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  1. Sometimes it takes ages trying to work out which textures match. Also it's impossible to judge which textures match until your in game which means dmapping every time. Some textures look rubbish in DR but great in TDM and vice versa.

    1. Show previous comments  7 more
    2. Sir Taffsalot

      Sir Taffsalot

      That is true but it's a lot more fun if can come up with your own ideas.

    3. Obsttorte

      Obsttorte

      Not the way todays society typically works ;)

    4. Sir Taffsalot

      Sir Taffsalot

      I think new ideas are been created all the time it's just a bit more difficult to find. There will always be people who want to go against the grain and walk there other people have not walked before. The movie scene seems to be flooded with remakes, prequels or sequels but there is some very unique stuff out there. It's just.. in the shadows I suppose but it's there.

  2. Anyone familiar with trigger_hurt who might explain how to use it? The benefits of using it instead of simply applying a damage stim to an existing entity? The cons? Is it obsolete? Any particularly useful spawnargs associated with it? Do different damage defs do different things (aside from the obvious numerical magnitude)? Are they explained anywhere? The current wiki page on it is no help whatsoever. ;-) Appreciate any insights please!
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  3. Is anyone else getting these advert pop-ups in the 'What are you working on' thread?

    1. Bikerdude

      Bikerdude

      you need to unsubscribe from said thread dude.

  4. Man, I work the afternoon shift because it's quiet and I can darkmod and quake. Not work wtf is this? :(

    1. Mortem Desino

      Mortem Desino

      I work the night shift so I can shout at shadows "Come on out! I know you're around here somewhere, thief!"

    2. vvGarrettvv

      vvGarrettvv

      I work the night shift so I can sneak around, steal something and hose you :-)

       

