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Showing content with the highest reputation on 04/24/20 in all areas

  1. For what it is worth. I worked on Nightblade and yes, that project is now quite dead. Originally it was going to be a UT2004 mod which was designed to replace the aging Thievery mod however, UT3 came out in the interim so it was switched but unfortunately the project's development dragged and eventually canceled. I can tell you that a tremendous amount of work was completed but there was still a lot more work to be done. This link will take you to Nightblade's UT2004 alpha release database. It's playable. http://www.thievery-customs.com/
    3 points
  2. I mentioned this already, and forgive me if I sound like I'm repeating myself, but if it's going to be like a year of work no matter which engine you pick--okay, maybe you can save a month here or there or get some slightly better feature with this or that engine, but still it's a massive undertaking whichever one you pick--the number one reason I thought it'd be best to pick TDM wasn't really because it's the best option for multiplayer, but if it did have multiplayer, then you'd have over 100 maps to play coop style right out of the box. And my experience with T2MP is that if a FM is great for single player, it's almost always also great for coop, and I imagine comp too (because players just take the place of already existing guards, so the level is already built with thieves vs. guards in mind). I can't tell you how much fun it is to coordinate how you're going to rob a mansion together with a friend, and when the unexpected happens, you can run to your friend's aid. When I'm playing single player and I get caught, I'll be tempted to restart, but if there's another person there, you want to game on because either they're coming to help you out, or you're watching your friend get chased across the grounds and it's hilarious. And so many of our maps are so good. I can't imagine someone spending a year making multiplayer on another engine and we only get 3 maps, when we could have all of our great maps to play with a friend! It may be extra work on the multiplayer side, but so worth it IMO.
    3 points
  3. Greetings all... Saxmeister here, back from the grave. It's been quite some time since I was really involved in teh project, but glad to see how well it has evolved over the years. I missed several team members here and wanted to check in now that the world seems to be "falling apart." Hoping all of you are well...
    1 point
  4. Yes, we're good now. Working with fflood and others, 2 works were retrieved, made runnable under 2.07, and considered. One seems to have particular promise. It's way too early to say much more about that.
    1 point
  5. Wow, didn't realize NC was a TDM hotbed! Not a native, but moved to Charlotte a few years ago.
    1 point
  6. Elevator use seems to have issues in 2.08 I just dmap'd and loaded up siegeshop last night to check with 2.08 compatibility. Aside from a water splash particle I need to replace, I found that when two AI try to use an elevator at the same time, they come to a standoff at the call buttons. The AI just sit there doing nothing. I need to use one of the call buttons to move the elevator. Then one of the AI will finally decide to use it and everyone gets to pathing again. To clarify, I saw this happen twice, and at each of two elevators. In both situations, the AI trying to use the elevators were on different floors from one another.
    1 point
  7. Just finished this up, thanks for all your hard work and I look forward to more. Anyways, thanks again
    1 point
  8. The tdm_feather texture doesn't have an alpha stage for some reason.
    1 point
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