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Greebo: I work under Gentoo Linux (I have Ubuntu and XP on external hard discs, but I hardly use them). I didn't look into the code base much more since I had to do a lot for school (just finished my final exams for grammar school). Since I am finished with the written exams there are only the oral exams left (in a month) so I have quite some time. I did some small (you wouldn't be impressed) maps for q3, but that's it and Doom 3 will be ordered tomorrow (I guess that's a must have when coding Dark Radiant ;-). I briefly browsed through the wiki, it helped with compiling but information is always welcome. OrbWeaver: I never intended to get anything not Dark Mod specific into the tree, that would basicly result in the same dilemma the GTK-Radiant guys have, just as I said in my last post. And Bugtracker sounds good, will have a look.
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Ok, these are the in-game screenshots of baddcog's models. I didn't upload them to SVN yet, because they partly need some fixes, but most of them are awesome: These are all ok and look good: The banners are black, probably a shader problem: The streetlamp is awesome. The small yellow lamp has some problems with the normals perhaps? Maybe there is some shader stuff going on (it shows fine in DarkRadiant, but not in-game): The broomstick is completely black (the ASE had wrong material paths in it, which I fixed, but it didn't help, I reckon). The bass and the gauges have shader problems and probably consist of submeshes instead of separate objects, that's why the whole model uses the same texture. The keys are fine, I think. Overall, very nice work and so many models as well. Complete with shadow meshes and most of them are fairly low-poly. Keep it up! The two pots can be merged using skins, angua is already handling that. There is also a Wiki tutorial regarding skins which you might want to check out, but the current crop will be safe in her hands. Currently, all those are merged in my local repository, I'm gonna upload these as soon as they are fixed.
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@Forsaken: Welcome to the DarkMod forums . As you can see, everyone has gone waaay off topic. This always happens Even i have lost wtf they on about lol EDIT: just read your tag, hello HeXen
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we discussed this, texture wise a while back. It'd be quite easy to make a little program to rip assets out of a Thief install and into D3. More useful for soundbites than textures though, given the small resolution and lack of bumpmaps and what have you. So yeah, pretty much possible, but it's not on our priority list right now. Also welcome to the forums.
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Yes. It doesn't make any sense to continue development as a "one man army" fighting against a chaotic codebase. I think helping you guys and working on my project would be a far better use of my sparetime then reimplementing "select tall" in 1.5 because some zealots can't live without it. Edit: Have a look at qeradiant.com. You'll notice, apart from the release message, that their isn't any other content on this page and I guess there will never be. TTimo can't find his backup and of course he didn't check for it before he deleted the old page. In case of the backup beeing found some day then it would have been my job to port the data into the new wiki system. At least thats the way TTimo planned it... without asking me. I don't want to sound bitchy but this guy was more of a constant annoyance then a help during development.
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Someone was also saying something about a randomizer, or that info is kept in text documents and a ranomizer could make many things quickly. It's in the Free Form Thief World thread http://forums.thedarkmod.com/index.php?showtopic=2657 If you made a hallway and looked at the text in the .map file, could you then make a program that would put the hallway with your settings into the file, then go into the editor and move it where you wanted?
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IT just looks all mishapen, and there's no cheekbones, plus that big fold coming down from the nose to the mouth is too long and protruding, it starts too high and ends too low. THe mouth is very oddly shaped, especially at the corners. THE chin is too fat, flat and protruding. THe head is too round and the shap around the eyebrow ridges are wrong. THe ear and the nose are the best parts. It's getting better for sure, but it's needs a lot more subtle shaping. THere's a great thread at CG talk deaing with head topology. http://forums.cgsociety.org/showthread.php?t=38469
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Funny how people always point out that convicts were sent to Australia, but somehow fail to mention that the US had its fair share of convicts sent over as well. A particular use of the term in the English-speaking world is to refer to the huge numbers of petty criminals who clogged British gaols in the 18th and early 19th century. Initially many were sent to the American colonies as cheap labour --http://en.wikipedia.org/wiki/Convict Take that, America! Land of the free my left buttock.
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Most people will only fight back against oppression when it directly effects something they deeply care about. Most of the 9-5 tools are being oppressed from useful thought by being conditioned throughout life to get an education for a job in which they repeat the same meaningless cycle everyday and only spend their offtime recovering or entertaining themselves and giving no effort to expand their mind or change their wasted life. The same is with most of us posting from work. Posting on forums accomplishes very little, and is mostly for venting. If you truly hate the measures taken to 'protect and prevent' terrorism, do something actively about it. Posting on boards about it won't change it.