  5. When I try to execute "The Dark Mod" it just gives me an error message that says "The Dark Mod has found a problem and needs to be closed" or something like that. I tried downloading it from the website and from a torrent but neither of them worked. I also disabled the Catalyst AI but it didn't work either. These are my specs: OS - Windows XP Professional CPU - Intel Pentium 4 3.2GHZ GPU - ATI Radeon X1950 Pro RAM - 3 GB And yes, my Graphics Card Driver is up to date. Any help would be apreciated!
  6. Hello guys, Hope the following output can be useful. It's happening on training mission (I just started to play TDM), I was having a few fights practicing swords. To a point, 2 dudes appear. I was killed, then the game crashed. combatround = 4 idAudioHardwareALSA::Write: 67 frames overflowed and dropped idAudioHardwareALSA::Write: 34 frames overflowed and dropped idAudioHardwareALSA::Write: 142 frames overflowed and dropped idAudioHardwareALSA::Write: 784 frames overflowed and dropped idAudioHardwareALSA::Write: 736 frames overflowed and dropped guard 1 defeated idAudioHardwareALSA::Write: 754 frames overflowed and dropped signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:/home/fab/jeux/tdm/tdm_base01.pk4/script/tdm_ai_base.script(2747): Thread 'ai_darkmod_base::response_visualStim': Door atdm_mover_door_23 is not within a valid AAS area WARNING:/home/fab/jeux/tdm/tdm_base01.pk4/script/tdm_ai_base.script(2747): Thread 'ai_darkmod_base::response_visualStim': Door door_96x48x2hinge_1 is not within a valid AAS area ModelGenerator memory: 6 LOD entries with 3 users using 1518 bytes, memory saved: 720 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 zsh: segmentation fault ./thedarkmod.x86 Finding this in dmesg: [209521.694082] thedarkmod.x86[30801]: segfault at f7249740 ip 0000000008373110 sp 00000000ffcb9580 error 4 in thedarkmod.x86[8048000+4c3000] I run debian testing, intel drivers, with mesa-dri from experimental and S3TC enabled through driconf since it helps for not having an unplayable game with the all dark menu.
    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  7. Maybe it's a good idea to collect all console commands etc in one topic? like this one: and others like add/remove indicators and important command lines..
  8. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  9. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  10. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
  11. Hey guys, as suggested by Demagogue, I'm creating this thread to answer things I come across while creating my FM. I'm sure you guys/gals are familiar. So this is brought over from my other thread where it was misplaced: ______________________________________________________ Hey, I noticed in the Radiant editor when I select "P" for preferences > Camera > uncheck "Enable far-clip plane", everything in the Camera view window turns to the "Shader not found" texture. I fixed it by exiting and reloading the editor, however after changing this setting, when the DarkRadiant editor launches its asks me again to configure the Engine path. I've subsequently noticed that if I change the Camera Settings > Movement Speed (game units) slider from the default to anything, e.g. moving it 1 notch either direction, it does the same thing to the camera view. I'm assuming this is because I have Doom3 and TDM installed in the Steam directory and its looking in the default location C:/Games/Doom3 and can't find it. After editing the path back to the Steam directory and then reloading the map I was working on, now the setting is correctly enabled/disabled however the picture I hung on the wall shows the "NoDraw" texture for the picture inside the correctly textured frame. The Necklace on the table is just a green blob which I'm assuming is the "collision" texture because it has been added to my Texture Browser. And the stone and wooden floor textures have been scaled way back and are now tiny repeating textures. Pulling up the Surface Inspector and re-selecting the brushes and clicking the Modify Texture > Natural button fixes them. Default Scale is set to .3, I believe it was .5. It appears its a good idea to set the preferences prior to starting brush creation? If a preferences change is made later will this create many issues on the map? It appears I was looking for "cubic clip the camera view" and instead changed the camera option in the prefs instead. Repeating this causes again all textures in the camera viewport to render as "shader not found", checking the game engine path again in Preferences > Game > , it has been blanked. Relocating game engine path using the "..." button restores all textures except the picture in the frame (no draw texture) and the necklace on the table (collision texture). Is this a known bug? The map complies fine with no red error messages and the textures are there once the map loads. Also the necklace looks fine and is frobbable and not jittering around like its colliding with the table. ______________________________________ Not sure if that is just Nvidia's latest WHQL driver issue not updating the 3d viewport or something that pertains to a Steam installation or what. First of all, thank you Fidcal for an excellent and methodical tutorial! Also, Im guessing either I'm misreading directions or some of the info on the A-Z tutorial is outdated because of 1.08 game engine update changes? I've run in to a couple issues so far and these questions will pertain to the A-Z tutorial. 1) Fog - bottom of page 3 Created as indicated in the testMap yard. Create a light in the normal way in the centre of the yard and drag out its box to fill the yard north to south and from the east wall the wall with the door. It should have the height from floor right up to the sky. J for light properties Give it a brightness VALUE 25 On the right is the list showing fogs and lights so choose fogs and select delta1_fog. You can try others but there is not a lot of difference and some do not seem to work. J to close light properties. In Entity Inspector give it the property shaderParm3 and a value of 600. This is the distance in units beyond which the fog is completely opaque. Our yard is about 640 units long so if you look from one end then the farthest wall is whited out. Take a few steps and it starts to appear. When this renders it looks like you're walking through a solidish block of translucent white/grey z-fighting mess. Tons of flickering and no puffy areas or clearish areas, etc. Very homogeneous throughout the air. Does an alpha mask need applied to this? Have the settings for this changed or is this graphic driver related? 2) Performance: Hiding Distant Rain If you change the rain and splash patches to func_static entities you can add some properties that hide distant rain so improving performance. I used it in the extended released version of Thief's Den but it is not critical in this small yard so I will only mention it here briefly... hide_distance n = distance in n units beyond which a rain patch is 'switched off'. dist_check_period n = how often in milliseconds the distance is checked. Too-frequent testing reduces performance; too-infrequent will cause a visible delay. For rain I used 0.25. dist_check_xy n = if 1 then only horizontal distance is tested not vertical. Set to 1 for rain/snow. Hung up here on changing the Rain and Splash patches to func_static entities. I Alt-Shift select them one at a time and the Entity properties are "classname: worldspawn". If I select that I get the "Choose entity class..." at the bottom where I can select Func_Static and hit the Add button to close that dialogue. Nothing is apparently added though. The classname remains "worldspawn". Also tried altering to func_static after adding the 3 parms above however no change is apparent. I also tried typing it in directly in the lower entry boxes with no change. Also, I noticed at the bottom of the "choose entity class..." dialogue when you initially open it and "worldspawn" is selected, it reads, "Every map should have exactly 1 worldspawn". So now after I've added the three parameters, they're obviously being applied to all brushes classed as worldspawn. If I alt-shift select any brush in the world now, they all have these three parms, hide_distance, dist_check_period, dist_check_xy, so clearly I'm doing something wrong in that I can't get the Func_static class to apply to the rain and rain_splash patches. EDIT: Looking at a door that I have added the "mover" entity property to and changed the classname to "atdm:mover_door", I see "func_static7" is added to this Entity, so in the same way do I need to add the parm "name" and then assign it the "func_static" value? Does the "classname" remain "worldspawn" or does this need altered? Note: The rain and rain_splash patches are correctly rendering in-game and compiling without errors to my knowledge. Note2: When I launch TDM and pull up the console I get 147 warnings about file missing, various sounds (Thunder), materials, etc. Note3: When I dmap my test map, the only warnings I receive are are (3) Warning: Node without a volume under the "TreePortals" section of three different areas.
  12. in DoomRadiant if you stretched a patch mesh (pmesh) but you elected a "normal" projection in the texture settings of the pmesh you would end up with the texture un-stretched, a completely planar projection of the uv's of the stretched pmesh over the texture plane, with DarkRadian though, if you stretch the pmesh you always get a stretched uv's that result in a stretched texture. is there a way to get the planar projection while stretching the pmesh?
  13. Guys i recently played thieve's den, and when i was behind this guard: i turned on the light is that whole dark mod ai problem (they don't care about light from player) or its thives den specific?
  14. Has anyone tried increasing the size of the world from +-65536 ? It doesn't seem to be working: http://bugs.thedarkmod.com/view.php?id=3536
  15. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  16. In TDM, the mapper can make their custom entities. This thread is for discussion, generation and sharing of custom mine entities. There are a bunch of ready made effects, the mapper can play with. Imagine making a custom noisemaker mines for AI distraction. Or hitman-style deadly "RU-AP" mines that can be detonated with a time delay or alternatively using a remote control. Or a crazy ass holy water mines for silent undead takedowns. Or anti-thief alarm mines that do nothing else but cause a loud noise if the player steps on them. Since TDM lacks a gas mine, I decided to make one. It seems to work just fine. It uses the gas arrow effects, but I had to make a separate gas result for the mine. The radius is larger for the mine, so that the gas reaches the AIs noses immediately upon mine triggering. Enjoy! Let me know if you see something to improve! It could use a slightly larger custom gas particle effect. Entitydef, version 1. A testmap:
  17. Pretty screens collected as I go. I like to keep the gamma and brightness low so when you're hiding in the shadows it feels legit. Good for immersion. Careful because some of them may spoil maps that you haven't played yet!!
  18. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

  19. I got that multistate elevator to work! Woo-hoo! :D

    1. Show previous comments  2 more
    2. SeriousToni
    3. Obsttorte

      Obsttorte

      You know there is a prefab for it? But I'm excited, too. ;D

    4. Bikerdude

      Bikerdude

      Yeah, but nothing like learning it for yourself ;-)

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