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  1. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  2. Figured I might as well open this at some point, just come across a problem. After an editing session, closing DR, then opening it a bit later, suddenly the map won't load. The error it's spitting out is Failure reading map file: (file path) Failed parsing entity 164: Parsed invalid value '}' for key '0' Opening the .map file in notepad and scrolling down, this entity is the atdm:target_addobjectives entity. Comparing it to the entity just above it, it doesn't look like it has any random }'s floating around, and the last save-as-copy I made (a few hours back now) loads fine. Wondering if this breaking is common? Edit - found the problem.... was using " " in an objective description, changing them to ' ' fixed it.
  3. If you make or find any 1.08 LPs, feel free to post them here. I'll kick it off with my Blind Iron-Man playthru of In The North: http://youtu.be/hyul_J2gxV0 http://youtu.be/8EhIaCGyZxg
  4. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  5. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  6. I guess most of you guys know about SOPA and ACTA, but seeing that there is no thread in these forums dealing with this topic, I was a little worried some of you might not be aware of this incoming threat and therefor don't fight it. SOPA ("Stop Online Piracy Act") is a bill for the US only and as such, it is not as important here in the EU, but I thought I'd still mention it for you US-Taffers out there. I don't know too much about it for obvious reasons (it doesn't touch me after all), but I linked the wikipedia article. ACTA ("Anti-Counterfeiting Trade Agreement") is an approach to establish "international standards for intellectual property rights enforcement". The problem is, that ACTA goes way too far, as it will completely eliminate the online privacy of any individual. And that is by far not all. Here is a small "Everybody can understand it"-Type of video by Anonymous, explaining what ACTA is all about. You have to be critical of course when watching this video, given the source. But since there are no reports about this on TV at all (at least here in Germany), it is definitely worth watching. http://www.youtube.com/watch?v=N8Xg_C2YmG0
  7. 3 works of work that ended up being 2 months? Over. Driving test? Done. Wedding? Was fun. Darkradiant - Here I come!

    1. Show previous comments  1 more
    2. SiyahParsomen

      SiyahParsomen

      Wedding? Sorry but you already lost the game. :)

    3. Xarg

      Xarg

      Haha, it was my best friend's wedding, not mine. Been playing Day Z lately, and am looking to that for some inspiration in the environmental department.

    4. Xarg

      Xarg

      The work resumes.

  8. Announcing: a Dark Mod mini-FM: An orphan's auction. Here's a couple teaser screenshots, a bit dark, but I'm happy to receive feedback. It's my first map, so it is only a small collection of rooms and an outdoor street environment. I'm focusing on gameplay and dynamics, it's pretty neat so far and easily my most successful attempt. Couple issues: 1. I'm having trouble getting the "knockout no one" object to work. I don't know why it's not working. All the AI are on Team 1, and I have an objective set something like "Do Not Knockout 1 person on team 1" 2. I haven't been able to get my readable working. I'll have to post later but it says something like it can't find the resource (created in the readable editor). Are these copied by hand ? 3. Is the darkness in the screen shots indicative that it is too dark, looks quite a bit lighter on my setup. I'm worried that other players would find it to be too dark on their setups.
  9. Endarchy mod for Doom 3 has some pretty nice texture work...

    1. Show previous comments  3 more
    2. RPGista

      RPGista

      What about Hexen Edge of Chaos, ? Those are the ones I've been meaning to try fro a while now...

    3. RPGista

      RPGista

      * Hexen, Grimm and Torn *

    4. nbohr1more

      nbohr1more

      Hexen is outstanding for fans of the originals. Grimm has promise but it's a little barren of diversity as of yet.

  10. I started a new thread at black cat forums to keep them informed and raise awareness. http://forums.blackcatgames.com/showthread.php?t=13438 Support the thread from time to time and you support Dark Mod by keeping it in the public eye. I'll add more as we progress.
  11. Could it work in some FM? http://soundcloud.com/pusianka/cradle

    1. Show previous comments  2 more
    2. Sir Taffsalot

      Sir Taffsalot

      Make a thread in the off topic section. If anyone wants to listen to listen to your earlier songs it would be easier to find them instead of backtracking through the status updates

    3. pusianka
    4. Bikerdude

      Bikerdude

      its a little too upbeat pusi, you culd make it more creapy and ad some back ground tracks to it.

