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  1. Heh, yeah, it will probably just blow over sometime soon I actually like TTLG because most of the folk there (in the Thief forums) are great and have been around doing good Thiefy stuff for years. So, we'll see.
  2. I dont see what the problem is with a guy posting that he's selling game stuff on e-bay as long as the games are legitimate and not illegally burned copies. On edios I've posted links that I've found on e-bay, amazon and other places that have Thief Gold for sale so any fan that hasnt gotten it can have a chance of getting it. I've even gave an extra copy to a friend that I found at EB games (paid a chunk of change shipping it to England too). No one has ever complained, of course in TTLG world good deeds are always considered evil! Tell me about it, TTLG Comm Chat is one of the most corrupt and twisted places I've ever had the displeasure of witnessing on the internet. All the rules (including their own FAQ) are thrown out the window, and any form of insult and attack is allowed. I left in 2004 after an argument with a member who began yelling 'let's kill the n---ers and the k--es!'. When I confronted the guy-I was the one threatened by the admin who pretended like the previous sentence never happened. Since then I have had very harsh words for those scumbags and will continue to do so for many years to come. Of course the admins have taken their swipes at me personally, GBM launched an attack against me last year in the TTLG Editing Guild, cursing me, calling me names and making an all out effort to turn my friends there against me. It ended up being funny because everyone blew him off, and I had some VERY harsh words with him by e-mail about what he did and what had let up to the current situation. He just blew me off in his reply babbling that I 'wasnt important to him' (If so why the attack in the first place IDIOT? Do you really think I'm going to start letting personal attacks like that go unchallenged?). I've attempted to speak to Digital Nightfall on several occasions to get things straightened out, but I've simply been ignored-in spite of the fact that up until this day I have never spoken I'll of him. But that's ok-I'm not going anywhere and you will all see keep right on growing stronger in the Thief community. Fuck them! Komag....the more you give to ungrateful, spoiled brats and the nepotists that allow them to exist on the forums, the more shit they throw in your face when things dont go 100% their way. That's the main problem with the Thief Community as a whole, there's been so many good people putting in their sweat into the whole thing for so long-people think they can let things go to hell and nothing bad will happen. Perhaps what we need is a totally new community for Thief 1,2 and TDS fans-perhaps it could be called the 'Garbage Free Forum!'
  3. Okay, so apparantly they really REALLY hate anyone mentioning they have Thief and other games for sale, because that thread got deleted, and it pissed me off so I wrote a "that sucks that my thread was deleted, you buttheads" type thread (bad idea, I know), and now I'm freakin' banned! I know about their "no business promoting" rule to avoid schemers and advertisers from spamming their forums, but a one time mention of some games I'm selling hardly counts. So I guess it was not just that but the combination of that and then my thread complaining about it. I also know David and GBM personally despise me (due to disagreements over political/economic issues in Comm Chat over there which I abandoned after that), call me awful names and have joined in the "I hate Komag and he sucks" threads, but this seems over the top. Oh it's not like I've been an integral part of that community for over 5 years, no. It's not like I've spent hundreds/thousands of hours personally working to help keep the Thief community in general alive and strong. oh well, screw 'em
  4. here are the generators/furnaces: http://forums.thedarkmod.com/index.php?showtopic=3840
  5. It would be awfully nice if these forums did not become some spammy marketplace. Please refrain!
  6. I just took a look at the skinning thread, and noticed there are still a lot of models that need to be skinned, including some that are on the list above. In fact, there is already cutlery modeled and apaprently with textures, though I can't get them to work and can't open them because they are .ASE. Can someone take a look at the Models/props/misc folder on the FTP? It has a bunch of models that are done but need uvmaps and textures. The following folders are yet to be done: Cutlery Feastplate Locks Pots Washbasin Waterpump In fact, just check out the following list: http://forums.thedarkmod.com/index.php?act=S...st=0#entry32292
  7. I was googling around, to see how the new teaser had been recieved, when I came accross a thread in the Nvnews forums. I contacted Solis and told him to drop by for a chat. Animations
  8. *leaps back in to the forums* Are you guys getting paid by ID software for this shit? Because when you guys get a release date for it, I'm buying The Dark Mod. I might play D3, for a short while, but this is going to be the reason for it. Couple of things: Loved the trailer overall - esp. rope arrow swinginess and mantling. Bit jerky in places, physics were kind of weird, but as you say, this should be fixed later on. Make sure you get your old english perfect for the real thing. Anyone who's sung hymns has an almost intuitive grasp of that stuff. However, the quotation at the start was gut wrenching in its back-hearkening. And, if smooth highlighting is possible, it should be included for the polish it affords. On/off snapping of highlight will only remind people they're in a game - nothing in real life truly snaps instantly - even lights have a just-discernible period of brightening/fading. (I guess computer monitors and suchlike are exceptions )
  9. I have just discovered the other forums! It seem I have to reload the page to get them to apear? Anyhow, I've been working on some castle stuff as N.H. suggested, and yes, I will have a rumage through my older assets and upload stuff that seems to be in keeping with the spirit of the mod.
