contributor and give him (am I right assuming you're male?) access to the sound forums?
  25. Yes, there's definitely interaction. Contributors are allowed to air their opinion just like everybody else on the team, so Contributors are definitely not second-class team members or production slaves. It basically reflects how much you want/plan to be involved in the project. Team Members are the full-time employees, and Contributors are the freelancers, so to say. Team members are expected to show somewhat more dedication, time-wise. They are expected to stick around, and pull on the same string as the other team members to get the mod done. Sometimes this includes doing stuff which is not that much fun. Contributors can choose to work on whatever they wish. They may also take requests from Team Members to work on something specific. They are more loosely bound - as the name states, they contribute assets (textures, models, sounds) like freelancers and everything they share with the team is appreciated (this applies to Team Members too, of course). Everyone is happy when Contributors are sticking around nonetheless, that's for sure - but people are less surprised if Contributors are disappearing after a short amount of time. There are certain forums, which are only visible to team members, but these generally don't matter to Contributors. Valuable Contributors who stick around are eventually becoming Team Members anyway, the status is not set in stone at all. So it boils down how much motivation and dedication you're willing to offer - we surely need your help, but the decision is yours.
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