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  1. More weirdness I noticed today. http://forums.thedarkmod.com/index.php?s=&am...st&p=107082
  2. I don't play MMOs precisely because I'm quite sure I would get addicted if I did. The escapism is very very tempting... it's only knowledge of the consequences of such an addiction that stops me. I already spend way too much time on various internet forums as it is. I wouldn't call it an addiction; more of a habit. But it is detrimental. I really need to be doing an assignment now; I only fired up my browser so I didn't have to think about it for a while.
  3. Those are not the eyes I put on them & if you ever got a hand on any low poly model you'll realize that all of them are simplistic. They need to be if you want a real time model with good performance. oDDity's models are bits & pieces that are combined to make a whole and that's part of the reason why they look good. There was no way to do that with the belcher. Here's an environment shot I did of the belcher (click for a hi-res shot): Granted I did some gimp work to blur out the distracting details of the background leaves & the eyes have a little too much specular. & honestly I do not like the screenshot of the belchers on the website because it seems too simplified. I'll probably do another environment shot that'll put the belchers in a better light. We use Maya to rig the characters but there's exporters for Blender & 3ds Max. Here's a list of importers/exporters on Doom3World forums: http://www.doom3world.org/phpbb2/viewtopic.php?t=5474 & a list of tutorials: http://www.doom3world.org/phpbb2/viewtopic.php?t=11896
  4. why mean? why are you talking about thought? The problem here is actuation coupling. and wrt undead, as you might remember I had a dream a few days ago, and I shall elaborate on it once I don't have to worry about my presentations, thesis, studying, tests, etc. I'm gonna get a nice mug of cocoa, or 3, with double the standard concentration, at 60 degrees celcius, and turn on my kerosene lamps, and sit down for a nice evening of posting a post on the forums. -basically I'm not a big fan of commonplace magic and outright undead, I think magic should be a rarity.
  5. Although I've been occasionally posting on the public forums for a year or so I'll just post a few lines here about where I'm coming from: Background is Thief right from the launch of Thief 1. Dromed level editing since the end of 2002 so I'd call myself a moderate Dromed expert. One T2 FM released (yeah not much in all that time but it's a big one.) I'm not into C++ unfortunately though I'm a homegrown amateur programmer for well over 20 years: various BASICs, Z80 assembler, a junior qualification in 'C' (though now very rusty) and currently using IBasic for any odd Windows stuff I might need. A year ago I could see that TDM was definitely the way to go so tried a couple of beginner's Doom Edit tutorials just to get some idea of what it was about. Resolved to continue with that once I finished my T2 FM which I eventually did early this year. Once I had the basics I hoped to produce a modest Doom map for consideration so I might get accepted as a TDM mapper. Circumstances pushed me along when the S & R thread in the ttlg editing forum led to me being (willingly) roped in early as a contributor. So strictly speaking I'm not really prepared and many of the Doom editing concepts and terms will be unknown to me. I plan to continue for a while with what DoomEdit tutorials I can find as it is not yet clear to me whether they will be meaningful in Dark Radiant; I've already noticed confusing differences even in the Doom Edit tutorials I've found to what is in the actual DoomEdit I'm using so I'd expect that to be worse using DR. (I'm assuming here there is no 'Dark Radiant Absolute Beginner's Tutorial' available as it's still being developed.) Anyway, I downloaded what I think is the latest Dark Radiant (v2.0.3 19th March 07) but I will not be able to get the main mod itself for a while because it's too big a download for me unfortunately. I am considering different options but at best it will be weeks before I can get it. BTW I've also been unable to find the download link anyway! (a nudge would help?) That said, I took a quick look at Dark Radiant and was very impressed - especially for me to be able to change the colours as the default in Doom Edit is close to unuseable, the selected red on bright white for instance being actually near invisible! I expected other colours might help but one look at Dark Radiant in black background astonished me at how vastly clearer it is to me; I can really work with this! Dumb question: in DoomEdit I enter the game using F2 then dmap at the console etc. I see no such route from Dark Radiant and I'm just loading Doom separately each time, exit to console to dmap, exit again to map then close Doom to get back to DR! Surely not? I took a first look at the S & R interface and it seems excellent but I need to study it before I can add any sensible input in that thread. I've also been reading through various threads to see the thinking so far.
  6. Change inheritance of loot objects: http://forums.thedarkmod.com/index.php?showt...mp;#entry105857
  7. Sorry for delay; for some reason I am no longer getting email notifications of any replies from these forums even though I still have it set and it's the right email address. Anyway, regarding switching between Doom (still not got TDM) and DR I was probably doing it right but it just seemed awkward to what I'm used to with Dromed - one shifted key and I'm playing; ditto and I'm editing. In the Doom console even when windowed there is no direct way to 'get out' that is, the mouse is 'trapped' in the window so no way to just click on DR as the mouse pointer disappears outside the Doom window. The only way I know is Alt + Tab to switch so I assume that is what you mean. I just didn't want to do that for the next 99 years then find HaHa there is an easy way. Regarding which, is there no way for DR to 'feed' a string to Doom, dmap currentmap etc., tilde, map currentmap, to get straight in by pressing F2 or something? You guys must have typed dmap like a million times by now! Wonder if my key macro prog will work in that console?..... As for DR, now I think maybe that's what I did! The other day I think I downloaded the 'public' version but found it had no s & r so I thought I had the wrong one. Then in another session I found the SVN link, downloaded it, must have found it didn't work so instinctively extracted it again over the first download. Seems to be working at least as far as it can without TDM. My memory is not so good but it looks like I did two things right by dumb luck! Thanks for all help. I'll carry on learning but meanwhile suffering from data overload.
