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Showing content with the highest reputation on 10/20/19 in all areas

  1. I made this a couple of months ago, I was curious how a thief scene would look in TDM. And here’s the result: I might strip away the copyrighted narration and ambient music and release it in a mission of mine as an Easter egg somewhere. But for now it just exists as a YouTube video
    2 points
  2. And tribalism; don't forget that. The "our side is virtuous and the other side can't be trusted" narrative does a lot of heavy lifting there too.
    2 points
  3. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
    1 point
  4. Hello all' taffers, I have printed the_hammer_medium2.lwo with my 3d printer: Material is transparent and unfinished, and I'm still unsure whether to paint it grey or gold. But it will get a special place on my computer place every time I play a dark mod mission or building on my own level. Greetings from Hamburg, ol' Dyger
    1 point
  5. I just want to point at the following thing: Yesterday, Internet Archive published 2500 dosgames on its server. (including full or shareware games like commander keen, quake 1, doom 1&2, etc) Those games can be played in your webbrowser! (search for a game, select the one with a floppy icon and hit the playbutton) See: https://archive.org/details/softwarelibrary_msdos_games They host also a nice collection of files for thief 1 and 2. For more info see: https://archive.org/search.php?query=thief dark project And TDM: https://archive.org/details/LP_Dark_Mod
    1 point
  6. Very good FM overall. Simple and elegant mapping, with a bit of intrigue and some nice stuff to find. It's not always often you see a change of scenery in TDM, the pier theme was a nice idea.
    1 point
  7. Ok, one last post with pipes. Reworked the whole thing a bit and added some more variants. But first things first: 1. Initial concept (material/blockout) 2. Exploded view with the pipe kit. All variations were made with this set, I cut the straight pipe to proper length where needed. 3. Base version. 4. V2 5. V3 Okay, no more pipes for at least two months now
    1 point
  8. I understand your point. And I agree that when making a tribute it’s a better idea to interpret it in your own way. However for this experiment I literally wanted to recreate Garrett’s home exactly as it was in T:DS just in TDM. Thats why I didn’t interpret the work because my goal was different than what you’re suggesting.
    1 point
  9. That is so rad! I always wanted to see Garrett's home done up in TDM, or any bits of the thief missions for that matter. I'm definitely thinking you should sneak it into your missions somewhere ?.
    1 point
  10. Finished a floor grate with some pipes and pistons. The latter will be moveable. It could use some "tech lights" too, will make those some other time. Edit: oh shoot, I accidentally deleted those, see this post below: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/&do=findComment&comment=440421
    1 point
  11. Biker asked if I would post this screenshot of his WIP on Shadowhide's city map ...
    1 point
  12. Actually, i'd retreat from my former point a bit, and say that the kind of thinking (flat earth and stuff) is actually something which isn't totally extincted yet. When you look back in time, people believed all kinds of things, which weren't explicable. The fact that we should know better these days surely has a point, but, i don't expect stupid ideas and thinking to have completely died out. Yet.
    1 point
  13. But of course, only a REAL idiot can't understand this is all about trolling the wannabe-debunkers. AntiVax (or other health-related "concerned citizens") are fear-induced brainwashed people but I suspect someone is pulling the strings in those communities too....
    1 point
  14. I would rather say it's a complete mistrust in knowledge which humanity gathered for hundreds of years. Or a total lack of education. You have that literally everywhere these days. Especially in politics. Or, also, in parenting. People think that common knowledge, which is passed over by former generations is obsolete, and make their own rules, which are half baked, and not properly thought through. Imagine we would be indigenous people, living in the wild. We wouldn't survive a day without knowledge which has been passed by our ancestory.
    1 point
  15. The common element behind all of these insane conspiracy theories is an extreme mistrust of authority, especially the government. They believe the Earth is flat because the government are lying about satellites and space exploration. They believe vaccinations are a secret government plot to spread autism. They believe aircraft are spreading chemtrails as part of a government plot to control the population with drugs. They believe school shootings are faked in order to give the government an excuse to confiscate guns. Etc. That's not to say that I particularly trust or respect authority figures or governments, but mainly because they are useless grandstanding idiots, not Machiavellian schemers who can successfully dupe entire populations.
    1 point
  16. One of the guys at TTLG runs a Flat Earther website. For him the whole thing is a massive troll, which is what I kind of always suspected is true for most of them. But if you're going to do it, you have to go all the way with it. The more outlandish the theory the better. There might be a few of them that are serious, but I bet most of them are trolls. I wish I could say the same about anti-vaxers, but they're all dead serious.
    1 point
  17. Nice try, but Japan is way too far away from the great wall of ice. Also, the portal there only leads further north. There is nothing of interest there - only wildlings and the undead.