  10. Do you have access to the texture/models forums, Modern? Your stuff looks fantastic, and if you're willing I'd love to import some of those textures/models from your screenshots into the game right away. Specifically we've been wanting to get some more plants and old worn statues into the mix, and I noticed that you already had some excellent ones. And those bricks were great! Anyway, don't feel you have to stay here in the contribtor forum. Jump in!
  11. Hi, some of you probably seen some of my work on ttlg. Anyway, I'm getting frustrated with t3's limitations and I've been doing homework on Doom 3 editing. Here's some examples of what I've been up to: Textures I've done as a "Flesh Eater", a t3ed community project "The Cabal" campaign: A tweaked Garrett model I managed to convert to 3ds max then back again (tweaked mesh, new textures, physiqued): And new textures for T3 for a mod I was working on, but probably never finished due to t3's limitations and lack of documentation: I like to do a lot of tweaking. I managed to convert t3's animations and skeletal meshes so I can edit them in 3ds max. I fixed rope arrow creation (it's still not working very well, it TDS for crying out loud!). I'm also the creator of "GarrAT: Animations Tweak for TDS": http://www.ttlg.com/forums/showthread.php?t=105502 I created a tds fm called "Krellek's Labyrinth": http://www.ttlg.com/forums/showthread.php?t=100987 As for 3ds max (I know some of you think the program's evil) but I found some import/export plugins for the md5 format. I'm getting the hang of character rigging, animation, uvw unwrapping, and I'm well versed on the texture-side of things (t3's specular implementation is an extreme PITA). I wrote a few tutorials for t3ed: http://ttlg.com/wiki/index.php?title=Displ...nscious_or_Dead http://ttlg.com/wiki/index.php?title=Underwater_Vision http://ttlg.com/wiki/index.php?title=Pagan_WilloWisps http://ttlg.com/wiki/index.php?title=Conve...tions_to_3DSMax And a normal mapping tutorial (an old method I don't use any more): http://www.potterdevelopments.org.uk/fm/tu...MapTutorial.zip I'm also a composer/sound designer/editor but I know you're totally full in that department. I may do a little more with t3 but I'm often getting frustrated with its limitations, but I'd like to help the Dark Mod.
  12. Oh god, not this again..... We already discussed this in the Dev forums and I believe we concluded that we won't be using fuck etc. I really don't care if they say fuck or damn, but I'd say using damn makes the game sound more sophisticated then fuck.
  13. I don't know whether it's available for the free video tutorials from: http://www.3dbuzz.com/vbforum/sv_dl_tr.php Scroll down. The forums may help there too. These may be of some use: http://www.newtek.com/lightwave/tutorials/
  14. Well, you'll have to tell him that. I'm just restating what he said here: http://forums.thedarkmod.com/index.php?showt...=3723&st=25 (near the bottom) Is this something that you know how to do, Dom? It's become quite important that we get it sorted out, especially for the player model, and I know Ish has at least four other things on his plate besides figuring out a resize hack.
  15. Considering MRYS' last post is here: http://forums.thedarkmod.com/index.php?s=&am...ost&p=64924 Coming up on three months ago, I guess we lost another one to the board monster? I think PinkDot is a friend of Bukary; might you have any information? This is really getting ridiculous and frustrating with so much talent signing up lately to just quit/vanish/get eaten/whatever.
  16. Hmm, something interesting. I haven't been able to do anything with zombie_base yet. Well, that's not true, I can import him into the game with a D3 brain, and he acts like a zombie--though he looks more like a skeleton. He doesn't have a head and I haven't been able to figure out how to attach one. The zombie_base def file also seems a little unusual--doesn't have a lot of the typical stuff. Well, then I noticed that a lot of the zombie models had red bits showing through in the editor, but didn't when you saw them in game. Turns out the red bits are the zombie_base model showing THROUGH the other model. (check out the pic at the top of this thread: http://forums.thedarkmod.com/index.php?showtopic=3944&st=0 ... you can see the red bits of the zombie_base model showing through on the chest and head, yet in-game those don't show up) Any guesses about what this means? It makes me think that zombie_base really is some kind of base class for zombies, containing all the generic animations (it is the only zombie that I've found with "get up" animations, and I know for a fact I saw other types get up during the game). I've kind of run out of ideas about how to test this hunch, however. Anyone have any ideas? At the very least, I'd like to be able to attach a head and include the zombie_base model/animations as another AI option, because this is the last zombie that looks useable for us without a lot of work.