  8. I hope I can clarify things a bit: The last DarkRadiant release was back in January, which was version 0.8.1. That's the one that is available on Sourceforge and in the announcement threads in these forums. However, development has progressed quite a bit since then and to let people try out the new versions without having to setup a build environment, I'm uploading a zipped "snapshot" build to our FTP quite regularly (the last one is a few days old). This can be downloaded here (the link won't change until I say so): http://208.49.149.118/TheDarkMod/DarkRadia..._latest_SVN.zip This ZIP contains a few files that have to be unzipped over an existing DarkRadiant installation. So you have to install the release version 0.8.1 first before you can unzip that snapshot build over your install folder. Chances are that this snapshot build is interfering with the existing 0.8.1 config files, so a cleanup of your local settings may be in order (these are located in C:\Documents and Settings\Fidcal\Application Data\DarkRadiant, just wipe the folder). Feel free to ask more questions, they shall be answered.
  9. Hi Fidcal, welcome to our little hidey-hole. The current beta mapper's alpha version is here: http://forums.thedarkmod.com/index.php?act=a...p;f=31&id=9 BTW, the current version of DarkRadiant is actually 0.8... it sounds like you downloaded "revision 203", which has no connection to the version number. You can leave Doom 3 open while you work in DarkRadiant. Should be a bit faster then. I'm not sure whether or not you need to quit the map in Doom 3 while you work in DR (greebo or angua could probably tell you) - if so, you can quit a map without quitting the game by typing disconnect into the console.
  10. oDDity

    Pagan Female

    With the normal map she has fingers and toes. http://forums.thedarkmod.com/index.php?showt...=3533&st=50 Also I made a proper version of the t stance. http://www.pixelwerks.be/pictures/pagan_nude_female.rar
  11. http://forums.thedarkmod.com/index.php?showtopic=5613 This repository was created for the source files of models & animations: https://darkmod.homelinux.com/svn/model_src With tortoise svn, right click in the Doom 3 directory & checkout https://darkmod.homelinux.com/svn/model_src to: doom3\darkmod\models\model_src (let tortoise create the directory for you) Because all of the def files for the AI are exporting from this directory now. Also there are repositories (empty at the moment) for texture sources (*.xcf gimp files, *.psd photoshop files), & sound sources: https://darkmod.homelinux.com/svn/texture_src https://darkmod.homelinux.com/svn/sound_src
  12. not sure where to post this sorry if its in the wrong area (im new). thief TDP/gold Thief 2 the metal age and thief deadly shadows were some of the best games ever made. its kinda sad that looking glass studios went out of business. and eidos is done with thief (from what i hear). anyways i didn't really like T2X, the shadows of the metal age or whatever, that game was shit, it wasn't fun at all. most fan missions that i played weren't really enjoyable for me either. i was just wondering whether this is going to just be like one big fan mission or are their going to be real professionals working on this? what are the objectives of this mod and how much work needs to be done before a demo or something is released? again i am new to these forums, just came upon this site/mod yesterday, sorry if i did something i wasn't supposed to. thanks
  13. All of the current AI now have full body ik for animation purposes. Included in the rar archive are files for maya (mb) and motion builder (fbx). There's a maya binary with no ik for fbx importing. Each character has their own folder with 3 files each. Original files: http://208.49.149.118/TheDarkMod/models/In...ask_animref.rar Updated citywatch (stand alone): http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar Files (AnimRef_idles are posed in the idle position): AnimRef_idle.mb (maya binary with full body ik - fbik) AnimRef_idle.fbx (motion builder with ik ready for animation) fbx_import.mb (af_posed ready for fbx importing with no ik) All character have their weapons & heads attached via parent constraints. The Maya version with fbik has floor contacts for the feet. Known Issues: When importing an fbx, the origin might be resized. Follow these directions in Maya: http://forums.thedarkmod.com/index.php?s=&am...ost&p=93477 The head & sword mesh might be off their original position in Motion Builder if exported from Maya. In Motion Builder use the Navigator window & double click the constraints. Uncheck "Active" then click the "Snap" button: This will align the mesh to their proper position. The head & sword mesh might be off in Maya. Delete the parent constraints in Maya, reposition meshes then reconstrain. You may also want to look at oDDity's Motion Builder tutorial: http://www.pixelwerks.be/pictures/MB_tut_01.avi The full body ik (humanIK1) in Maya is parented under the skeleton so if we need to move the origin for walking/running then the fbik will move with the whole thing:
  14. hey pinkdot, are you posting you're models anywhere else?, you know, if you show some of you're models around on game modeling forums I think you'd pick up some contract work
  15. There's a big thread on that exact issue: http://forums.thedarkmod.com/index.php?showtopic=5029
  16. Good... as long as it "Looks good" to Spring, and "Does the job" for oDDity, I can leave it alone. I might un-linearize the hips like squill pointed out, a minor tweak. As for a variety of death anims, ... well, I think these 3 (mine, squill's, and solis') should be all we do for now, untill we work out this death anim trigger thing, here http://forums.thedarkmod.com/index.php?showt...view=getnewpost
  17. I already posted a reply about compiling on linux in this thread http://forums.thedarkmod.com/index.php?showtopic=5574&hl= In short I recommended a unified build system based on bjam ( see http://www.boost.org/tools/build/v1/build_system.htm for more info )
  18. The forum isn't allowing me to edit above. Great link, Pinkdot. I'll have to give that a go. Also, I finally found the post I was referring to: http://forums.thedarkmod.com/index.php?s=&am...ost&p=95847 Edit: aha, I think it was another case of "to" + ": " setting off forum alarms.
