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  1. Well, we don't really feed thief-thecircle.com any specific info. Add to that the fact that all of their dedicated staff are essentially away or inactive right now, which means that any updates are done by the ttlg.com admins, GBM or Dave or Digi. And they have a whole forum and site to manage, so it's not surprising that not much happens there. Also, you could say that we're not exactly flavour of the month in GBM's book. Although I feel he's probably warming somewhat now he realises we're around for the long term, he was initially annoyed at what I would describe our buoyant and assured attitude, and he might call egotism on the TTLG forums. There is actually a mini hosted-site about dark mod on thief-thecircle.com, but it's rather old now. I imagine we'll get a forum when it's released.
  2. Click on the button to the left of thread titles in the forum display page.
  3. Thread resurrection: @OrbWeaver: is it too pretentious if we just switch the DarkRadiant version to 1.0.0 along with the first TDM 1.00 release? Or should we rather wait until we have (almost) complete support for the D3 engine (like particles and animations) in-place? The latter might not happen until it goes open source sometime in 2010 (maybe).
  4. What, the public forum? Wouldn't it be better that we're tied up in the development forums than chit-chatting here?
  5. Can admin move across the relevant threads from the general testing thread?
  6. http://forums.thedarkmod.com/index.php?showtopic=2052
  7. Solved the screen res. I checked all the download files again and I missed the zip update with the config. Now the menu screen res works and I can select widescreen 800 x 600 which I couldn't before. Still got the black textures but I'll post on the package thread for that.
  8. Ah right, but we do have the utility that imports skeletal animatons from md5anim files to Maya, then we can re-export? Edit: Do we have information or a thread somewhere detailing the desired sitting animations? If not could you start one when you have a chance to outline what is needed and how to deal with desk heights and positions, etc?
  9. We already have a pretty comprehensive list, broken into reasonable stages. Any animations we come up with that aren't there can be added to the list. http://forums.thedarkmod.com/index.php?showtopic=1650
  10. the headline basically says it: since about 3 days ago I can't access the cgtalk site+forums anymore. firefox tries to connect to the site for a few seconds than I get the "operation timed out" message, same thing with IE. I first thought they may have server-problems, but I asked some other guys and they don't seem to have any problems with the website. After that I tried it on another other PC and on a laptop here, which connect over the same router - they can't open cgtalk as well. Anyone an idea what's wrong?? They have actually no reason for banning me, since I probably have 10 posts per year and never had any argument over there - most of the time I'm just reading through the threads, which is quite interesting and I learned a lot over there.
  11. lol wow! here i was thinking i was gonna be necroing a dead thread to comment on this ... i found a pretty good solution for most of my random crashes and what not ( other games as well as TDM ) don't install the catalyst control center .... my HD2600 works fine with just the drivers installed. i tried experimenting with this as i couldn't get a couple of oldies but goodies ( when patched ) to run longer than 5-10 min before crashing. what i believe is that its a conflict with the CCC settings and the in game setting for stuff like AA and texture filtering. ccc works wonders for things like mmos and low budget games without in game options for those settings, but with higher level stuff that has the options it seems to start a bitch fight between what the CCC wants and what the game is set to. most games seem to be built off of Nvidia cards and then checked for compatibility with the ATI stuff but i can really see QA not worrying about hunting for conflicts between the hard coded FX settings and ATI's external "tweak" program. i was gonna throw out that I could be a "special" case as my card is a non-standard AGP model, but you guys got other models so its probably not that.
  12. Late in the blackness of night, my mind, wandering from the task at hand, turned to my love of old, and a pang of rememberance gripped my soul. How I did long for sight of my beloved. As I sat musing thus, an inspiration fell upon me! I would seek news of her to fuel my reminiscent thoughts. When lurking in forums of old turned my nocturnal wanderings to my favourite engine for search, my heart gave a leap at what I did find. Hark! How the all-seeing eye of google doth provide! For there, before my sleep weary eyes, a most wonderous piece of news my gaze did light upon. The Dark Mod, of whose prophesied fame I had read long ago, had grown in beauty and grandeur. And now, before me on this fateful night, I beheld my beloved, as though she were born anew! Dressed all in the fineries of DooM III, she was verily transformed beyond all mine imagining. With tears, wetting my cheeks, as I did gaze upon her, I cried aloud, "Oh! My beloved! How thou hast changed! No longer art thou the low polygon creation of Looking Glass yore. Thou hast ceased from thy whoredoms and slavery to the evil Man Eidos and his treacherous mercerneries of Storming Ions. They who defilest thy bed with Deadly Shadows. Thou art transformed! And lo, behold thy texturing, thy lighting, thy models, and thy normal mapping. Harken to thy ambient music, thy sweet ambience, oh my love! Yes, thou art become a thing of such beauty. Joy in thine re-birth!" I remember thee as thou wert, before that vile toad took thee. I remember the nights long past, we in the intimacy of my solitude. I played thee as only I knew thou desired, revelling in thy foreboding depths, drinking in thy beauty. Oh my love! I remember thy secrets. How I long for thy mysterious touch! Come, my love! Play with me. All is not lost. Nay, all has been regained! Ok, I read briefly about the Dark Mod about a year ago, but as I haven't done much game-playing in the past year, I lost sight it altogether. Tonight, though, I had a sudden inspiration, and after viewing thedarkmod.com, I was blown away. This little bit of pretentious bullshit is the resulting heart-felt awe at what's being done--I couldn't stop it! And yeah, I DO realize that it sounds a bit like masturbation, but hey! It's a single player game, no? Looking good, Dark Mod team! Oh and if you're ever interested, I might be able to provide you with some in-game texts
  13. Hello all, I'm new to the forums, but this looks soooo good. When I was playing Thief: Deadly Shadows, I thought to myself... Wow if only they had used a tweaked Doom 3 engine...Lo and behold! I think once this dark mod is up and running, we can make Fms way better than the official Thief 3 and previous games. But about copyright issues... Can we not mention Garrett or Mechanists or anything? Because I was thinking about actually creating a new DS once this mod is released! (using the same storyline, videos, but changing the levels to make them much longer and way more in depth.) Anyways, keep up the great work
  14. Nova

    Bookmarks?

