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joao024

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joao024 last won the day on August 30 2012

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  1. I want to group brushes together, and move them. I cannot figure how to do this. CSG merge does not do this, saving as a prefab, and importing does not either. I have some static architecture (e.g. a joyce, and it is 3 parts. a top part, and two side supports). As a side note, I also have more complicated prefabs I want to save and move as 1. But let's start with the easy one first !
  2. You can't have too much interest in this project. Whatever maximizes that interest (while saving face and keeping true to your principles--of course) you should do exactly that. It took me years (all of which I am remiss and ashamed of) to think of looking for this type of game.
  3. I would definitely 2nd a desire for more steampunk security machines inspired from T2. They were really frightening, unfeeling, and gloriously dangerous machines (remember the grenade launcher heads, security camera faces, walking cast iron stove machines etc.). I'm much more of a steampunk machines guy than a zombie guy. Wheek: My initial inspiration is a TDM map called close-mouthed-shadows, I forget who did it, but it's literally 2 rooms and a hallway. What it loses in size, it gains in attention to detail and overall polish. The simplicity of it is really refreshing.
  4. Great feedback. I'll have a look at Sotha's map and the beginner start pak map when I get home. Thanks.
  5. 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.
  6. What a response! this is great. I'm going to keep my map small at first. I have a really great story line for it, so it might balloon into 2 maps. But keeping things small is such a good point. It's largely what sank my previous thief II map, which is really good but its just so hard to swiffer every corner of a mansion.
  7. Hi Grayman, What I ran into is this: When you download the thedarkmod.zip, it's easiest if you just put it on the desktop, expand, and run the updater, get the whole thing downloaded, and then move it into $HOME/Library/Application Support/Doom 3/. There is a problem in the updater script that doesn't like directories with spaces. Next, I copied Doom3.app into $HOME/Library/Application Support/Doom 3/ Next, just run the launcher (I make an alias to it and throw it on the desktop for ease). HTH. Edit: If there is a better way than copying the whole game into $HOME/Library/Application Support/Doom 3/ Please advise. It's wonky but it works.
  8. Congratulations on the awesome mod. I randomly started playing Thief II on Expert mode the other day, got stuck someplace, went looking for walkthroughs LOL and somehow randomly discovered this mod. I bought Doom 3 just to play this. It's really awesome and I'm thrilled with the quality and design of the toolset, and the great wiki documentation and examples. I've started my own map, look for that in the future..maybe for the newbie contest ? If it isn't already over. Anyways cheers!
  9. Me ! Works well. Getting it working is certainly an odd experience. And certainly different than what the instructions tell you.
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