Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/history of art/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Looks like this idea is not new...Ascottk suggested it a while ago, back when I really had no idea what he was talking about. http://forums.thedarkmod.com/index.php?showtopic=5269 There was never any followup on the idea, as far as I can see.
  2. For future reference, here's Oddity's animated gif of the original bow animation: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050
  3. Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
  4. This guy's offering to write music for T2 FMs. Not even heard it yet so no idea if he's any good but just thought I'd post the link... http://www.ttlg.com/forums/showthread.php?...251#post1743251
  5. There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
  6. Yep, though I assumed he was the same height always: http://forums.thedarkmod.com/index.php?s=&am...st&p=153690 Don't know when exactly this may have happened but it's been this way a while now.
  7. are you MageofFolenn on Black Cat Forums? B/c if you aren't, you must be soul-mates, or long lost twins or something.
  8. I am perma banned on Black Cat Games forums for raging and also I was framed by some ppl so better not to tell anyone anything. Lest ye wish to unleash Ragnarok once more.
  9. Well, the strange thing is that the animations actually *work*, already. I was under the impression that you would not be able to export the animations if the number of joints don't match up. I think I recall Ascottk saying something about the Maya export culling out joints that aren't used, and that you have to use a -keep option when exporting? But again, I would have expected the animations to not work, and they clearly do, so I'm not sure whether there's actually a problem here or not. I'm pretty sure I can get the beggar working as is...I just have to find the verts that are weighted to joints that exist only on the citywatch and delete them from the beggar. But I don't want to do that if it's going to cause problems in the future (there aren't very many verts though, just 8-10). edit: Is this related to a recent change? http://forums.thedarkmod.com/index.php?showtopic=7856 I'll return the thief to it's current state so things work.
  10. If you only knew. We're definitely making constant progress, the internal forums are quite busy at all times.
  11. Jumping and mantling can be done reasonably "easily" - you just need to do enough precomputation of reachabilities. (I've put quotations marks around "easily" because it's a bit of a pain to implement, but the theory is straightforward enough.) From pathfinding's point of view it's not much different than being able to walk between two adjacent pathfinding nodes on a flat surface; the AI just does a few slightly more involved things with physics and animations to execute the movement. You do need quite a few more animations to get it looking good (if you can do it procedurally ala Euphoria, even better), but it's doable if you have the manpower. The Doom 3 AAS code actually has stubs for a whole bunch of movement types, like jumping and crouching and so forth, which is left over from Quake 3 (D3's AAS is basically ripped straight from Q3). It doesn't actually work, but the enumeration values are there, and it could in theory be made to work. It's a bit more of pain without the full engine source code than it would be otherwise, but we do have enough access even with the SDK to hack around AAS limitations. That's how AI handling of doors and elevators (as seen here) works, for example. I can unequivocally state, however, that The Dark Mod will not have jumping and crouching AI on release. Or ladder-climbing AI for that matter (ladder climbing is actually a fair bit more complicated, as there are some nasty exploitable edge cases; search the forums if you're interested, there were some previous discussions on this). Unlike Ubisoft, we don't have the manpower.
  12. What I said earlier at http://forums.thedarkmod.com/index.php?showt...st&p=154037 about giving entities distinctive names before merging - you also need to change the model name on func static brushes else they don't appear, eg, search and replace "name" "func_static_ with "name" "func_static_IDX but also... search and replace "model" "func_static_ with "model" "func_static_IDX But this glitch also made it clear how much the sky reduces performance. Yikes - it's gotta go. Wonder if that is why I got good performance the other week in saintlucia?
  13. BUMP I'm about to start making readable prefabs for use in the next release. We need to make a decision soon about where the body starts if there is no title. Just to sum up... Mappers will often struggle to squeeze all the text they want on to one page but often one page is better in-game, eg, a scroll or sheet of parchment. Posters and notices often need a title, eg WARNING! but most messages and letters do not. At present with the current guis, messages will waste the space reserved for the title; in RL probably a handwritten note will start near the top not 3/4ths of the way down and this will help the mapper get his text on one page. These are the four possibilities I know of: Remain as we are and waste the title space if not needed Duplicate every gui that is affected so some have no title space Move the body start point up to the top where the title starts. This will mean if there is no title then the message can use the whole page. If there IS a title then the mapper need only put a few \n\n\n\n at the start of his body message. This is easy to do for the mapper. It is fairly easy to change the guis - just alter a value. It will 'break' a few existing maps: A message with a title will have the body text overwritten on it and one without a title the body will start at the top whereas the mapper might have intended it to be centred vertically. Implement Gildoran's idea (above @ http://forums.thedarkmod.com/index.php?showt...t&p=147997) to have a conditional body position that will start higher automatically if there is no title. This will only 'break' existing maps insofar as body text without a title will start higher than the mapper expected. I could not get this idea to work as I recall but no doubt someone could figure out how to make it work? If this can be decided before the next release then there is no chance of readables in the release being 'broken' later.