  19. -- add updated music to menu http://forums.thedarkmod.com/index.php?showt...=5206&st=25
  20. These are some optoins off the top of my head. Sparhawk might have some ideas also (he is our real programming team lead, someone really needs to change my title so it doesn't mislead people ): Look into how reading key states and button states works in the new SDK (1.3.1). The earlier SDK versions had a problem where they could only detect about 8 keys as "buttons", that is, you could tell if they were held down or not. All the others were "impulses." Since we wanted to add some things with controls that could be held down, we jumped through a lot of hoops trying to put in hooks for mouse and keyboard states. The new SDK just came out a month or so ago, and promises "access to mouse and button states" I believe they're on an object called "common" in the SDK. If you want, you could look into how to get mouse states and key states (held down/not) in the new SDK. Once you've figured it out, you could make a test mod where it just outputs to the screen which keys or mouse buttons are pressed. (Outputting to the screen can be done thru gameLocal->DrawText, I think). If it is actually possible, we can get rid of our low-level hooks and go with what works in the new SDK. This would be very useful if someone could look into it. Relatively simple scripting for player tools We have a lot of player tools that will go in the inventory and be used. "Use item" calls a script on the object, so we have to go through the various player tools and write scripts for them. Usually it will be very simple, add so much health for a health potion, add so much air for the breath potion, spawn a projectile that gives off a flash on detonation for the flashbomb, zoom in and apply a GUI overlay with the telescope, put down an idMoveable with a trigger bound to it for the mine, and so on. We had someone working on the flashbomb but I haven't heard from him in a while. Object manipulation: Stuck objects (requires our codebase) I got the impression from the public forums that you are interested in the object manipulation physics. You could implement a system for momentarily stopping the player from moving when their object gets stuck, then dropping it if they continue to move in the same direction for some time. This requires stuff in our existing codebase (the rest of the object manipulation code, immobilization code for stopping the player and not conflicting with anything else that's immobilizing the player). I was planning to write this, but it's fine if someone else writes it too since there's plenty of stuff for all of us to do. This may not be the best task to start out with though, since it requires our codebase and integrating stuff with a bunch of other code. Let me know if any of those sound interesting. If not we can think of something else.
  21. There is a forum called "Information" with a sticky thread about important mod details. I recommend at least looking once at all the announcements and stickies in the forums, so that you know whats up.
  22. Comp you are team member now, right? So you should rather open this thread in the sound forum. It helps to track it later on if you want to go beack and look for something. If you don't see the other forums then say so, because then you there is a problem with your permissions.
  23. I don't want to belittle sledge's effort on this mission, but Inverted Manse just wasn't my cup of tea, in neither playstyle offered. The architecture is gorgeous and the blue room trickery impressive, the overall DromEd handywork very good as well - but I haven't had much fun playing it. Somehow the gameplay didn't click. I had the same problem with other high-rated missions, like Calandra's Legacy or Deceptive Perceptions. The upside is that the wealth of FMs offers something for every taste - Into The Maelstrom, Equilibrium, Saints and Thieves and Rodamill were right up my alley. Oh, one little gem (if you like puzzles) is Temple of Tides by Nameless Voice, were he shows off what his scripts can do. Just be sure to get the patches or a fixed version and don't look at the spoiler thread on the forums.
  24. Yep, here's the thread: http://forums.thedarkmod.com/index.php?showt...=4283&st=25 Seems like pretty much everyone was in agreement that hitting 'use' when carrying an inventory object that's held in your hands puts it back in your inventory. Hitting use when carrying a junk object that is "useable" (like a body or a chair leg) makes it goes into it's "equiped" position. If it's a junk object that's not useable, nothing happens.
  25. Angua, if you get a chance to add these to our model website, that would be great. http://forums.thedarkmod.com/index.php?showtopic=4402
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