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Jetrell

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Posts posted by Jetrell

  1. Thanks for all of this helpful info. I've been thinking about installing Solus for quite sometime. I know they accept donations but is Solus actually free or is there a trail period with some sort of fee that kicks in after the trail period ends?

    • Like 1
  2. Excellent work as always. Don't know if this is possible or not but the painting itself looks a bit glossy. Is there a way to add a paint texture effect to it so it looks more like it was actually painted? My photo editor can add texture effects like fabric and stone but sadly it doesn't have a painting option.

     

    Edit: I took a better look at the image and I now see that it does have paint strokes. I'm guess the gloss effect is from the game?

  3. 2 hours ago, demagogue said:

    I've been playing with this, as UE5 has already been released in early access. It's really cool. You can rip an entire city off of Go*gle maps, like a 10km x 10km chunk of terrain, get it into UE5, maybe throw in a little fog and light rain, some lit windows in the shaders, make the sea a realistic sea shader, then pick a really high building and model a posh apartment in the penthouse using all the free & amazing arc-vis assets out there, give it massive windows with rain streaking down, and take in the urban landscape.

    For someone that started building with dromed, which originally had like 1000 poly limit after which objects would just stop being rendered, it's literally awe inspiring to look over an entire city of 1000s to 10,000s of buildings or so, chugging however many millions of tris, and it still be fluid at 40 fps or whatever. You shouldn't take that too lightly. It really feels like were at a new stage in gaming.

    And the quick demo I made up like that is still only about 1.5 GB. The geometry you can rip off of Go*gle maps is already optimized so it's highest poly closest to the place you take it and falls off. Then you can add higher poly geometry to some distant places by hand. If you were smart about it, you could keep a game under 10 or 20 GB and still look pretty amazing.

    What you are describing sounds very interesting. Would you be willing to post some screenshots of your quick demo or even better, would you be willing to make a video?

  4. @ Kurshok: You're upset about voting for Biden because he's pulling out of Afghanistan? I hope you realize that Trump also wanted to pull out of Afghanistan, his plans which were already in place were to pull out on September 11. The only difference being, Biden wants to pull out by August 30.

    • Like 1
  5. @ Zerg Rush: Are you the artist that made this map? It is exceptionally well made, my compliments. If it's yours, would you be willing to add some Bridgeport districts and locations to this map?

    18 hours ago, Zerg Rush said:

    Although I am an old man with poor eyesight and I can hardly contribute with any mission, at least I would like to do it with other contributions that may serve.

     

    VVzhc9hj_o.png

     

  6. Just my two cents, I think computertech82 is either ignorant or a troll but probably a combination of the two. Even a blind person could easily see that there's no comparison between the graphics of the "original thief game" and TDM.

    Nothing to see here, moving on.

    • Sad 1
  7. 4 hours ago, chakkman said:

    The issue I also see with playing a guard is that the game allows you to hide in shadows, but not the NPC's. So, you'd really be limited to eavesdropping, chasing someone, or finding incriminating evidence, that sort of thing.

    Not necessarily...  What I gather from reading SeriousToni's inquiry, the player would be playing as a guard so by definition he wouldn't be a non-player character (NPC).

     

    4 hours ago, jaxa said:

    To answer Chakk's critique, if you look at Thief 2, it got weird FMs like Kill Factory, Incubus, The Flying Age, etc. All that's needed is someone dedicated enough to map it, and people willing to play it.

    Exactly :smile:

     

    I don't understand why we would want to limit creativity. It is why I'm advocating for finishing MirceaKitsune's dragon asset. A dragon might not necessarily fit your definition of our "general theme" but for others, a dragon might fit perfectly into their definition of our "general theme". Also, why must we desire to constrain people to fit into any "general theme? Wouldn't that just promote stagnation? This is a community project with a vast array of people with diverse ideas and interpretations. I think it wise to advocate for more creativity vs less.

    Build it and they will come...

    • Like 2
  8. I think this is a tremendous idea with so much potential. The guard's mission could be to prevent a crime which would offer lots of adrenaline fun but there could also be a scenario where the guard is instead a Detective (or a Private Investigator) that has been sent to solve a crime that has already been committed. Depending on the individual, sleuthing can involve a lot of stealthiness so the player could use a lot of his thief skill-sets.

    • Like 1
  9. There's a bigger issue, MirceaKitsune is currently stuck and needs help completing his dragon. I don't have the skills to help him so I keep hoping that someone here will step in and help him...

    On 7/23/2020 at 10:23 AM, MirceaKitsune said:

    I moved both the mesh and rig to their own collection, but the exporter still keeps erroring out when I try to produce a md5anim in 2.8. Any additional thoughts?