  14. As recently mentioned in the public forums, there is a small popup window appearing when loading a map: I need a design suggestion for this popup, maybe some small, centered parchment on the clock background or something. In principle, I can come up with something myself, but I better leave this to the artists for consistency reasons.
  15. Btw, the progress is tracked here: http://forums.thedarkmod.com/index.php?showt...st&p=153102 Currently I am teaching the Games::D3::Parser to correctly parse material definition files. Once it can do this, it will be easy to extract the diffusemap/specular/bumpmap for each material and then figure out the DDS vs. TGA file from it. (That's the theory, anyway
  16. Good question Ishtvan. That's certainly something we hadn't anticipated, and I think our coders should be reprimanded for not having their thinking caps on straight! We'll settle this issue in the private forums!!!!
  17. 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
  18. So....how many of the changes I just finished making to the mesh two weeks ago are now obselete? http://forums.thedarkmod.com/index.php?s=&am...st&p=151102
  19. I think there is some misunderstanding about my problem with the entity list size in my post @ http://forums.thedarkmod.com/index.php?showt...st&p=142541 It's not the panel size (though that needs saving as well) but the entity list itself (see the image of waste space in the picture in that post and the tiny entity list.) So this problem is still present in the latest snapshot. I only see 2 or 3 lines of entity properties with a very large empty panel. Does nobody else see that?
  20. Fidcal also has been working in this, you can see his thread in the member forums below
  21. Oh on the Doom3 forums they said that parallel lights should be at least twice the size of the map link Relevant part: This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps.
  22. Unstoppable

    Thief 4

    Welp I was dead on about Deus Ex 3. Soon the prophecy shall be fulfilled and Deus Ex will return to it's glory. It shall fulfill it's destiny. However this post isn't about Deus Ex, it's about Thief, specifically Thief 4. There's a curious little tidbit located at this webpage. http://www.eidosmontreal.com/en/games.html AAA games, with high quality licenses that offer exciting challenges – e.g., the first two games we develop will revive successful franchises Games for next-generation consoles – Xbox 360, PS3, PC, and Wii What other franchise could they revive other than Thief? Man I would love to work on those games. Anyway Thief 4 perhaps in the year 2011. Just remember, Unstop told you first. He can see the future. By the way here's the new and improved Deus Ex 3 forum. You can use your regular Eidos forum name and password. http://forums.eidosgames.com/forumdisplay.php?f=252
  23. Fidcal, have you read this thread? Was the crate you attached a moveable? http://forums.thedarkmod.com/index.php?showtopic=7637
  24. @New Horizon: Can you set kshatriya up as Contributor and give him (am I right assuming you're male?) access to the sound forums?
  25. Yes, there's definitely interaction. Contributors are allowed to air their opinion just like everybody else on the team, so Contributors are definitely not second-class team members or production slaves. It basically reflects how much you want/plan to be involved in the project. Team Members are the full-time employees, and Contributors are the freelancers, so to say. Team members are expected to show somewhat more dedication, time-wise. They are expected to stick around, and pull on the same string as the other team members to get the mod done. Sometimes this includes doing stuff which is not that much fun. Contributors can choose to work on whatever they wish. They may also take requests from Team Members to work on something specific. They are more loosely bound - as the name states, they contribute assets (textures, models, sounds) like freelancers and everything they share with the team is appreciated (this applies to Team Members too, of course). Everyone is happy when Contributors are sticking around nonetheless, that's for sure - but people are less surprised if Contributors are disappearing after a short amount of time. There are certain forums, which are only visible to team members, but these generally don't matter to Contributors. Valuable Contributors who stick around are eventually becoming Team Members anyway, the status is not set in stone at all. So it boils down how much motivation and dedication you're willing to offer - we surely need your help, but the decision is yours.
×
×
  • Create New...