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Garreth

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Everything posted by Garreth

  1. it is currently in beta testing topic title shows that very clear.
  2. i never said any of that, it could be, i am not an programmer neither do i know if there ever will be a 5
  3. i directed a few thing before with success.
  4. O.o well there will be some other engine that works on darkradiant, i showed it to a professional, and he said it had more functions that the one they where using and made it work with the engine they where working on, i think it was Farcry or Tombraider so it will be at least edited with darkradiant. nothing is sure, maybe they give me Thief 5 but i guess they expect something new.
  5. Thief without a number? i have no idea. can't ever have a number since the engine is older.
  6. i halfed the number, disabled specular, don't know if that was good, but it is faster, and i try'd to seperate most of em. the framerate went up 50 to 70 percent. removed all but 2 lanterns doors autoclose faster removed trees outside fixed automaton guards without weapon fixed wall fixed fence
  7. First of all i want to apologise, new day new start i will put it back in beta test, though i am completely puzzled on how to visportal the outside, seems impossible, the lights i can fix easy, i will take a look at the mentioned bugs. i will change topic title for beta testing. On another note, i was offered recently to make a videogame - long story short, since this engine is open source i would like to use it, and maybe i could use mappers who can work from concept art all from the comfort of home. and then leave scripting and animations to a professional studio like Eidos. so it would be sort of an indy game on open source engine released by Eidos, it is quite to soon to start off but i am thinking about it, it could make the engine and all it's internals legal. and it would make the Thief series created by Thief fans. more about this later on i guess, nothing is sure this would be separate from the darkmod, since the work done by a studio can not be used for free.
  8. you see this going wrong? I dont like to be threatened, and it is the manner in witch things are said, soon as i read that it was not oke to use the name Garret 1T, i deleted it from the description. But i also said don't worry about it, if they want to get you they will get you, copy writing is on concepts not just names, also the name of accomplices of the main character where used even in the mod itself, like Eric character from the 1st game. Usage of the word Taffer unlike popular beliefs, the word was invented by looking glass. My point was that those rules make no sense and cover absolutely nothing in court, the boundry has already been overstepped so far that none of that matters. This is a Thief mod. and i never insisted, on breaking any weird rules, therefore that tone is hard to swallow. i will revise the map for the few bugs, when the 2nd is in beta.
  9. i never insisted did i do something wrong here? i dint start cracking down on ppl, don't worry about it, and i don't know who pulled those rules out his ass- but they can open a case just for having builders the hammer symbol, the thief, steampunk influences, not to talk about the various items straight from the original game like the holywater arrows, the name - broken glass studio's - are you kidding me? like i said don't worry about it.
  10. When i started off my computer could not pull any map at reasonable frame rate, i never said a thing about it, my card can pull it now, so can other cards, with out lag, the problem is not the map, some bugs exist, never encountered them, i jumped a hundred times over that fence, i can put a nodraw solid over it, but that will still not fix it for you. your card is overloaded.
  11. i was talking about the copywrite, do not worry about using the name Garret
  12. [quote name='SeriousToni' timestamp='1391905365' post='334845'] This doesn't look very promising - gonna wait for more reviews before I download, as the mission quality seems to be on the same level as the presentation. [/quote] The presentation has nothing to do with the mission, i build, not make elaborate presentations, the missions speak for themselves.
  13. no i only used it in this description, and don't worry about copywrite i know the heads of eidos and such, did you know that they used the dark mod as a template for thief 4, the devs play the mod themselves, no joke. In thief 4 the loading screen / animation where he opens a window, everything behind you stops rendering, and the room before you renders go's trough, window closes, that was my idea, they dont use visportals but force stop rendering. anyway i started finishing part 2, wich will be about 90 or more minutes to finish. just running trough it without AI takes about 15 to 20 minutes.
  14. The archer can attack, but he takes distance, then when he loses visual he returns to search.
  15. i am going to leave it as it is, since i do not have performance issues, i assembled a new pc not a year ago could be that that is making a difference. but i will surely check my next build for overlapping lights, and open area's
  16. thanks, i start to understand the entire thing, what a trip, i have enough brushwork ready for days of editing and hours of gaming, i have no idea when i start part 2 but it will be done some day.
  17. https://drive.google.com/file/d/0B2MkV2RPKSQ-UTNTYjBzb3dXbE0/edit?usp=sharing
  18. https://www.lotro.co...changed-setting Nom de l’application: TheDarkMod.exe Version de l’application: 1.0.0.1l
  19. I think the mod is big enough to have some kind of gigantic database of prefab stuff, where everyone can upload his models and prefabs by category with a picture, so you can browse trough and download the stuff you need for your map. i have made a few fountains a few customized heads, vehicles, and so on, would be cool to have it offered - categorized with a small picture. i know it would take a whole website and quite some up and download, but maybe paypal donations could help for that.
  20. You can have about 500.000 triangles rendered at once and still have good performance, hail doom 3 engine, or whatever the new engine is called. so you can easy furnish an entire room with your high tri stuff
  21. I figured it out partialy def_attach1 light pos_attach1 new_position attach_pos_name_newpos new_position attach_pos_joint_newpos Head attach_pos_origin_newpos 0 0 0 attach_pos_angles_newpos 0 0 0 but how do i set up the light property's? light_right light_target light_up _color name of entity in front is not working, so i can not set up a projected light?
  22. This is just a standard light, no texture and not projected, if i use the name of a light that i have set up in my map and def attach it, it is not working It is for a cyborg with light eye's so it needs to be projected. been using that no shader for a long time, pure blackness. wait never mind, i think i have a work around
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