Jump to content
The Dark Mod Forums

simplen00b

Member
  • Posts

    612
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by simplen00b

  1. Looks horrible (in a really really good way).
  2. Looks great. (I really really like contrasting lighting whether it's needed or not.) Those pieces projecting from the corners of the tower in the third pic - made of wood are they? And, um, will there be rope arrows? Just, y'know, aksin. (heh)
  3. I can't get this kind of image out of my head: - I actually liked the hands reaching out to do stuff - pressing buttons, opening/closing doors, even holding onto things when leaning - but the "I'm not doing anything so I'm going to impersonate a squirrel" hand thing is awful. As is the rest of the gameplay, really, which showed little ambition other than to hang on to Dishonored's coattails. TBH, it's a bit of a relief. I can now allocate the brainspace that's been occupied with the question "Might T4 be any good?" with more useful activity. Not sure what yet, but I'll work something out...
  4. :wub: :wub: :wub: *Tries not to get expectations about how amazing this could look raised too high*
  5. My only comment would be that Glenham Tower should be included under 'Undead or Zombies', and probably under 'Horror' too. At the moment it seems a bit hidden away under a contest listing.
  6. Yup, fantastic-looking loading screen; but if that strapline's true, I'm a really rubbish thief. *opens mission, furtively types 'tdm_show_loot' into console*
  7. Transferred this to the GT 2.0 beta-testing thread.
  8. Quick update: I've started getting the following error message in the console when I run 'map' ('dmap' seems to run fine): ERROR:idMoveable 'func_static_37': cannot load collision model func_static_37 I got the message after I had moved the servant's book; I reset the book to the original position but get the same message anyway. Any suggestions? Is there any way of finding tracking down 'func_static_37' in DR?
  9. Not sure why I uploaded that screenshot to illustrate the 'not quite there-ness' of the scroll, cuz it doesn't really; but when the zombie's swinging at you, you can see the scroll is protruding through its fingers. I've only noticed it in that room and it behaves the same in 1.08 - undead can climb on and off the bed & table. Haven't seen them get stuck - in fact, never noticed it before at all as I've usually been very careful not to disturb anyone in that room. The tables in the upper rooms still behave properly in 2.0, i.e. so my fears of unstoppable waves of super-levitating access-all-areas undead are unfounded (until your next mission anyway).
  10. Quick update re Glenham: i) Good news - bindtojoint values are sorted so it opens without crashing ii) Not-so-good news - I've spent over an hour getting the Morley zombie to look like he/it's holding his last letter, and it's still not quite there: You're not kidding. Just getting the origin values right was bad enough, but trying to get the rotation right... This is going to take some time, although this scroll and the book are probably going to be the hardest. The daggers just need to go deeper in IMO - they look like they've only gone in a couple of inches (I guess because the new zombie model is smaller). However, the most terrifying thing about this screenshot is that it seems the GT zombies can levitate, and even worse, climb tables. :o :o :o :o :o :o
  11. Already got it. It did occur to me I'll need to put it into the 2.0 folder rather than 1.08.
  12. I'm probably the worst person to have a go at this as I don't know my spawnarg from my elbow, BUT -I opened GT in DR and (amazingly) got to this point: So is it the 'Chest' value that needs to be changed to something else? If so, is there a list of 1.08 bindToJoint values with their 2.0 equivalents? Am I in the right area? If someone who knows what they're doing is already onto this, I will more than willingly step aside. I'm just keen to help (or try to) cuz I love GT and would love to play it in 2.0, but I may need lots of hand-holding.
