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  1. ... and please move it here?? I'm sorry I posted there instead of in here. Never mind.... I fixed it.
  2. I have problems running the TDM. Reinstalling Windows partition and had to be performed. I installed Doom3 and the corresponding 1304 1.3.1 patch. Darkman TDM update downloaded folder, ran the exe launcher, but unfortunately it did not work for the launcher. Do not do anything. The Doom3 mod menu, it is not TDM. Apparently installed ok, no errors written in a while. Fms is included in the training mission is a folder. Is there some way to launch a TDM launcher?
  3. Hello! I would like to request assistance from a friend, because you can not start the TDM. After boarding Doom3 1.3.0 patch 1304, requests that enter the CD-key. Unfortunately we could not do it. Does not accept the key to doing anything with it. Even if the Internet connection is interrupted before it responds to it or anything. Tried all the possibilities, but neither of these solutions were good. Anyone can help me not to ask for the CD-key?
  4. Perhaps this should go into the main Off-Topic Sticky thread but I think a list of inflammatory topics should be listed so that the newbs don't anger or demoralize the community: Here is my silly take on this (obviously a more serious list should be compiled)... Top 10 Inflammatory Topics: 10) Aidakeeley's Musings 9) TDS Best Game Evar! 8) TDM in the daytime? 7) TDM with a Gun! \m/ 6) Rope Arrows Suck! 5) Blackjacking Sucks! 4) TDM on Nvidia, The Way it's Meant to be Played 3) TDM in a Tropical setting with Guns \m/ 2) TDM in WWII, stealing from war victims! 1) TDM ultra gore and murder mod with guns on the ARMA II engine! (Screen-Shots of Medieval assets plopped into the engine (eg proof) included)!
  5. Spoilers vs. fostering discussion, creating interest, drawing in new players.
  6. The readable editor keeps crashing on me. On the wiki guide it says to disable compatibility? I don't know what that means. When I right click on Darkradiant and go in to properties all my compatibility options are greyd out anyway. Any help please. Thank you.
  7. will finaly be ready for work on the mod again soon

  8. Still far from completion... here's some progress so far on a small forge I'm trying to build. I need to make some tongs for the smith to grip things with.
  9. Note that topic How to Release a Fan Mission has been updated with changes to the suggested thread format (#4). The reason behind it is that "FM:" is too short a term for the forum's search functionality, so "Fan Mission" or "mission" are suggested instead. The idea is that a new user could come to the forum and search for "mission" in titles and easily find every release thread listed here. Including author name and date in y/m/d format are nice information to include as well. Unless there are reasonable objections against this, titles of existing fan mission threads will likely be updated soon to use this format (though OPs are encouraged to make the change themselves).
  10. For some reason I cannot post in the DR thread! Rek: I had the same problem with a blood stain. Try instead one of the splats. I used textures/decals/splat16 in mine. These are in the decals 'folder' just below the darkmod one in the texture list (not the darkmod/decals one) way down the texture list.
  11. Hi, MasterThief!

    Well. To be totally honest, I've not had that much time to work on LockDown, which is a shame of course. :(

    I've got a lot of other stuff going on right now so time's pretty packed.

    I'll get on it as fast as possible though.

