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tefdal

Deus Ex mod - like Dark mod is to Thief?

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Just a quick pic, to show you a test-skin of the mainmenu.

(have to reposition things a bit,..)

 

Wonderful! I really like how that's looking :) I might change the text to The Dark Machina or something else for my repository, but other than that the design fits pretty great.

Edited by MirceaKitsune

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Alright, I'll make a stab at this. Don't throw anything at me:

 

t413f (Also: T413f, T413F)

The Dark Modern

The Dark Mod: 2020 (or whatever future year is appropriate... 2099?)

The Dark Cyber-Mod

 

Again, reserve your arrows for the guards. I'm glad that the project is moving forward.

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I love Dark Machina too! I don't see that it is in use as a videogame title - only that it is the name of a card in "force of will" card game - this doesnt prevent its use for the name of a mod (http://force-of-will-tcg.wikia.com/wiki/Dark_Machina,_Gliding_Shadow).. (I can confirm also it's not trademarked here in the UK anyway using the online search)

 

The Dark Modern is clever too!

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Working again with the hud.

 

Not bad... now bad at all ^_^ The ammo and item panels could perhaps be a little smaller is all. Also is it possible to make the color customizable via a cvar?

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I will make the panels smaller.

Its possible to make all values cvars.

But its not easy to change the bordercolor around, for example, the grid, because they are images.

The borders of the cells inside the grid, is easy to do.

 

Is there a mapper who could help us, with "porting" d3 maps like earlier mentioned "genetic" and "lost city" or other?

I dont get any responses from Baal.

 

--

I have been browsing trough the addons and mods for doom 3 on moddb.

And found some interesting mods (and files) we can use for this project:

mods: arx (standalone-mod. dark ages deus ex. interaction with stuff, Nice human models), into cerberon (for a quadcopter?),

maps: endarchy,

Guis: hexen edge of chaos, grimm, endarchy

 

maps: skyscraper, Redwill Manor, trains

 

mod for tdm: ruiner

 

Movies:

 

 

Arx:

 

In to cerberon:

 

Endarchy:

 

Hexen edge of chaos:

 

grimm quest for the gatherers key:

 

ruiner:

https://www.youtube.com/watch?v=-lDb6UKsfoQ

 

map: skyscraper

 

 

 

 

Are there any other d3 maps/mods i have to look at?

 

---

@MirceaKitsune

Here is a copy from license, with a permission of Bethesda to Arx.

 

 

 

Permission granted to produce free mod by Arkane Studios / Zenimax

 

Hi

 

I spoke with some folks from Arkane and they said that they

loved the mod and that you knew not to sell it for profit.

 

The policy we have at ZeniMax is that you're not allowed to

use assets from one game within another game

(even if they're both games we released).

 

Talking to someone at Arkane, they said you weren't using

the original assets from the games, but rather it was inspired

from Arx Fatalis.

 

Doing something like that is fine.

 

If you have any questions, feel free to let me know.

 

Thanks

 

Matt Grandstaff

Senior Community Manager

Bethesda Softworks

 

 

 

 

-edit-

added links.

added videos in spoiler.

Edited by freyk

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Are we settled on a name, or is that "deal with that when it comes" sort of scenario?


I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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We could have a poll, but whoever makes it should have the right to name it because they did the work.

 

My concepts was simple, The Dark Mod: Cyberpunk

That emphasizes that it's a branch of Darkmod and they run together.

 

Edit. Be sure you're recording where you're getting all this stuff. It's important to have them in the credits.


20js9wp.jpg

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If this gets remotely as good as TDM, then this is gonna be awesome.

 

The plan is to get even better, though at least as good will definitely do. Vanilla TDM already has great quality assets, and the new ones will definitely be as good if not higher quality!

  • Like 1

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Status 22-2

Added labels "Energy" and "cash" to hud. (in the future it going to be replaced with icons)

Energy value is static and "cash value only works in inventory

Made inventorygrid a bit smaller, need to reposition things.

post-13309-0-07843200-1487801868_thumb.jpg

Edited by freyk

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Yes, but all this to avoid a lawsuit from eidos/enix/etc.

 

They seriously wouldn't sue for the use of such a generic word, though it's still best to avoid it so we don't look like we're being unoriginal. I wonder if, for the sake of added realism, we could go ahead and simply call it Bitcoin :D

 

Also I was thinking of modifying the meanings of the 3 loot types of vanilla TDM, into the following categories: Cash (normal money), information (documents not relevant to the player's quest but generically valuable to others), software (programs the player can steal off computers or pirate which others find of value). Any thoughts from anyone on this model?

 

Another thing to keep in mind: The mod will be aimed a bit more toward story-based campaigns, and less toward single fast-paced missions (though of course still friendly to both). Therefore one of the systems I want to integrate are shops, and the ability to use the loot types to buy items from people in-world. There was a shop script floating around... I might use it altogether depending on license, or make my own if it's not GPL compatible.

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Yes, but all this to avoid a lawsuit from eidos/enix/etc.

 

I don't think there is a copyright on "credits", considering how many sci-fi style games have that currency. If it was for that, TDM also couldn't have water arrows, rope arrows, and what not either. Kind of universal, i would guess.

Edited by chakkman

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ok.

 

Added new objects

  • Added a mapviewer.
  • Added a MissionMenu
Problems/questions:

The mapviewer is very big. shall i take the new inventorygrid sizes?

The mouse dont move.

is it possible to zoom-in/out in gui images?

post-13309-0-67832100-1488125856_thumb.jpg

post-13309-0-04202900-1488142814_thumb.jpg

Edited by freyk
  • Like 1

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Status:
Added some placeholders for the menus in the missionmenu. (to fill in later with info)

repositioned the contentwindows of the missionmenu.

Experimented a bit with renderdef for in the missionmenu health.

Working on the mapviewer.

 

edit:

added screenshot.

post-13309-0-25710600-1488731891_thumb.jpg

Edited by freyk

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Very nice work so far. As a reminder, I'm still interested in the project as well! However I haven't had the time and / or energy to get around to finishing those models, and I apologize for that. Please be patient, and when I find a moment to get onto working on that again I will.

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