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Diego

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Everything posted by Diego

  1. Lockpicking is tricky. Even if it's a fun mini-game, it's bound to get old pretty fast, thus increasing the difficulty would probably only make it less fun and more frustrating. So its use gets down to temporarily holding the player in dangerous areas to add tension.
  2. It would definitely need visual indication. Different models. But I agree with you on the second argument, this does create the possibility of impossible situations, and considering how TDM relies so much on improvisation that's not a good thing.
  3. http://www.explosion.com/30090/no-mod-allowed-for-thief/ Talks about the unlikelihood of mods and user content on the new Thief and mentions TDM as an example of how insan- I mean, strong- thief community is. Pretty cool
  4. Even if we switch "realistic" for "self consistent", we could explain a zombie moving by the same phenomena that skeletons move
  5. From a game design point of view the more variation the better. Like different levels of zombies, simple ones easy to beat to tougher zombies that require HW to beat and, why not, invincible zombies. It's like the guards that can be blackjacked and the ones that can't. The mapper then chooses the type of zombie suitable for a specific place, creating different challenges. Also, holy water could have a different usage than in thief. The player could drink it making all his actions blessed for a short time, his strikes are more powerful (with whatever weapon) the zombies will even flee when the player is blessed! (pac-man feelings). And maybe he glows in the dark too... or maybe not.
  6. Pictures or it didn't happen!
  7. A shader that makes the transition from light to shade slightly more red would probably be enough, I think.
  8. Great video! I think my favorite part was the stealing of the dining table as the maid put items on it lol
  9. I felt frustrated trying to play some T2 FMs now

    1. Show previous comments  1 more
    2. demagogue

      demagogue

      Its light is baked, so it feels a bit abstracted from the world.

    3. SeriousToni

      SeriousToni

      Its light is baked?? I thought it was dynamic like the fire elementals light o_O Diego, if you have problems with the light you might want to use the DDfix and stuff like that wich solved it for me!

    4. demagogue

      demagogue

      Only a few lights are dynamic, like you say elementals & lanterns, etc, and those are easier to avoid too. But all normal lamps & torches that don't move are baked.

  10. Come again? Deadly shadows is 9 years old? I feel old.

    1. Show previous comments  3 more
    2. Diego

      Diego

      I hope I'm not a bottle of vinegar yet!

    3. Melan

      Melan

      Old men... are the future.

    4. Bikerdude

      Bikerdude

      +1 on what Sotha said.

  11. Weird, it opens here. Maybe it's server/traffic thing. I toyed with it a little, it works. The leaves are individual planes, making a regular tree about 12000 polys, but we could lower this number and use a different texture with more leaves instead of one.
  12. This free software http://www.frecle.net/index.php?show=treed.about could be used to create more trees.
  13. I'm always craving for traditional missions! and I have a feeling this contest isn't going to satisfy that specific craving
  14. Whenever I see these screenshots for upcoming FMs I remember that video of the guy that was tased during John Kerry's speech. Why? because I think to myself "don't you tease me, man!" and that comes out exactly like the guy in the video
  15. It isn't hard at all, I did this game in 9 days, but it depends on what are you making. It's the best compromise between ease of use and flexibility, in my opinion. I'll have to play those games later! they look neat.
  16. With a bit of practice you can make all levels crumble to dust
  17. You think? that guard probably agrees with you. Anyone knows how 3ds max units relate to TDM units? if not I can just import a guard to compare. I can see the hair transparency is working, that was one of my concerns. They weren't supposed to cast shadows though, models have shadow models, right? I could just remove the hair planes for the shadow model. Normal map and texture looks ok too. That leaves only the animation problem to solve. All right, thanks for testing The first important issue to solve I think is the animation not playing, do you have any clues if the problem is on the file generated? I was so happy to see that after half an hour not responding it actually generated something, but it might be just garbage edit: well, the md5 viewer did load the animation...
  18. I made a small game for the gamejolt contest, we had 9 days to come up with something following the theme of "chaos". My entry is called Not On My Watch, it's a parody of action hero movies, and the gameplay is all about running, knocking out bad guys recovering microchips and exploding everything. You can read more about the controls and rules at the same page of the game: Not On My Watch If anyone plays it let me know what you think I had completely forgotten about this! until now, that the winners were announced (I didn't even get a mention, oh shoot...). There are some pretty cool entries on this contest, if anyone has the patience to sort through the big list. I'm not particularly fond of the ones that won but judging creative things is subjective.
  19. Spring, can you test this? Just to make sure my workflow isn't fundamentally flawed... This is the md5mesh file This is the md5anim Idle animation If this works out my final workflow is a nightmare, but works. After animating I have to export the whole thing to an FBX file because that bakes the animation to the bones directly the easiest way, create new file, import the fbx, export as md5. edit: Forgot the textures. Here they are: link
  20. WAIT!! I can't believe this... after 3ds max stops for a several minutes I usually crash it but this time I forgot about the whole thing (I was writing here), went to the kitchen and made me a sandwich, watched some tv and, when I came back, both files were generated. Well, how would I know... it just needs time. A LOT of time. And the MD5 viewer loaded the file with no problem this time. Except one tiny weeny problem, but that's totally my fault and I know how to fix it.
  21. I'm using Max 2012. I tried saving and opening again (with editable mesh and a skin modifier only) This exporter throws an unknown exception and points me to a point in the script where it seems to be iterating through all vertices. The other exporter I'm using I can't find a link anywhere, I don't remember where I got it. But it's from a guy called Jonathan "BeRSeRKeR" Garc, . Anyway, this exporter seems to generate the md5mesh but not the animation file. 3ds Max stops responding, which leads me to believe the script is probably stuck trying to do something. Both of these scripts are at least a couple of years old, it may be a compatibility issue.
  22. It is. Can you think of anything else that might be causing trouble? if you know of a safest way through another software I'm pretty sure I can export it using FBX.
  23. I could only help if a foreign accent is needed
  24. This goddamn bot is starting to get annoying edit: there was a bot here, I'm not crazy! don't take me awaaay
  25. That might have been Stephen Russel as well but I'm not certain. But he did play several other characters in each game.
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