     

    • Like 1
  10. I can think of many great ways to include a dragon into a mission but the first thing that comes to mind is the encounter with Smaug from The Hobbit. I really hope this dragon asset gets finished, I've been hoping for a dragon for years and years.

    @ MirceaKitsune: I know you're stuck but please don't give up on your dragon, it's beautiful!

    On 12/28/2014 at 10:32 AM, Springheel said:

    As Obs said, mappers can make whatever missions they want. I think it would be fun to see a WW2-themed mission, or a high-fantasy mission where you have to sneak through the goblin tunnels to steal a jewel from a dragon. But mappers wanting to do that are probably going to have to find their own assets. We don't even have enough people to produce all the TDM assets we want (the werebeast has been sitting unfinished since 2.0, as an example).

     

    • Like 1
  11. 5 hours ago, freyk said:

    No,  Kew created that. and I "updated" one of his maps by retexturing the map and gave it more thievery ut ambience (by placing thieveryut objects in it, added background music).
    I love using the unrealeditor. Darkradiant is to me very difficult to use.

    In Thievery UT i loved to play solo and co-op style and did not like the versus mode.

    a video of solo play in the spoiler:

      Reveal hidden contents

    And made got a bloopers video:

      Hide contents

     

     

      Reveal hidden contents
     

     

    I see, thought for a moment that you were Tim "Kew" Jervis, sometimes people switch or have more than one online alias.

    I agree with you, love using the Unreal editor and playing co-op. Those were some fun times, hard to believe it's been 17 plus years.

  12. 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/

    Nightblade.jpg

    • Like 3
  13. OrbWeaver said: But there is no way to solve the learning curve and time investment problem.  

    ~ I understand what you are saying but wouldn't you agree that having a DarkRadiant "lite" version would certainly lessen the learning curve and the time investment problem? I would think that would make building FMs more accessible to many more people.

    OrbWeaver said: Even if it were somehow possible to make an incredibly dumbed-down version of DarkRadiant, what you'd end up with is the Microsoft WordArt of level design, which might allow absolute beginners to churn out almost identical maps which they thought looked awesome but everybody else had seen hundreds of times already. It would hardly be worth the effort to create such a tool given the low quality of work it would produce.

    ~ Not necessarily. What I have in mind would work something like this, there would still only be one DarkRadiant but within it would be a "lite" section which would have just the basic components necessary to make a FM. If the mapper wanted, they could still add components from the full version section of DarkRadiant, which would prevent beginners from churning out almost identical maps. In addition, this new feature would give people a lot more freedom and like Snowy said in his/her post, "new content creators that are less interested in visuals and more interested in story telling". A "lite" section of DarkRadiant could open up a new way for people to create a completely different type of content.

    OrbWeaver said: Admittedly I've never used UnrealEd, and maybe it is absolutely awesome and intuitive, but I find it difficult to believe that you could spend years and years creating content for Unreal but find DarkRadiant to be beyond your reach.

    ~ I'm not saying that I couldn't learn how to use DarkRadiant. I'm just saying that, I haven't learned how to use DarkRadiant because it would take me weeks, months, years to learn. That is the sole reason why I haven't learned how to use DarkRadiant. I would however be more than willing to learn how to use a DarkRadiant "lite" version and I'm sure many others would too.

  14. 23 minutes ago, OrbWeaver said:

    In theory it would always be possible to make a build of DarkRadiant without certain features (this is what I usually understand by a "lite version" of software), but I don't really see what problem that would solve. If there are usability issues with DR it would be much better to fix those, rather than maintain a separate version of the software with missing features.

    A DarkRadiant "lite" version would solve several problems. It would solve the massive learning curve and time investment problem. It would make building FMs more accessible to many more members of this community that haven't been able to make their own FMs and it would also bring in completely new members into this community. Think about how many people have taken the time to download DarkRadiant but when they opened it up they said, no way can I do this... I would love to make FMs for this community but I haven't because learning how to use DarkRadiant would take way too much time and effort.

    On 3/8/2020 at 11:32 AM, snowy said:

    The DarkRadiant tool is excellent in the hands of a dedicated and talented content author. For new content authors, the tool requires a large time investment. Maybe there's also room for an easier and much more limited tool. A tool for new content creators that are less interested in visuals and more interested in story telling. Or simply creating and playing their own first missions quickly. And getting them excited for creating more advanced missions. For example, this tool could be a strict 2d editor instead of 3d. The author can draw his world on a 2d grid with a selection of prefabs that snap seamlessly on this grid. Then they can tell their story with it. If the author decides he or she wants more control over its game world, then they can move on to DarkRadiant.

    I have years and years of mapping experience but it's all based on various Unreal engines which as you already know, is completely different. One more thing, I'm not saying anything bad about DarkRadiant, it's obviously an excellent tool.

    • Like 1
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