  12. I've gotten EAX to work in a simple one room map. It sounded great and the reverberation you hear in this video is easily produced by EAX, once you feed the card the right data that anyway: http://www.youtube.c...h?v=hJLEtMaYKOg However, i can't get it to work in any other scenario. Basically I followed this guide by Ishvan on the TDM Wiki: Setting Reverb Data of Rooms (EAX) I set put in an info_location entity, named it, put that name into the english.lang text file (in the base/strings folder) as " "info location name" "room1". On any other map but the small 1 room test map, I get the error: "Error: eaxtestmap.efx, line 1: expected "Version" but found '{'. I'm running out of things to try, so i thought i'd post this here. I don't have any experience with the TDM/Doom3 code or Dark Radiant, so i thought some of you might figure it out, if you haven't already.
  13. (For some reason I couldn't find any topic like this) I fired up Dark Mod with mild enthusiasm; it's a mod, afterall. But after having played through Tears of st Lucia, it left me almost shaking afterwards. This is Thief, pure and simple. Thief with Crysis-like graphics. It's an amazing piece of work you have done! It's what T3 should've been right from the start. Dark Mod feels just like Thief. This is Thief!
  14. got a new one today just piddling around making some windows, and I'm not sure if I should be worried or not. "WARNING: brush 770 on entity 0 is unbounded ( X X X ) ( X X X ) ( X X X )" the x's are just coords i dont feel like copying over. So, whats all this then? furthermore, how do i go about finding brush 770?
  15. Hello! Not much to say here except hello, glad to be back, and suggestions and animations I'm doing will be posted here From the sound of it, there's still a few walking/running/searching animations that might need to be done. Is the google spreadsheet for animation assignments up to date? I'm open to suggestions on what to work on for now, so let me know if you have any preferences, otherwise I can just pick some unassigned ones off the list and start working on them once I have access to the model/rig files.
  16. Whenever I launch Dark Radiant, it doesn't properly display anything beside the toolbars. Instead, the screens stay white or repeat frame borders and other artifacts when I manually resize the program window. I've attached a screenshot to show what I mean. The editor is not usable under this condition because it doesn't refresh to show work done. I'm using the Win 64bit version of Dark Radiant on Windows 7, a GTX 275 card and its latest 191.07 NVIDIA drivers. The path to Doom 3 is correct, although it's not on the default C:\. TDM plays just fine. Has anyone had similar problems? I assume it's some kind of video driver/program rendering problem? (Edit: It seems I can't make attachments yet...)
  17. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  18. Working on replacing some SFX that were never quite up to snuff, but just didn't get replaced. No offense to whoever created the current player submerging sound, but it has bugged me for some time. A little too blurpy, burbley. At any rate, I put together a new sound effect that I hope everyone will like. I wanted something very subtle that would sound more like a transition from surface to below water, and actually blend into the underwater sound as it ended. Wasn't sure where to put it, so I placed it in the voices/player folder and made an entry for it in the players sound shader. this is the file name. player_submerge_1.ogg To hear it alone might not sound as convincing, but I think it works very well ingame. It's not meant to be quite as audible as the current sound.
  19. Okay, so I can otherwise play TDM just fine. I have Catalyst AI turned off, bloom turned off, Doom 3 is patched to the right version, all those random tweaks - and still my map is crashing the game, though curiously it doesn't crash other people's computers. I've run it via devmap and gotten booted back to the menu sometimes, only to see "ERROR: idrendersystemlocal::uncrop: currentrendercrop < 1" which seems to be the culprit. When I run it with "map", the screen turns black - as if the game has momentarily loaded but is fading in from black - but then I get a "Doom 3 has stopped working" error dialog. Here's my map: http://www.radiator.debacle.us/porterhouse.map Here's my log. Help!
  20. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  21. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  22. 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
  23. What is with these application threads? Are they a private thing that some supersecret group of elite modders vote on whether you get in, or is it an open thread where you give them something to do, and they do it?
  24. After trying the random terrain generator Surfgen that AlumunimumHaste brought up in another thread I was wondering if textures could be made like this (because of course over larger areas they tile horribly because every anomaly is repeated endlessly).. Say you wanted a large grassy area: Create one grass tile Rotate it and modify the edges so it tiles with the first tile Repeat so you have 4 versions if possible but at least 2 rotations Modify or create 3 or 4 more somewhat different detail but same type/colour of grass tiles in the same way that will tile with the first. So you finish up with at least 6 variations and at best maybe 16. Name the textures say grass1, grass2, etc. Create the terrain of dozens of patches with the generator and all textured with grass1 in a map file on its own. Create a simple program that will read through the map and randomly replace grass1 with any from the set. So there should be no repeat tiles of the same grass but much more randomness. Or has this idea already been thought of?
  25. Played the pre beta demo. I was amazed at the work you guys have done thus far. I actualy went out and baught Doom3 just to play this mod. I can't wait to get my hands on the finished product. The points I liked most: 1. Textures and overall mood. 2. Control and movement. 3. Scaling. 4. Ambient sounds and music. Keep up the good work guys. 10 out of 10 for a pre beta. -SR
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