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Everything posted by RPGista

  1. Jeesh... Am I the only one getting tired of the whole routine of people who see themselves as consumers, posting about their "constructive criticism" (which is often simply subjective opinion), somehow demanding they be adressed by people who are actually doing things according to their own vision, in their own free time, with the skillsets they have? Im not necessarily talking about this thread in particular, though it seems to be starting to happen here as well. Its just something really widespread online that is becoming more and more grating to me as time goes by. Somebody posted some work
  2. Those are some really good looking shots for sure... Love those landscapes, and those skies.
  3. Very nice. I remember seeing this article back in the day, maybr it will interest you if you havent read it already: http://wiki.thedarkmod.com/index.php?title=AI_Framework
  4. Yeah, thats pretty cool to have customization. Wouldnt worry much about people's tastes though. Badass to be walking around fighting monsters in a dungeon with the bow and arrow. Do you think its feasible to add some basic stealth elements to the formula, so you could hide if you leave a monsters cone of vision, or surprise them if you walk silently? That would add to the action for sure, could give a different feel from other mutiplayer scenarios. Great work going on man.
  5. Make sure you follow the A-Z tutorial on the wiki page or the video tutorial series by Springheel religiously in order to get to know the mechanics of map making and DarkRadiant, or you will be overwhelmed by technical issues.
  6. I gotta say this is a triumph, my friend. The art direction is wonderful, all the light effects and lighting design on the level, everything is bumpy and theres a lot of detail and shadows moving, it all really plays with idtech's strengths. The hexen-like music and the heretic evil laugh when you get the item were perfect. The seamless transition from 3rd to 1st person view works really well, theres no break in immersion, and the thief3 guy fits right in in this game world. This is something really special, I hope you'll package your work as tdm did, as an organized asset pack with a mapper i
  7. When talking about future features its hard to make a distinction between broad advancements we would personally like to have (as something that would modernize the game) and things that will actually have a significant, needed impact on the way the game plays. We would obviously love to see all sorts of things added to tdm, but the game has a lot of legacy, and we simply dont have the manpower... Still, anything that adds to the way light works in the game carries a lot of potential and relevance, as it is the single most important factor for tdm. Making lighting more interesting, more realis
  8. Wow, thats pretty awesome. Is this achieved while playing the game normally?
  9. Yes, thanks Grayman, for this. Really nice work.
  10. Im sorry, but this is completely misguided. Even if it were true, and we have reasons to be skeptical about what the us gov says these people are, as they have a lot of interest in the matter, whatever a whistleblower happens to be personally has nothing whatsoever to do with the information he has exposed. The information is either true, or it is false. Every other aspect in the matter is secondary in relation to this simple fact. Now if you choose to ignore the incredible atrocities they have dennounced but feel confortable in accusing them of being vile criminals because they happened to br
  11. I do know about Diego's werebeast, I tried working with it but by the end I decided it was easier for me to create a new model from scratch, so I could make use of a rig and character def I had created successfully before. I already have it modeled and Im in the process of animating it, but hit an annoying roadblock. I tested the new werewolf in game and I must say I like the result. Hopefully I can eventually get it done, work the kinks out with Springheel and Grayman and we should have a new monster to play with soon(ish) enough. If diego finds the time to finish his own cool werebeast s
  12. Thats actually a pretty interesting topic. And I do like your idea. I remember feeling that Thief3 tried to go into this GTA kind of universe, but the city simply couldnt be as lively due to scale and depthness problems/limitations. But a guy like you would be in the perfect position to push the limits of mapping, with your coding mastery... Since releasing Remembrance I didnt really feel the need to do mapping again, up untill recently, with my forest modelling experiments. But throughout all this time, there were lots of ideas that would pop up, and you would give up soon after because the
  13. Yeah, this looks really cool. Love it that they kept the handdrawn feel...
  14. Well, have at it my friend. You can explore your own idea by making a mission, its not as hard as it seems. Do a bit of research on the theme (there are a few missions that focuses on code breaking scenarios), watch some tutorial video series and off you go.
  15. Always great to have people willing to contribute. Im sure mappers will appreciate it.
  16. Thats a pretty cool effect!
  17. Good points. Its also hard for me to judge because Ive never felt that TDM's AI are that hard, certainly not unfair. Ive noticed little difference between the previous versions and the recent one, and never experienced a situation where I thought I was targeted too quickly, I suspect these are fringe situations we are talking about. Again, Im no expert player, only played through thief 1 once and only play a bit of tdm every few months, so... Still I do agree that the full alert should be preceded by the guard noticing you, stopping and going in your direction to investigate. Since the player
  18. Petike - Like I was saying earlier, its probably something personal that was triggered by some random thing, sometimes all we need is another drop and the glass is full. If you know the person then perhaps it could be nice to try and reach through a PM, though it might also be better just to give her some space. Would be a pity to loose any work already done... Lets hope she'll come around in time.
  19. Its more complicated than that. The script will really only work up to version 2.72. If you use it on version 2.79, eveything looks great and the model and animations will go through, but they will actually be corrupted internally. I wasted countless hours trying to make it work before it finally crossed my mind to use an earlier version, because there were no visible errors pointing out the problem. So updating the scripts would probably take a bit more work.
  20. Thats looking great. The materials really bring it to life; I particularly love the texturing on the wood box. If heres anything to say, I would probably experiment with adding some subtle marks and bumps on those metal speculars, just to give it a less than perfectly polished look. Brilliant work, man, PS: What sort of lab is this? Are those wrapped bodies on there?
  21. I came across Tom's series by chance while I was searching for tutorials and I was happy to see that there are still some knowledgeable people out there making videos about Doom3/Idtech4 editing. I recommend checking out his youtube channel, for anyone interested in mapping: I know we have quite a few great video tutorial series for tdm already, but its always interesting to see another perspective, theres always something new to learn. Plus they are very detailed and enjoyable to watch. Welcome aboard.
  22. Very atmospheric, amazing use of colors and texture.
  23. Looks pretty cool to me. So you are using the paintings to design the spaces? Thats very interesting.
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