  13. These any good? sound/ed/sfx/bubbles1.ogg - https://soundcloud.c...n00b-1/bubbles1 sound/ed/sfx/bubbles2.ogg - https://soundcloud.c...n00b-1/bubbles2 sound/ed/sfx/bubbles3.ogg - https://soundcloud.c...n00b-1/bubbles3 sound/ed/sfx/bubbles11.ogg - https://soundcloud.c...00b-1/bubbles11 sound/ed/sfx/bubbles12.ogg - https://soundcloud.c...00b-1/bubbles12 sound/ed/sfx/bubbles13.ogg - https://soundcloud.c...00b-1/bubbles13 TBH, they don't sound much like the D3 originals (especially bubbles11-13) but I think they do sound like cooking pots boiling/simmering. Happy to work on getting something closer to the original if you want, just let me know; otherwise I'll assume they're OK. Re sounds left to do - it looks like Flakebridge Monastery still needs some - ???
  14. Excellent! I'll try to get them done this weekend.
  15. Very general hint: More specific: Totally specific:
  16. Dragon's Claw (Bikerdude, Flanders) WARNING:Couldn't load sound 'light_flicker_105.wav' using default - https://soundcloud.c...ight-flicker105 WARNING:Couldn't load sound 'sound/people_girl_scream01.wav' using default - comes up with 'Error: file not found' in DR Edit - As things stand, it looks like there're sounds for just 'Samhain Night on Bone Hill' left to do at the moment, so I'll crack on with them until some more come up.
  17. I used to do this constantly with dear old Win 98. Once I finally upgraded to XP I learned about (i) putting your OS & programmes on one partition, and your documents on another, and (ii) making regular image backups of your OS partition. I've only had to use it a couple of times in the last five years, but when I did, it took 30-40 minutes to reinstall the OS & all my programmes instead of all day.
  18. Or, erm, unusual? Agree to some extent with the puzzle mechanics: but I got there in the end. Still think the LQ's diary should count as a personal item though....
  19. A Night to Remember (Fieldmedic) WARNING:Couldn't load sound 'pool_ball_impact.wav' using default - can't find this in the DR soundshader lists WARNING:Couldn't load sound 'tdm_zombie_footdrag.wav' using default - https://soundcloud.c...mbie-footdrag01 - https://soundcloud.c...mbie-footdrag02 Dragon's Claw (Bikerdude, Flanders) WARNING:Couldn't load sound 'sound/ambient/enviromental/animal_pigeon_wings.wav ' using default - https://soundcloud.c...-pigeon-wings01 WARNING:Couldn't load sound 'sound/creaking_door.wav' using default - can't find this in the DR soundshader lists WARNING:Couldn't load sound 'fist_whoosh.wav' using default - https://soundcloud.c...00b-1/whoosh-01 - https://soundcloud.c...00b-1/whoosh-02 - https://soundcloud.c...00b-1/whoosh-03 - https://soundcloud.c...00b-1/whoosh-04
  20. Avoiding looking at spoilers as I'm still playing, so apologies if this has already been asked: I'm confused about an item on the ingredient list - EDIT - it's OK; just answered my own question: and got the necessary...
  21. Yeah, I was wondering about the situation if a handful of FMs were going to have serious issues becoming 2.0 compliant (I'm thinking especially about werebeast/zombie models/animations - don't really know what I'm talking about but I get the impression they're the major hurdles to overcome) - if a few FMs were going to take months to sort out when 90% of the other FMs were ready, would we hold off until they were all sorted? However - ST's response made me realise that I could be starting to generate unnecessary FUD* about a scenario that will hopefully not arise, and (if it does) we can deal with it then when we know what there is to deal with, rather than worrying needlessly about it now. Sorry everyone. As you were. *Fear, uncertainty and doubt
  22. Judging by the thread I posted, it looks like it's still on the cards for when standalone happens (and that seems to happening far more quickly than seemed possible last year). I've been wondering whether TDM could announce itself as standalone once a certain number of FMs are playable in 2.0. Or would we want to wait until all FMs are ready? Just a thought.
  23. Just checked, and yes, they're the same sounds. Not sure what I was thinking - just saw it on the missing assets list and must have assumed I had uploaded them to Soundcloud but not got round to posting them here. Sorry for any confusion.
  24. Try this one: http://forums.thedar...__fromsearch__1
  25. Still picking my way through; as usual, I'll assume they're OK unless I get feedback to the contrary. The Caduceus of St. Alban (Bikderdude) WARNING:Couldn't load sound 'admin_impdoor_creak.wav' using default - https://soundcloud.c...-impdoor-creak1 - https://soundcloud.c...-impdoor-creak2 WARNING:Couldn't load sound 'metalbounce_1.wav' using default - https://soundcloud.c.../metalbounce-02
×
×
  • Create New...