    1 point
  18. there's secret portals in certain area's of the ice wall that allow you to warp to the other side of the world, japan used one of those warps to get to pearl harbour in two days. polynesians have been using those portals for years to travel all around the pacific.
    1 point
  19. Kurshock, you ought to just make one mega-thread, call it Kurshock's Thoughts or something like that, and then you can pile all of your thoughts into it as they come to you. I think you'll get a better response. The thing is there's not much discussion you can have with this -- just a comment or two admitting, yeah, that would be something -- which is a bit much for a whole thread but okay for a post or a few in a mega-thread. That said, that is an intriguing set up. Just in terms of map design, it'd be interesting to have the snowy landscape, more supernatural & monster elements than usual, and the way I'd envision it, you could map the "end of the world" as basically starry sky box all the way down & under the edge of a cliff, with maybe a few hovering meteriods. That could be a cool sight.
    1 point
  20. I scripted a map (as part of the campaign I wrote) that included a necromancer's mansion. But interestingly I didn't think to include necromanced guard animals... He was a noble and trying to keep his practice secret, so he kept it all in a dungeon part. But now that you mention it, it's an obvious thing that he'd have necromanced monsters down there and would be good for gameplay.The catch of course is that we don't have the models for them. But at the very least he should have zombies down there. My first idea if I spread out from there would be zombie dogs and maybe one zombified werebeast as a boss-type of monster. Beyond that you're getting beyond what's added value for gameplay. With all of your ideas, you ought to write some TDM fan fic and make some stories with them... It's a lot easier to imagine scenarios and write them out than model and animate them!
    1 point
  21. This is a list of all Animations (human, 3rd person) needed for TDM. It provides both a list of what we would ideally like to have for TDM 1.0, as well as a guideline to future animations after release. Currently I'm only tracking the animations used with our default skeleton, as all our humanoid AI should eventually use that skeleton, and therefore the same list of animations (some characters, like zombies, would be an exception). The first number indicates how many animations already exist and have been exported to the proguard and similar models. The second number indicates how many versions of the animation we would like to have for the 1.0 release. Obviously it's better to have at least one version for each animation before working on alternative versions. ***NOTE: This list should now be up to date for our new skeleton as of May 01, 2009*** ** entries with stars beside them are not essential for 1.0, and should wait until after release. Entries that are essentially completed are crossed off. Animations Master List Movement Walk, generic (1/2) (a serious patrol walk and casual civilian stroll) **Walk, female (0/1) Walk, torch (0/1) (holding object in left hand with closed fist) **Walk, drunk (0/1) Walk, blind (0/1) (for AI blinded by flashbombs, or possibly in pitch darkness) Walk, alert (0/1) (patrolling with weapon in right hand, ready for trouble; like T2 walks) Walk, alert, torch (0/1) (weapon in one hand, torch in the other)? Walk, suspicious (1/1) (walking slowly towards stimulus, alert 2) **Walk, carry (0/1) (holding a tray or other two-handed thing out in front) **Walk, wading (0/1) (AI wading through water or deep snow) Walk, frightened (0/1) http://forums.thedarkmod.com/index.php?s=&am...st&p=108009 Run, generic (1/1) **Run, female (0/1) Run, torch (0/1) Run, defensive charge (0/1) (AI raises left arm to shield face, weapon drawn) Run, panic (0/2) (fleeing, no items carried) Search, active (1/2) (AI walks around cautiously looking for the player, weapon drawn) Search, active, torch (0/1) (same as above but AI holds up light to illuminate their way) **Land from fall (0/1) (AI lands after falling, use knees to cushion fall) ================================ Idling Idle, generic (0/3) (just standing there doing nothing) Idle, drunk (0/1) (swaying back and forth; poor balance) Idle, torch (0/1) (holding torch in left hand) Idle, sit (1/1) (sitting down on chair; hands in lap?) Idle, sleep (0/1) (lying down, breathing) Idle, waiting (0/1) (hands behind back) **Idle, crossbow (0/1) (Holding crossbow in both hands, casually) Idle, turn 90 degrees (0/2) (left and right) Idle, turn 180 degrees (0/2) (left and right) Idle, cough (0/1) Idle, minor movement (0/5) (shifting weight, turning slightly, tapping foot etc) Idle, stretching (0/3) (stretching arms forward, arching back, yawning, etc) Idle, scratch (0/3) (scratching chin, hands, butt, etc) Idle, drink/eat (0/2) (reach out at table level