    Just wondered what sites you frequent/visit. Heres mine. Polycount -Mainly for modding/modeling purposes Doom 3 World -same as above CG Talk -probably some of the best art i've seen on the web LevelDesign.nl -doom3/quake4 modding CDG Forums -Mainly for HL2/CSS modding XSI Base -XSI user base 3D BUZZ -Awsome CG VTM's BBC -Mainly for News
  15. I know I'm late on the train, but I played through St. Lucia yesterday (only played Thief's Den long ago on a crappy computer) and I must say that I have been almost speechlessly impressed throughout. TDM nails the Thief feeling just right, and that's the point. Going through this thread, I can see that most of my issues seem to have been resolved since last year so I won't comment on them. However, there are two particular points that I haven't seen mentioned : The default doom 3 red mask for death (more like 'masque of the red death' right) or injury is sloppy, enormous, ugly and hurts me inside every time I get hurt :'(. Did you change it since ? I very rarely use combat at all when playing Thief, but still I tried here and was really disappointed. I voiced my opinion on the recent combat gameplay videos on TTLG with a bit of vitriol, and obviously Saint Lucia had the same problems : Animations lack inertia and there's hardly any sense of contact between a weapon and a body. I don't really know how to solve this latter point, maybe the player hitbox are a bit too big, and there should be more 'hurt' animations for the AI. A word to jdude finally : very good job on this small enjoyable mission, really beautiful and fun. Enjoyed it a lot.
  16. This thread is simply a place where you can ask simple questions without fear of being accused of not using the search function, or not taking the time to read through a couple of pages of threads. Lots of newbie questions tend to clutter up the main forum with unnecessary threads, so everyone would appreciate having those questions being safely tucked away in here. Ask away
  17. Dram

    Credits Update

    Tad late to the thread, but yeah you can add my name as well please - Martin "Dram" Melicharek Wish I had completed Blackheart so it could be released, but alas it will have to wait till a later release. I was hoping to see some footage in the credits but that's my fault I didn't get more maps done. Gah..
  18. I haven't seen this thread until now - it's not fixed yet, but it'll be an easy fix.
  19. Merry Christmas to the DM team and everyone who visits these forums !
  20. Right now the elite city watch/professional guard/builder guard can walk, run, draw sword, attack. I've also seen one look up at the ceiling. I think these are mostly placeholder animations, though I could be wrong. I suggest starting with the Stage 1 and 2 animations in the master list: http://forums.thedarkmod.com/index.php?showtopic=1650
  21. Thanks, this is just about perfect now. I'll deal with the floating problem in another thread.
  22. oDDity

    Facegen

    I've been exporting blendshape facial expression and lip sync vertex animation from maya to to doom using a script that parsonsbear from the doom3world forums wrote. He's willing to configure and change it to best suit our needs. I'm basically beta testing it for him. This means there's no problems from the animations side of lip sync and facial expression, its up to you coding boffins to work out your end of the deal.
  23. Like an idiot I went to delete one of my posts and accidently deleted the whole thread. Here it is in quotes:
  24. I was playing an FM the other day, and it got me thinking about thief and its universe. I just love how insted of having somthing that can only happen 1 way, like pushing a button, they make many ways of hitting buttons, insted of the 1 standard walk up and smack it method. What are the plans for this(if any) in TDM? Well we be able to shoot them with broadheads/moss etc(assuming they will exist in some form)? Might you even take it farther by making ANY physical object capable of hitting buttons/moving leavers? Maybe even bodies of guards? I just wonder because I grow tired of the closed in linear universe of so many games, where theres a leaver/button that isnt easy to get to, but it isnt really a leaver/button, its an object that can only be interacted with in 1 way, via activation through proximity or touch. Thats one thing Ive always been interested with in gaming/computing. The idea of building a world that operates on basic principles, where there isnt really 1 way of doing anything. Where you dont have to wonder whether or not you can do somthing, apply the basic principles to it and anything that would work will. Buttons/leavers are a simple example but they serve the purpose well. Another, slightly off topic question I had regards AI attention. I love in thief being able to use noisemaker arrows, but they have drawbacks(if you want it to be realistic). A guard would probably find this noisy ass arrow, and then realize without a doubt that there was a thief around. Are there any plans to make noise in general attract attention, not just noises from specific sources? I always thought it would be awsome if you could just throw somthing and it would cause a guard to go look, not in the "search" mode, but just in a curious non-threat mode, and after seeing the object, be on maybe a slightly higher state of suspicion, but not actually worried. It just goes back to my thoughts about how I would like games to work, where you build a system basic enough that it can expand the possible playing styles/gameplay beyond what one could do by just coding every senerio one can think of. I hope not too much of this has been discussed elsewhere, Ive been reading around on these forums a while unable to post because my registration was being silly.
  25. http://forums.thedarkmod.com/index.php?showtopic=2955 thats where you'll find the newest version. you have to wait till an admin transforms you into a beta mapper though (damn it admins, stop being lazy! ) Welcome aboard
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