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  1. Fire elementals -- http://forums.thedarkmod.com/index.php?act=S...st=0#entry77767 stuck trying to identify the last mesh to set to nodraw Handed it off to scripters to make it take damage from water and to fly.
  2. I usually stay out of discussions like this, mostly because they keep coming up every month or so. However, this time I feel I have to add my two cents. First, the irony of this thread is hilarious. People keep on discussing how long it can take to discuss a simple feature. Perfect. Now, please, you know we're still mixing the dough, no use to ramble on about the decoration of the cake yet.We're well aware things will need ironing out, and if ZylonBane mentions something like how the frob highlight fades in and out in the Thief games for example, we don't just ignore it. We care as much about these details as anyone else, we're fanboys too, after all. We care in fact so much about these little things, that we decided it would enhance productivity to push them aside for the time being and revisit them later - do you honestly believe we wouldn't be eager to put all the fun stuff in there right now? I tell you it's fucking hard to hold back with the storyline, blingbling, decorations, enhancements, improvements, and new ideas. Basic functionality of the Thief games is our event horizon. New lands lie beyond there - I believe I can say that everybody on the team eagerly awaits that we reach this line so we can start with the FUN stuff. Ok, now I'll say a bit about the Wiki Dark Mod Universe blurb. As you know, a toolset should be something versatile that allows for the most freedom in productivity for its user. The amount of "but if someone wants to..." posts in the team forums is insane - I almost pitty the people (especially the coding department), because every time they announce they're done, somebody thinks of a possibilty not covered by the functionality. And they go back to work. (Ishtvan even turned somewhat masochistic lately by challenging people to come up with things the Objective system can't cover) My point is: Even if we try to create a "neutral point of view" toolset, there is a minimum of guidance we need for the developement process. Think artistic consitency, for example. It's either that or you people get unskinned AI, objects, no textures and no sound - to exeggerate a bit. That's what this setting is for. We will indulge in happy hours - nay, days - of squabbling about stuff like faction names and story when the time for this has come. One more. The Thief fan community is a beacon for smart and observant, but unfortunaly also incredibly thick-headed and pedantic people. Put those characters together on a team, and you'll have to agree that a consensus to cover the basics and then go into the war about details is the only way of getting things done. I guess the *ahem* touchy reaction by some people is due to the fact that they would love nothing more than to put in all the little trinkets right now, but have to cope with the self imposed ban. It's like discussing sex infront of a monk who knows sometime, sometime he'll bang through the entire choir eternal. End rant.
  3. I agree with you SneaksyDave. Production has been done professionally by most of the TDM guys before. You can have your cake and eat it too. It will be done - WHEN it is DONE. And yes they already commented on the builders when I asked earlier so search the forums under "Builders" to get your results and don't be so lazy.
  4. You are the one claiming spending time on the forum cuts into other work. Changing a name doesn't equal arguing on a forum. That's what people do in any good business, their job. As a graphic designer for a magazine I manage to do my job and interact with my coworkers and even spend time browsing and posting on internet forums. Imagine that!
  5. Renzatic

    Monitors

    Once again, your gamma and monitor settings were probably screwed. I'm looking at the black borders on the forums here, and it's black as black can be. Spend a couple of hours using tweaking programs and messing with your onboard brightness and contrast settings (it took me about 5 hours of screwing with everything before I was happy with the results). If it's a recent rev LCD, you can get blacks looking how you want them.
  6. Try to attach prop to AI - http://forums.thedarkmod.com/index.php?showtopic=4109 - shorten frob distance to purse - add key to belt upload pump and arrow - http://modetwo.net/darkmod/index....amp;#entry76668
  7. Ever think about publically archiving the team forums when everything is finished? Just to see its genesis. It'd probably be valuable to see these debates years down the road when future people revisit certain ideas. Anyway, another question for after it's done.
  8. Yes, Mike_Mayday, oDDity speaks the truth. We discussed zillions of options, many of which had page after page of debate. Getting down to the core of what was needed was essential so things could get done. You mentioned encumbrance and a loot bag. Those two topics happened to inspire some of the most controversy internally, to my recollection. I don't think any of us wish to re-visit all of that again any time soon; especially not on the public forums
  9. Ok, let's continue this here: http://forums.thedarkmod.com/index.php?showtopic=4125
  10. Whoops, sorry about that, I didn't notice that the message about the Builder was in my spam box. I'm a little confused though, it was just the text of the guard mesh with the vertex coordinates and such. How would I go about creating a working model from that which can be animated in Motionbuilder? I haven't used the MD5 utilities before. But I do have access to the development boards (info and discussion, texture and art/models and animation, beta testing, contributors) so if you want to make a thread in one of those forums for this project, let me know and I can move my questions there. Oh, and on closer inspection of the noblewoman model, it seems like the animation and rig was just a generic one that was included with the program (or another animation package). The bones actually extend outside of the model's constraints in places such as the skirt during the animation, so the movement speed is a little off since her legs aren't actually extending that far.