and bring hand to mouth) Idle, spit (0/1) (turn head and spit on the floor) ================================ Combat Pain, generic (0/3) (AI flinches in pain--must be very quick animation) **Pain, leftarm (0/1) **Pain, rightarm (0/1) **Pain, head (0/1) **Pain, gassed (0/1) (AI clutches throat) Pain, failed KO (0/3) (AI just took blow to head; perhaps stumbles; but shakes it off) Draw, weapon side (1/1) (draw weapon from left hip, like sword) Draw, weapon back (0/1) (draws weapon from over right shoulder, like hammer) Sheath, weapon side (1/1) Sheath, weapon back (0/1) Combat idle (1/3) (AI stands ready to attack; eventually different animations for different weapons) Attack, bow (0/1) (includes drawing an arrow over right shoulder, then aiming and firing--code will pause during aiming) **Attack, crossbow (0/1) (raise crossbow, aim and fire (no drawing quarrels)) Attack, right slash (1/3) (eventually different animations for different weapons) Attack, left slash (1/3) (eventually different animations for different weapons) Attack, overhead slash (0/3) (eventually different animations for different weapons) Attack, quick thrust (0/2) (eventually different animations for different weapons) **Attack, spell (0/2) (mage/priest does some magical gesture then throws a spell effect) Attack, throw (0/1) (throws a bottle/shoe/dagger) Parry, high (0/1) Parry, left (0/1) Parry, right (1/1) Parry, thrust (0/1) **Death, drowning (0/1) (AI struggles to swim for a moment but sinks) Cower (0/2) (panic state, hiding or cringing) **Surprise (0/2) (jumps back, startled) ================================ Conversation Conversation, generic (0/4) (generic mild hand gestures people make while talking) **Conversation, angry (0/2) (shaking fist, gesturing wildly) **Conversation, shrugging (0/1) (an "I don't know" shrug) **Conversation, shout (0/1) (one or two hands up to mouth to call/shout loudly) **Conversation, salute (0/1) (roman military salute; fist to chest and then hand out straight: http://www.romanempire.net/romepage/images...001/salute.jpg) **Conversation, affirmative (0/1) (nod head) **Conversation, negative (0/1) (shake head) **Conversation, blessing (0/1) (raises two fingers and makes sign of the hammer in the air; like the sign of the cross but only two strokes) ================================ Actions Sit down (1/1) Stand up from sitting (1/1) Lie down on bed (0/2) (left and right) Get up from bed(0/2) (left and right) Search, give up (0/2) (suspicious look around yields nothing; hands on hips, looking aroung perplexed: http://forums.thedarkmod.com/index.php?s=&am...t&p=108009)) Search, kneel (0/1) (kneel down on one knee to check out blood/body, etc --assume weapon in right hand) **Search, look under (0/1) (bend over to check under bed, table, etc) Interact, grab (0/2) (generic reach out for something--high, med) **Interact, turn page (0/1) (reach out and move hand horizontal as if turning page) **Interact, grab low (0/1) (bend over and pick something up) **Interact, pound (0/1) (pounding on a door to get someone's attention) Interact, warm hands (0/1) (hold out hands towards heat source to warm them; perhaps rub them together)
    1 point
  22. That's some pretty impressive thread necromancy. I don't expect to be making any more animations myself. Arcturus is the only other active animator who comes to mind.
    1 point
  23. I would love in my map the following ai animation. A gondalier, ie using the oar on a gondola
    1 point
  24. For my comming modern-time themed FM "The Dark Mission", i would like to add modern weapons. The weapon that I have in mind is the Fort 12 from RWM Pack c (a replacement for d3 pistol) (And when it is working, i'm going to change the object, so it doesnt use proprietary sound, textures, etc.) At this moment i only can spawn the weapon and cannot pick it up or use it . The console show some things that the weapon needs, but cannot find it in the d3 pak files. I hope you can help me. I installed the weapon by copying RWM_Pack_æ.pk4 (from rwmpackc) and pak001,2,3,4 and 8 (from d3) to the folder of my fm. my log spawning and giving the fort 12 (replacement for pistol) Weapon in action: .
    1 point
  25. Just made a crossbow today. Shoots 15m with an elastic band. i need to get a bow string. http://img458.imageshack.us/img458/8739/photo0011nn.jpg http://img460.imageshack.us/img460/7063/photo0024ec.jpg Took about 8 hours. Made it just for fun.
    1 point
  26. What would you guys think of having a choice of crossbow as well as the classic shortbow. It's very easy to inculde a crossbow choice as well. It's a purely asthetic choice of course, you won't get any advantage or disadvantage in gameplay from choosing either. I'd personally prefer the crossbow, I think it's much more of a utility weapon than the short bow ,and less awkward to carry around and squeeze through windows with as well.
    1 point
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