  12. Hi As i said in the title: Yesterday i worked again a little bit with DarkRadinat ("newest" release). And today, by trying to install a fanmission i was asked about the cd-key (No problem, i own a legal cd). But: What was going wrong ? Is TDM / Darkradiant able to destroy the doom3-installation ? Is there something i have to be aware of ?
  13. 2011-06-12: Map info: 840 brushes, 35 patches, 165 entities Current status: Map contains start pack, big terrain room, sky, and has 15% of building-outlines done Info: Modelled after a real world location, but it seems I have to make some compromises: The AI cannot climb the very narrow spiral stairs, so I need to find a way to block them in a realistic manner (stairs are under repair? old tower was bricked off, so AI cannot access it?). Building in varying degrees off-grid works as long as you keep an integer ratio (like 5-to-3 units in one direction, 1-2 in the other), so you can join doors and windows at the right places. That even works if the floor is not level. However, as soon as you try to add the roof, you end up with 3D brush-faced nightmares... The map compiler seems to introduce random errors (missing faces, or player gets stuck in floor, or non-solid walls) if things get too complicated. Unfortunately, it is totally unclear what exactly "too complicated" means. Add a brush, and suddenly the error is gone. Remove another, and another error creeps in again... Most of the (real) rooms have now either modern (tourist-related) usages, or their usage was/is never known, or they are not accessible to the public, so I have no idea how they look. Likewise, some good-looking things were not existing even 1860, but the state of the location pre 1800 was just too plain, boring or in ruins (which are harder to model than a clean wall or I already build the modern equivalent and I am weary to tear it down... At least one location seems not to be properly sealed against the outside, so the game mixes up outside and that location. I can't find the leak, however... Anyway, things progress nice, but very slowly. Don't expect any release or even screenshots this year.
  14. The "Internet Censorship" thread has (ironically) been removed by the request of the original poster.
  15. Still bugs to work out, but 1.08 is so good the dev team doesn't want to play missions with the release build anymore.

    1. Show previous comments  20 more
    2. nbohr1more

      nbohr1more

      The change-log doesn't even list much of Serpertine's engine work like adding LATC compression, etc...

    3. MoroseTroll

      MoroseTroll

      Does it mean that LATC will become a standard of normal compression in TDM?

    4. nbohr1more

      nbohr1more

      There was a demo build with LATC2 so it's "likely"...

  16. Can't make the 'daily digest' work in the forum..

    1. Diego

      Diego

      I keep getting the updates instantly

       

  17. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  18. Read an old Brain Trepaning thread on swapping ASE's instead of using MD5 Anim for animation... Stirs the imagination a little

  19. OK, my turn at a thread with details on my mission. As I stated in the "introductions" thread, I'm changing my mission from a mansion to a "lost city" style map. It's up to Ungoliant how he wants to fit this into the overall plot, but typically when you have a lost city area, it's somewhat remote and away from The City (in our case, Bridgeport). And typically, the protagonist travels there to obtain some type of rare item or information that can only be found at that location. For my level, I'm picturing this: 5 outdoor "areas" - by area, I mean basically a glorified room where the sky is visible. 10 inside rooms, located one level below the outside areas, accessible by stairs or a ramp. For AI, I'm envisioning either skeletons, revenants, werebeasts, and/or spiders. I'd like to stay away from zombies, that doesn't seem to fit. Any humans are probably out, but there might be a stray thief or two who is doing some treasure hunting. Also picturing a couple of puzzles, and maybe some old traps left behind by the previous inhabitants of the lost city. And as much as it's possible with a smallerish level, I'd like some focus to be on exploration. One or two small secret areas would be cool. I kind of see this area only accessible via an underground passage - it's possibly our protagonist gets a map or key or artifact from another mission that allows himself access. I don't think there's much in the way of "lost city" assets in TDM, so I'll have to get creative. Lots of torches and statues and remains/bones/deadfall is the way, I think. More later...
  20. Looked around a bit for some general purpose sticky threads on the lines of models-that-might-need-tweaking; guis-that-might-need-tweaking; or smallish-suggestions-that-might-be-made-and-discussed-without-resorting-to-cluttering-up-the-elsewheres. But found nonesuch. Anyway: 1. The coiled rope model (?) seems to have an inordinately large and/or oblique collsion model (?); you have to mantle over it. 2. When you die you are presented with "Restart Mission" "End Mission" Or "Objectives"; how about a "Load Saved Game"? 3. The nice feature that lets you walk away while a newly installed and begun mission does it's long-load so that when you come back after putting your pizza french-bread in the oven you are presented with a "click to start" rather than a "dead thief" would be just as nice if it could take notice that you have just started the doom3 engine for a new session and, even though, you aren't starting a whole new mission, just a saved game, it works the same... because initial loads are all long-loads. ... Yes, #1 is random, #2 is possibly just a matter of clarity unclarified, and #3 is certainly so rambling it won't be understood.
  21. why are they so slow this evening..??
  22. Preceding Tels' translation work, we have a TDM mission from Polish author ERH! Congrats on the release of "Krysztalowy Grob"