  11. That's pretty easy. You can see a 'REPLY' button. When you click on it, you get a full quote. Now you delete the parts that you don't want to repsond to, or are irrelevant. The rest of it should be surrounded with quote tags ' ' at the end. That would be cool because textures is an area where we need a lot of. YOu should contact BlackThief as he is extremly good at this and can certainly help you. While we always like to see concepts for inspiration, we currently don't have a strong pressure for it as we are still working on the basic toolset. Still the mappers can always use such stuff. The direction we are aiming for is a kind of victorian setting with steam machinery added on top of it. Do you know the Thief game series? Yeah. I know what you mean. I'm nowhere as good as you, but it's really frustrating, because I have all these images in my mind and I can't put them into concepts so I have to rely on descriptions instead. If you are interested to learn modelling as well, that would also be a big bonus. Good drawing skills are quite helpfull for this because you can do your own concepts then and work from them. But I guess learning how to do textures might be a good start and give you a basic insight as to the needs of a game.
  12. I'm confused with the status thing though - can he see the development boards? I'd start a thread there otherwise. If he's never used our software before, then I think a good place to start would be to take existing anims that have already been done, and doing a straight port to other characters (without actually animating). And/or, to do some actual animating, yeah a ranged attack for combatants would be good. Regarding this list, http://forums.thedarkmod.com/index.php?showtopic=3842 although all combatants have a ranged attack, archers will have a ranged attack anim that is firing a bow, whereas everyone else will have throwing anims, so that's actually 2 anims that need to be done to satisfy that item. So that's 2 anims he can do.
  13. can you post the link for the polish forums? I would like to see the public's opinion.
  14. Gotcha, thanks. Yeah, I zoned out of these forums for a few weeks and missed that.
  15. Oh OK, I was wondering why the other forums weren't showing up before. No big deal though, I get them now, thanks New Horizon. And that's no problem, I haven't done much with the Noblewoman yet, just testing things right now as I learn how the animation system works. The walk cycle that was included with the noblewoman was quite good though, it's a pretty nice example to look at. Although if the Noblewoman can be animated without having to worry about the animations being scrapped later, I can just continue working on that. As long as the rig stays the same, the animations should still work even if the model itself is changed.
  16. I moved all the city-environment concepts into a single thread for easier accessibility, they seemed to be a bit scattered throughout the forums. I've also added another house concept and a possible guard house. Suggestions are welcome. Environment Concepts Individual Buildings 3-Story Home Backview 2-Story Home with large attic space. Guard House
  17. Yes, we're trying to design our characters to share animations whenever possible. They are all being created using the same model as a base, though only Oddity and Domarius can comment on whether the skeletons and rigging are the same. You might find this thread useful: http://forums.thedarkmod.com/index.php?showtopic=3841
  18. Bah. Sorry, Solis. I don't know if you can see the modeling and animations forums yet, but we're hashing the above issues out right now. It looks like the noblewoman isn't quite ready to go after all. I hope you haven't done too much with her yet. I just have to get confirmation about something and then I'll send you an alternate task.
  19. The Viktrola is actually finished (by someone else). Post what you're working on in this thread: http://forums.thedarkmod.com/index.php?showtopic=4066 it's more up-to-date.
  20. I played this a while ago and thought it was great. You can actually go to their forums and talk to the makers and leave feedback. They're quite good chaps from what I've seen.
  21. Check this out: http://forums.thedarkmod.com/index.php?showtopic=2974 Basically, you're just missing the surftype15 line
  22. You should get set up as a contributor today, so you'll be able to see the animation forums. I'm pretty sure the noblewoman is rigged already, because there have even been some motionbuilder files made for it. What we'd like to start is if you could make our "level 1" animations for that model. That would include: [*]Idle (standing casually) [*]Walking (a leisurely stroll down a mansion hallway) [*]Running (Something's wrong, I must get help!) [*]Searching (Did I hear something in the darkness? Peering and walking slowly around, looking for something) Some of these may already exist in .fbx or .mb format. Is there an address I could send the files to?
  23. Oh jesus christ TTLG is not some sort of public service it is just a set of forums and in the end if the moderators decide for whatever reason they don't like you, they have every right to stop you visiting. And I'm sure they had their reasons. And if you don't like it then you have perfectly free choice not to use TTLG whatsoever. On the other hand, let's not turn THESE forums into some denizen of the TTLG banned, just because they're smaller and more lenient.
  24. TTLG going to the shits is all my fault. As soon as I got banned that place went to hell. I also got banned in Thievery UT forums but things seem better there now.
  25. This is exactly why I only lurk there. I don't like forums where banning is paraded around like a threat, and ad-hominem attacks are commonplace.
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