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  1. To start with I've looked through some new threads and I saw that you guys still seem to get low amount of feedback from users wanting to help and what not. Mostly texture and such. I came to think about Moddb and that you guys have a profile over there. I know that there ain't much more you guys can do on Moddb if you don't have anything to update with. I checked out your Moddb profile and as I see on it, it gives the feeling of "zombie mode", I mean. Dead but still not dead. I think a rehash of the whole profile, help wanted and news would be nice. Last update was a month ago but I don't see much difference. Maybe a news update that sums up everything that has happened officially so far would be good, explaining the whole situation so people might get interest to join your cause. But then Moddb wasn't the only reason why I decided to make a post on the forums. It seems not too long ago the people behind Moddb decided to launch Addondb, a similar site to Moddb but focused on content brought by mappers and such. Making it possible to exhibit your own maps, custom models etc. Wouldn't this be a good way of giving The Dark Mod more publicity? What I've noticed a bunch of people has already got their hands on beta mapping kits for TDM and some are trying to get it as well. Why not inspire these people to showcase their maps on addondb, adding to the possibility that more will open their eyes to TDM? The only thing I'm not sure of is that if you must upload a map to showcase it at all, but I really doubt that. It's just a thought I had and it doesn't seem that much of a bad idea. Keep up the good work people.
  2. Moddb is annoying to update. All I do there is post a new picture once in a while so casual viewers can see that we're still around. Anyone who is seriously interested in the mod would be checking the website, which is updated every month or so, or the forums.
  3. There is this tutorial in the Documentation Forum. It's on DarkWiki as well (Creating multiple skins for a model), but as long as the Wiki database isn't replaced, you can find it here: http://forums.thedarkmod.com/index.php?showtopic=3098
  4. Post about elite city pauldrons looking like wings. I thought I fixed that? http://forums.thedarkmod.com/index.php?s=&am...ost&p=88413 The walking/running anims probably need leftpad/rightpad rotations fixed.
  5. Add missing meshes to thief & find missing textures. http://forums.thedarkmod.com/index.php?s=&am...ost&p=88387 Arm rigs look funky.
  6. Thanks for this, Spring The thief doesn't seem to have his own leg texture as well. Either I didn't find one or one didn't exist. So I borrowed the elite citywatch texture. I added this to my AI thread with some possible ideas to fix them: http://forums.thedarkmod.com/index.php?s=&am...ost&p=88342
  7. Pay attention to this thread: http://forums.thedarkmod.com/index.php?showtopic=4729 Ideas on how to fix builder guard: Experiment with constraints in Maya. The sword bone should move with spine2 since the upper armor is rigged to that. Where the armor goes then the sword joint should move with that. Try going 50/50 with the forearm & hand. 10-30-06: 50/50 results in having the hand stick out of the armor. Check normals on the mesh. 10-30-06: It looks like it's animation related. The upper armor might rigged to the leftpad joint. If not, check the mesh. 10-30-06: The left pauldron was partially rigged the the left shoulder instead of the leftpad. The weighting should match throughout the layers. 10-30-06: There was leg mesh sticking out the back. Thief Check joint rotation. Since they are sharing animations, check the animations for weird joint rotation. It's the idle animation with the weird rotation. Some of the AIs (citywatch(es)) have a strange tilt on the feet (looks like they're standing on their toes). This might be mesh related. If not, check foot joint rotation. Check mesh rotation for the thief. He might actually be leaning backwards. We might have to raid the md5mesh of the player & resize it appropriately.
  8. http://forums.taleworlds.net/index.php/topic,1874.0.html Must be from EA.
  9. Hi there! Great to see you stop by. I'll set you up with contributor status, so you can see the inner contributor forums. Thanks for helping out, we really appreciate your time.