    1. Show previous comments  6 more
    2. Tels

      Tels

      Is that available only in Polish? Wish he had waited afew days and/or contacted us before release, tho :) Anyway, congrats!

    3. Maruda

      Maruda

      Hey, I managed to talk with ERH. He says he thinks of his FM as a BETA and he's actually looking for testers. :)

      Btw. This mission is creepy, I have too weak nerves to play it.

    4. ERH+

      ERH+

      Hi! Thanks for all interest! I make new topic about that mission.

  23. map type: cave/subterranean. There, I'll just keep that little tidbit up on top of this thread in case anyone wants to know. This is my thread for posting my screenshots, progress updates, requests for advice, etc etc. For now, work has begun and is going well (but not well enough for screenshot yet). I haven't thought to far into the map yet but I have my concept for my starting area. Cave entrance is boarded up and semi-collapsed. Player gets in through a hole above the door that is high up and unreachable by the player (will be cool if i can fanagle the player to slide down rocks and drop for starting position). There will be many cracks, and holes in the wall/door leading out of the cave, and there will be lots of sunlight flooding in, including some sunbeam particle types with floaty dust. Right now to emulate bright light outsidea dark cave, I'm just using a big flat patch textured with _white behind all the gaps. It looks great for now, but later I might try a cubemap with some foliage/rocks outside the cave. Lots of old wooden beams and a boarded up door covered with rocks. in the first 75 feet it goes from well-lit white-ish sunlight to very dark, and I'll probably set up a trigger in the first dark area with some nice distant howling sounds (thinking about using werebeasts in the FM )
  24. I have a pagan commoner, unarmed, in my map and tried using a couple path_anim with it. I targeted a path_anim with 'anim kneel_down', which targets to a path_wait, that to another path_anim with 'anim eat_apple_lefthand', that to another path_wait and then back to the original path_anim. The pagan just stands there and does the regular idle animations from time to time. I even tried extracting the tdm_ai_pagan_male.def file and adding the animations at the end of the file: anim kneel_down models/md5/chars/guards/proguard/kneel_down.md5anim { ai_no_turn // should keep ai from spinning around during animation } anim eat_apple_lefthand models/md5/chars/guards/proguard/sit_idle_cough01.md5anim { no_random_headturning //frame 8 pickup AIUSE_EAT food hand_l frame 8 attach atdm:moveable_food_apple food hand_l frame 27 sound_voice snd_eat // replace apply by droppable apple core frame 45 destroy food frame 45 attach atdm:drop_apple_core food hand_l // now drop it frame 96 drop food } I had tried adding that code to the unarmed section of the def file, but the ai did not render when I did... so I put it at the end. Still no animations (they are inherited by default from tdm_ai_proguard, are they not?) None of these animations seem to work with this AI. I have at least two other AI which properly use path_anim... one uses a torch search animation and the other stirs the soup with a spoon. Those work fine, even when put in between path_wait, path_turn, etc. So what's with this pagan not using path_anim? Does a path_corner need to exist first (he does not have a patrol route and is supposed to stay in one place)?
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