  17. The company I'm hosted with is migrating all their servers from one datacentre to another. Instead of leasing servers from ThePlanet, they've now grown so much that they're able to buy their own hardware. This means a faster server for me at the same price. And because they change datacentres the hosting staff also gets physical access to the servers 24/7 - no more waiting for ThePlanet engineers to reboot a server if something goes awfully wrong (not that it ever does). I've already recieved the new account, and within 3 weeks I will have to migrate the websites over to the new server. This shouldn't have much impact on these forums tho, as I'm going to move everything over before I change the modetwo.net's IP-address. A few hours downtime at the most. This is just a heads up. I'll update this thread once I have an exact time I will do this.
  18. Damn, my christmas-special avatar is still here. That really shows after how many days I'm visiting these forums.
  19. We are currently drooling over your stuff in the contributor's forum. See if you can access this link: http://forums.thedarkmod.com/index.php?showt...amp;#entry74525
  20. We have a lot of items that could and should be moveable, but aren't quite set up yet. Chairs, crates, etc. It would be great if a modeler/mapper could go thru and do this. What we need is: For each model we have that could be turned into a moveable item: Step 0. Make sure the model is solid when viewed from all directions, since we don't know how it will rotate when it's moving. Some of our models for small, moveable objects have missing faces (on the bottom of the chalice, for example), so this will need to be fixed in a modeling app. Step 1. Make the collision model for the moveable following this tutorial: http://forums.thedarkmod.com/index.php?showt...opid=74416& (Note that for moveables with very simple visual models, like a crate we can skip this step, because it will be used automatically) Step 2. Add the moveable to the def file /defs/tdm_moveables.def Make sure you put in the correct: -name ( It should be named atdm:moveable_<name of the moveable> ) -model name -mass Regarding the mass: Do NOT worry about setting the mass, friction, density, etc, so it behaves correct right now. This will be a final tweaking task. However, DO guesstimate the mass in the follwoing cases: Some of our models have names like candle1 and candle2. One of these is a smaller candle than the other. We can't tell immediately which one is which from the model name. So, when you are putting it in to the def file, remember which is which, and assign a smaller mass to the smaller object. Now we know which is which when we tweak the def file later. Step 3. - Testing Make a note of the new moveable names you added. 3.a Launch TDM and go to some wide open, well lit map ( I was using test_water ). 3.b Noclip up until you're high off the floor. 3.c Open up the console and type "spawn atdm:moveable_<your moveable name>" 3.d You should now see the moveable spawn in its default orientation. Go back to the ground, exit noclip, and push the moveable over. Pick it up and throw/drop it, shoot it with arrows etc, making sure that the clipmodel prevents it from falling thru the floor and also that it fits well. Don't worry about the other physics properties for now (it might be too light/heavy, too bouncy, not enough friction when sliding along the floor, etc). NOTE: If you don't go high enough off the floor before you spawn something, it can sometimes spawn partially inside the ground, and then it will clip thru the ground when you push it. This is not a problem with the clipmodel, it's just what happens when you spawn things inside of other things, so make sure you noclip up high enough off the ground before you spawn it. Anyway, that's it. It would be really helpful if someone could do this.
  21. Wow, those look really cool! Are they boths supposed to be valuable loot objects? Or is just gold supposed to be loot? Only asking because early on, we decided to add a little more specular sheen to objects (or most objects) that are supposed to be loot. This way they would stand out just a little more than just using color differentiation. I might be wrong, but both of the examples above look as though they have the same specular settings. Just thought I'd mention. Since they both have such exquisite appearance, and the silver's specular is comparable to gold's, so they both look valuable to me and I'd expect I could take both for loot Having added specular sheen to loot objects would help loot come in different colors, including silver -- not just gold. PS: I don't know if 'speculars' is the right word. Regardless, here was the previous conversation on it, for quick reference. http://forums.thedarkmod.com/index.php?s=&am...post&p=4249 I know you know what you're doing, BlackThief. Your objects look great and you participated in those past conversations; so you're probably 'on it' already
  22. I've got the latest updates and there's no change on my end. I looked at the mtr file, but I can't make heads or tails of this section: Do the <<< >>> tags comment out what's inside them? That would explain it if so (though not why it works on yours). edit: Yep, removing the tags seems to fix it. Also, is there a way to use a single material for the whole model? Each of the materials uses the same texture so I'm not sure why they're separated. It makes it more of a hassle to create skins.
  23. I suppose it doesn't matter much if he can't see this thread anymore, but can someone give him access to the modelling and texture forums? He's working on a model right now and really should have access so he can post shots and ask for advice.
  24. I don't know what the proper permissions are...it doesn't make sense to have a contributor status that doesn't let them see the applicant forums though.
  25. Domarius

    Zombies

    It's been de-railed long enough. Take it here http://forums.thedarkmod.com/index.php?showtopic=3778
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