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  1. I'll update the wiki page. edit: done. I've included examples of all the current vocal sets as well.
  2. Good idea. Already got the Voices page at http://wiki.thedarkmod.com/index.php?title=Voices listing the entities so the sounds could be added to those. Might also be useful to add info summary to each one.
  3. That's awesome news, Gold! They can be used on anyone you like, for the most part. That's the whole point of vocal sets based on character type rather than AI type. There are only a few characters that woudn't be appropriate for regular guards, like the builder voices and the 'Lord' voice. I was imagining we'd eventually have a wiki page like the "Heads" page, where mappers can hear a short clip of each voice and then just copy/paste the right spawnarg.
  4. Great, looking forward to the new stuff If you have time left and feel like it, you could also do some footsteps for our spiders: http://wiki.thedarkmod.com/index.php?...e=Giant_Spiders walking on different surfaces. It's not important though, as they are not going to be in our initial release anyway. Edit: oh, and they could also use some vocals... although I have no idea what kinds of sounds they would make...
  5. There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
  6. Fire is considered somewhat "holy" in Builder mythology, as it is necessary to shape metal and build tools. The wiki refers to some priests being able to call holy fire. Obviously, "miracles" that come from God are different than "sorcery" that comes from evil instruments of darkness...even if they happen to look similar.
  7. You can see the variations of peasants as well as others here: http://wiki.thedarkmod.com/index.php?...r_Default_Heads
  8. Yep, though I assumed he was the same height always: http://forums.thedarkmod.com/index.php?s=&am...st&p=153690 Don't know when exactly this may have happened but it's been this way a while now.
  9. are you MageofFolenn on Black Cat Forums? B/c if you aren't, you must be soul-mates, or long lost twins or something.
  10. I am perma banned on Black Cat Games forums for raging and also I was framed by some ppl so better not to tell anyone anything. Lest ye wish to unleash Ragnarok once more.
  11. Well, the strange thing is that the animations actually *work*, already. I was under the impression that you would not be able to export the animations if the number of joints don't match up. I think I recall Ascottk saying something about the Maya export culling out joints that aren't used, and that you have to use a -keep option when exporting? But again, I would have expected the animations to not work, and they clearly do, so I'm not sure whether there's actually a problem here or not. I'm pretty sure I can get the beggar working as is...I just have to find the verts that are weighted to joints that exist only on the citywatch and delete them from the beggar. But I don't want to do that if it's going to cause problems in the future (there aren't very many verts though, just 8-10). edit: Is this related to a recent change? http://forums.thedarkmod.com/index.php?showtopic=7856 I'll return the thief to it's current state so things work.
  12. If that's the same as atdm:ai_vocal_set_pro_guard_01 then I see no need to add it to the wiki.
  13. Is "atdm:ai_vocal_set_base" a valid voice set in its own right? Should I add it to the list on the wiki so mappers can select it if they want? Or is it just used to fill in any gaps in other voice sets?
  14. I also cannot figure out how to rotate attached entities (like the torch, which is seriously off) without rotating the attachment point itself, which seems to defeat the point. The examples on the wiki page are not working for me.
  15. If you only knew. We're definitely making constant progress, the internal forums are quite busy at all times.
  16. Jumping and mantling can be done reasonably "easily" - you just need to do enough precomputation of reachabilities. (I've put quotations marks around "easily" because it's a bit of a pain to implement, but the theory is straightforward enough.) From pathfinding's point of view it's not much different than being able to walk between two adjacent pathfinding nodes on a flat surface; the AI just does a few slightly more involved things with physics and animations to execute the movement. You do need quite a few more animations to get it looking good (if you can do it procedurally ala Euphoria, even better), but it's doable if you have the manpower. The Doom 3 AAS code actually has stubs for a whole bunch of movement types, like jumping and crouching and so forth, which is left over from Quake 3 (D3's AAS is basically ripped straight from Q3). It doesn't actually work, but the enumeration values are there, and it could in theory be made to work. It's a bit more of pain without the full engine source code than it would be otherwise, but we do have enough access even with the SDK to hack around AAS limitations. That's how AI handling of doors and elevators (as seen here) works, for example. I can unequivocally state, however, that The Dark Mod will not have jumping and crouching AI on release. Or ladder-climbing AI for that matter (ladder climbing is actually a fair bit more complicated, as there are some nasty exploitable edge cases; search the forums if you're interested, there were some previous discussions on this). Unlike Ubisoft, we don't have the manpower.
  17. What I said earlier at http://forums.thedarkmod.com/index.php?showt...st&p=154037 about giving entities distinctive names before merging - you also need to change the model name on func static brushes else they don't appear, eg, search and replace "name" "func_static_ with "name" "func_static_IDX but also... search and replace "model" "func_static_ with "model" "func_static_IDX But this glitch also made it clear how much the sky reduces performance. Yikes - it's gotta go. Wonder if that is why I got good performance the other week in saintlucia?
  18. 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.
  19. Variations of this issue have come up a number of times (at least twice by me) so I apologize in advance to all reading for bringing this up again. As you know, the forum search function leaves some things to be desired; hopefully this thread is named in a manner that makes finding it in the future easier. What this is not about: the known issue of why some properties have no descriptions in DarkRadiant. Solution: they need descriptions added in editor_var fields in def files. What this is about: an issue that came up for DarkRadiant a couple of times, and was fixed for troublesome cases. But it seems like we're not over the wall yet. Perhaps it is not a DR issue at all though, and instead is another case of lacking documentation. The problem: the Add Property dialog does not present to users all valid properties for a given entity. Example: atdm:mover_door lock_pins lock_picktype frob_peer None of these are listed as selectable properties in the Add Property dialog nor even listed as inherited, and these are only three properties (there are definitely more) grabbed at random on a single entity type of many, noticed because I was putting a chest prefab to use. As such, this is probably the rule instead of the exception. How many other properties exist on other entities which are not displayed to the user? In the example of frob_peer, it is a very general property which should be listed for anything frobable, but it is not. Basically, how can we expect mappers to know about these properties, and thus the abilities designed into TDM, if they don't even know they exist? These can't all be memorized or gleaned from a wiki page every time they're needed. If this is in fact a DR issue of displaying properties (inherited or not), is a fix possible? If it is not about DR, where is this documentation located? Searches of all text files in TDM's folders have not revealed a definitive answer (some are kept in defs, others are not), so I'm guessing that it is compiled into the DLL in many cases. Most importantly though: even if we don't have wonderfully written descriptions for every property, we at least have to give users a complete list of which properties exist for them to use, and I would think that should be programmatically possible. We should be careful not to make the same mistakes id made, prompting us to complain that they didn't give us enough information on how to use their engine.
  20. Quark is delicious, I eat a lot while mapping with DR: http://de.wikipedia.org/wiki/Quark_(Lebensmittel)
  21. Yes, it would be nice to have a good atmospheric webpage for the main download of Dark Mod plus FMs and other tools. The wiki pages for Den and St. Lucia are functional but not really atmospheric and limited as to editing. The main Dark Mod home page is fine so I envision a link from that page and a new page in that style. The actual downloads do not necessarily have to be on that server if not suitable. There will be other download sites such as Komag but we do need to prepare a decent main webpage soon.
  22. 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.
  23. 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
  24. 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?
  25. 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!!!!
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