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Dram

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Everything posted by Dram

  1. BTW, Gleeful, are you good at any of that (modeling, texturing, etc)? Cos, if you wanna help them, then you should go to the "I want to help" section. Just an idea. --Dram
  2. LOL, Renzatic, you musta been typin at same time as me.
  3. I am not a team member, but I do know that the Doom3 sdk allows all what you said above. So unless they specifically remove it (which they most probably won't, as the tools are gonna be released first so the community can start mapping and then a campaign) then yeah you can . --Dram
  4. To all who wanna play my mod: When I finish the picking, etc, I'm gonna make a whole campaign (which will be playable in coop or solo) for the city and stuff (including new maps - yes, I will have a go at making maps in UEd again ). I'll have cutscenes as well (though the voices will be the ones from Thief2) and I'll try to think of a real good plot . That will keep me occupied for about a month or so (but as soon as I finish the mod [the lockpicking needs finishing] I'll release it to you guys and then after I finish the maps, I'll give them to you guys too. - BTW, the DramVis script now makes all maps silhouette mode friendly [ie: puts all ambient brightness to 0, though if you dont like it, I'll provide areadme on how to remove it ]). My mod should only take another week (hopefully ). --Martin
  5. Dram

    Uh Oh

    Sounds familiar, though when my one did it, it only did it for about five minutes then died. A rather large line of swearing could be heard emanating from my room and then the hard drive ended up hammered (literally too). I opened it up after and it looked like this: (put this into internet explorer) http://au.pg.photos.yahoo.com/ph/dramtheth...6&.dnm=9c6f.jpg
  6. just to add in, my mod is about 90% finished now
  7. to jarvis: Sorry for quiting in that thievery game, my mofo comp crashed. --Dram
  8. Dram

    *sigh*

    Quote: -------------------------------------------- After the three month period that Spar talked about, mods actually tend to become *stronger* as time goes on. That's because (if I can steal an analogy from oDDity) they become like snowballs rolling downhill. As the amount of code, models and textures grow, the mod gains a certain resiliency that allows it to survive a few people coming and going. -------------------------------------------- Always good to hear
  9. Quote: ---------------------------------------------- Thief 1 and 2 are still the greatest games in the world... but sneaking past AI will never be as intense, difficult, or fun as sneaking past people. The thievery formula is probably one of the best multiplayer thief formula's out there. It's not perfect, but it's a lot better than most people give it credit for. They should try it. ---------------------------------------------- you should try my mod . (lockpicking that ai can hear which is also gui, as in it is on screen, not the normal thievery way. Moving the slightest bit lights you up to 20%, and walking or running to 40%[this the ai can see easy] and when walking or running, the player model becomes unlit [cos i put in silhouette mode, making it hard to hide in those annoying tiny shadows but the shadows in every map are tuned automatically at start to be REAL dark]. Basically, it makes the game super-intense [even against the ai]. LOL, I have'nt even passed my version of Bourgeois ) BTW, SE, I heard the nightblade torches couldnt be taken out on the forums cos of lighting problems (theyre apparently not dynamic). Quote: ----------------------------------------------- If we ever do a multiplayer I would prefer it to be like a normal Thief map. One thief and the other players are taking over what would be the AI. ----------------------------------------------- Sparhawk, I agree with you on that
  10. Just to keep this updated, I added random voices for the guards, which makes them say something (like humming) every 30 secs (for now). Also hacked in the thief 2 injury sounds. Just thought I should share that. --Martin
  11. I must add to this. I saw that nightblade has torches that cannot be taken out. Sadly it is no longer like thief. Though it will be a great combat game, one which will have my count in downloads. (it also has no real-time-dynamic-lighting) so it will not look as good as the dark mod. So i must second Jarvis in that if you ever find the time, then adding a multiplayer function (coop only though i think, to prevent extreme fps'ers playing and exploiting) would be greatly appreciated. --Dram
  12. see, the problem is that when i make a mod, it is never properly organized and i always tend to edit the main files (to have the changes applying to everything, like the watersplash for example). So therefore I am sorry for the....inconvenience. BTW, I updated the p[icking, works perfect now, and when you bring it up ontop of a mine it says probes instead of lockpicks and changes the model of it. --Martin
  13. Kurva. I should have seen that. Yeah, Factory was modified, forgot to chuck it in, sorry.
  14. Dram

    *sigh*

    BTW, Renztic, I've posted on my app. thread.
  15. Dram

    *sigh*

    That's deep. Yeah, that's really deep.
  16. Dram

    *sigh*

    Whoa, cryptic
  17. AARGH! Why remove them. Oh well.
  18. I can see the fuse is lit "Get out of there, it's gonna blow!!!"
  19. Oh, should add this. Nice maps btw .
  20. Campaignjunkie, everyone was discussing it earlier, but what I hate the most uberly about HL2 is not that the source engine looks a bit dated (which it does cos valve had been sitting on it's ass for a while expecting no comp till Doom3 came out) but the main reason is Steam. The most annoying thing in the universe (unless you Download a steam-crack, thus removing steam ). But I played HL2 and i enjoyed it, so im not saying it is "the worst game of the century", just saying that they got a bit lazy in production . --Dram
  21. Oh, btw, what version of UT have you got (try installing it into 346 or whatever it is. I used GOTY edition to play thievery, they're same, just that goty edition has extras)
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