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This is my first post over here, so hi everyone. First I'd like to know if the IRC channel (#darkmod on irc.starchat.net as on the wiki) is dead, because I didn't see anyone on that channel. And second, I tried to compile DarkRadiant, but it failed. I removed the "Face Instance::" in radiant/brush/FaceInstance.h in line 33: FaceInstance& FaceInstance::operator=(const FaceInstance& other); After that it compiled fine. Seems like a bug to me. Greetings, mohij
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uhh...can he even see this thread? or has someone frgotten, because he asked for "any news" in that thread in public forums.
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Welcome Baddcog: Contributor/ Beta Mapper
Baddcog replied to New Horizon's topic in DarkRadiant Feedback and Development
Hey, sorry, my badd. First time I've seen this post. Happy to be aboard.I wanted to join up earlier but not having a machine that could run Doom3... Anywya, just decided to sign up as Baddcog since that was the name I was originally going to go with at TTLG, although I had posted 10-20 already I just stayed with Schwaa. It was a quick, not really thought out name at the time, not that it really matters. (Baddcog came from hearing the mechanists asking "Is that you good cog?") when they get spooked. More trivial info... Glad you guys like the lamps, that's my latest to be released T2 object pack. With the help of NV''s scripting they can be slashed/bashed or shot to be broken and 'extinguished'. But water and gas have no effect. When broken they shower sparx and glass. Unfortunately they probably won't see much use in T2, but I have succesfully got one of them into D3 so far. I had to combine all 3 textures into one, I have also got a 3 tex model almost done but need to comb over more tex info I found at DarkWiki to get the 3 tex model to not be black. I would like to see them breakable in the Dark Mod also. Still finding info /Dling files on what you guys have/can do. If not breakable that's cool too, maybe later. I know that could possibly cause issues with all the other lamps you guys have so far... I did read also in the Wiki Technology page about the lights being remote by generators which I think is a pretty cool idea. However it states that antanea are used. I suppose I should add them to the lamps. The lamps come in street lamp, double street lamp, wall lamp, hanging lamp and I'm getting ready to make a street spot lamp. Times up... -
Crispy, that would be awesome. Last night I got as far as improting and exporting a dm5 mesh and anim(no keyframes). Had to add 2 bones to my lamp to export (like the wrench has) I also noticed that all the objects seem to be ase and lwo format. Unfortunately I have Max5 which doesn't export LWo and I've never heard of ASE files. Accutrans will import LWO but not export. Anyone know of a freeware conversion program from 3ds to lwo? I've been DLing pages of the Wiki and will keep at it, I have limited time so I'm sure it'll be a few weeks before I get much done. I did play with Dark Radiant, but have yet to get an obj to show, haven't got a map to load (can't find em) and have no idea how to play test a map. Also, I installed Doom3 editor, but I have no Icon to start I know, silly newb Q's for now. But i can model, really. I'll upload and send a few pics... ----- Oh yeah, i understand the bump map thing and it does make a huge difference for sure.
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atdm:mover_door atdm:mover_door_handle problems
greebo replied to jdude's topic in DarkRadiant Feedback and Development
The link is somewhat big, it should be like this: http://www.thirdfilms.com/darkwiki/index.p...ithin_a_doorway For each header, an automatically named anchor is created. This can be very practical (for example, the Thickness section could be easily linked by adding #Thickness to the link), but for the above subsection the link gets really long. You can also take the link from the table of contents the wiki is auto-creating. -
atdm:mover_door atdm:mover_door_handle problems
Fidcal replied to jdude's topic in DarkRadiant Feedback and Development
jdude : The black box may well be the visportals. Read my updated tutorial on the wiki HERE but especially the section "Windows, Doors with windows, bars, etc." and the section just before it... "Doors standing in front of but not within a doorway". Even if that's not your problem it's worth knowing. greebo : How come I couldn't link direct to those sections? The link just reverted to the main page. -
Dark Radiant v.0.8.1 of 18 Apr 07, S & R interface.... Stim tab: All text spacing shows fine now and can get 99999 visible in milliseconds box! Won't quibble but what happens if the timer is set to 0 9 999 99999 ? No wait, I can just see another 9 so at least 999999 milliseconds. Maybe you plan capping those last three. I read through the wiki s & r yesterday but will need to study it a bit more. One thing, 'use bounds' seems to be equivalent to what I call 'contact' yet it can only be enabled if the radius box is checked. If the radius box is checked then what do you get? Or if you set a radius of 10 and set the 'use bounds' box? If the radius extends beyond the bounds here and there? Is the bounds box on say a broken cart, all the outline we see in DR which seems to be the physics contacts limits in-game? Wish I could test