  10. No kidding I was reading about this on ttlg: http://www.ttlg.com/forums/showthread.php?t=109239
  11. Exactly. The levelling system is the single most stupid decision in the elder scrolls games. And, most everyone on their own forums bemoans it, too. Tons of mods attempt to fix it. But will they do it yet again in Elder Scrolls V? You can probably bet on it. Most places should be off-limits to n00bs. You should have to work up to it, otherwise where is the challenge and reward? Where is the sense of "wow, he kicked my ass... but I'll be back later and he'll be sorry!", or "I can't wait to see what's in that mountain"? It's all about stupid "open endedness" (lame wording for chaotic haphazard design) and reaching broad audiences with "let me have it NOW!" gameplay. The fact that you can go into an Oblivion gate and actually face similar level things and get out alive, as a first level character, is so moronic that it should automatically bring down all review scores by 20%.
  12. Is anyone taking care of these? http://forums.thedarkmod.com/index.php?showt...amp;#entry87842
  13. Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either. edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.
  14. I just got my mail and opened up the import box sets I ordered from UK - the Icewind Dale "3 In 1 Boxset" and Baldur's Gate "4 In 1 Boxset", so now I have them all! should I play the BG series, or IWD series first? I'm leaning toward BG Should I use the BG1Tutu deal? Are there any problems with that program? Is BG2 engine/graphics really that much better, or what would I be missing/getting? From reading their forums and stuff it seems that it works pretty good but is not perfect.
  15. Yeah, I'm keeping a list of problems & stuff as I find them: http://forums.thedarkmod.com/index.php?act=S...t=4651&st=0
  16. Also I'm not really in favour of locking thread just because they go offtopic. I always hate it when this happens in other forums, but human discussions are not as narrow minded as a forum tries to induce.
  17. There should be a separate mage character, though I can't remember what stage he was at in development. This isn't an in-game shot, by the looks of it. There are three mage*.lwo files in Odd's pack. http://forums.thedarkmod.com/index.php?showt...411&hl=mage There's an eliteguard.lwo was well, along with all the textures. He's the one on the middle in this in-game shot: http://www.mindplaces.com/darkmod/guards.jpg Oh, and I forgot to add the noblewoman to the list. She was already in-game with a couple animations at one point.
  18. So yep, to sum up - she can check the forums in the evenings, and she's given an email address and an MSN chat ID, which she's on most of the time too (outside of office hours). Plus she sits next to me at the office. So she's pretty contactable.
  19. You can use mine if you want, but I warn you; they are really not that small. Assume 1024x1024 min, some are a little smaller, but most are bigger. You can find the link here: http://forums.thedarkmod.com/index.php?showtopic=4622
  20. I submitted an article to Digg.com about the Dark Mod and I really need everyone's help to get this on the front page. If we can get TDM on the front page of digg, that means hundreds of thousands of people who didn't already know the mod even existed will now know.... including people that could assist in the development of the mod. Which means we may get to play it sooner.. and could end up being 100x better. So please... DIGG IT (link fixed, thanks Vadrosaul) http://tinyurl.com/mle5v Now I'm off to the Eidos forums to post the same thing. UPDATE: I guess there isn't a timeframe on Digg... but I read the TOS and I must have read it wrong... digg says it's still there after 1 day and 5 hours. I guess they just meant there must be activity on the topic within 24 hours. It's still going strong after 30 hours!! Keep them coming guys!! Keep digging it until it can't be dugg anymore
  21. Hi, I am working some textures that may help. They should be uploaded soon. http://www.ttlg.com/forums/showthread.php?t=109122 I had intended them for Thief DS, but I suppose they will work for The Dark Mod. I was going for the 1600-1800 look that was used in Thief 1. Take Care, BrendaEM
  22. You might find this thread useful: The Short List: the Best Gaming Videocards for the money - Tom's Hardware forums Obviously, you'll need to go for one of the AGP ones if you want to use it in your old board, and AGP cards are something of a dying breed now. All the newest inovations are PCI-E only.
  23. Ok, will try with one of those. I already read that thread as I can see those internal forums (since Wednesday I think). At first I thought I could have a try at Task No. 5 (Addition of "all light volumes" toolbar button), but it may be safer if I tried my marvellous skills at something that's not so mission-critical.
  24. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  25. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
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