these to see what happens. As an aside, what is the equivalent of a Dromed 'marker' in DM? I mean an entity with no properties at all except coordinates and dimensions? To which one might add a stim. Is it just a matter of creating a brush and adding now draw texture? No! - to answer my own question as a stim has to add to an entity. Regarding the auto default of frob when you click the add button, what would happen if you just duplicate the type button, rename it 'add' and move it down to replace the current add, then make it point to the next free place in the list? Sounds like it wouldn't take more than a couple of minutes to set up. It still niggles me to ask for the menu and get a default meal. Response tab : All text spacing fine. Now I see how the effects are added and it's great. Never thought of that. Yes, really good. And all the fields change according to the effect chosen. Nice. I like that you can select any entity in the map from a list (though how it will be in a big map with hundreds of entities I don't know!) What would be the format/separators for coordinates in say teleport? x,y,z ? In teleport I see what you mean by 'origin' but it does sound a bit odd in this context; maybe 'new origin'? And you can have multiple effects from the one response so you could teleport in a new entity and triggeer it to start doing something and throw the player back four feet and play a sound. Fantastic. This is virtually a Dromed conversation except they all trigger 'together'. Actually in the code they must be carried out one after the other even if it's only a few milliseconds? I mean, once the response is triggered then each effect is 'started' one after the other? But each one would not wait for the previous to complete its operation. Is there any way to introduce a 'wait n milliseconds till next effect' effect that the mapper could put between different effects? This would be really powerful. Or even 'wait till last effect has completed' but I doubt that would be possible. Does DM have an equivalent to the Dromed conversation? Must have I guess. Custom stim tab : Still fine, no problem. Overall now it's looking really good and all the main features are in place. Snap to grid button and menu looking fine too.
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Yes, I'd recommend a snap to grid button and also add it to the grid menu. Those are the two places I searched first so probably most users would. The Dark Radiant link on the wiki is fine.
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! Just noticed in the forums there: Woohoo! Guess i only have to wait a while. Btw, for those who can't be stuffed checking the review, the game has a good graphics engine on the lines of x2 or x3. Also, it has very good gameplay apparently.
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It appears that you haven't seen the wiki article on the S/R spawnargs yet: http://www.thirdfilms.com/darkwiki/index.p...onse_Key/Values The spawnargs have nearly the same name as the labels in the editor, so this might clear things up a bit. Please go through them to learn about them and ask me again if things are still unclear afterwards. Not that I don't wan't to explain them to you, but I typed most of the information in already. Could you post a screenshot of what the S/R editor tabs look like on your system, so that I can adjust/correct the widgets. My desktop is a bit non-standard (1680x1050 with the fonts set to 120%), so I'd appreciate that. When the interface is done, I also plan to extend the article a bit with a screenshot-assisted explanation of the S/R editor so that all of your questions above will be answered. Thanks for looking at it so far!
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Darkradiant without Doom 3
sparhawk replied to sparhawk's topic in DarkRadiant Feedback and Development
Yes, that's what I wanted to try. Are these caulk textures, special textures, or are they also just def entries? If the latter, then I could move over those def files, and document them on the wiki as well. Might be usefull later on, if we try to split TDM off from Doom 3 as a seperate install, when it became GPL. -
No idea, I'm just a sucker for hype. If dog shit was preceded by a massive advertising campaign I'd probably buy it. It's just one of the few books everyone reads, so it's good for talk at work, on forums, ecetra. Da Vinci Code was also quite crap but made for a decent discussion.
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I think the non members should respect the fact that this has all been discussed and decided upon by those who are actually making the mod. Not a single idea suggested in this thread was not at some point discussed in the campaign or concept art forums, and arguing won't chage what has already been decided upon. If you don't like the direction the mod is going in, then fine; it's fully moddable. Get to work. This isn't a drive-thru 'make a game the way I want it' forum.
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Those don't work though, do they? There's a good article about CATCHPAs on wikipedia which goes into the weaknesses of them to bot attacks. I checked out the image test you have to do to sign up now, and it doesn't look particularly tough, it's just the usual old 'type in the letters in the picture'. There are image recognition programs that can do that automatically. http://en.wikipedia.org/wiki/Captcha