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  1. ShaZe

    ShaZe's Stuff

    Close up on the last staff Otherwise, where can I get the mod files? I was asking myself the question to know what exactly the path should be when I was setting the material file and the folder structure. I searched a little bit in the different forums but didn't found it.
  2. Hi there. Being a quick learner is probably the most important thing on a mod like this, so welcome to the forums, Serpentine. I gather you already had a look at the DarkRadiant codebase, compiled it or played around with the editor?
  3. Assuming that by "silence" you mean "fix the code" rather than "disable the warning", you are welcome to send patches to either me or Greebo in a PM or through the forum. If you wanted to get more involved in development you could be set up as a contributor and have access to the coding forums as well.
  4. Well, I might still contribute more models. It's just a matter of getting some enthusiasm back to do it. I was running entirely on enthusiasm at the start of the project. Without that, it just makes it all hard work with no reward. I may have made it look easy, but it is a hell of a lot of hard work building those characters, not helped by the fact that I have a strict set of self-imposed standards I have to keep to and surpass, or I'm not happy. I'll take a look around the forums and see what needs to be done, and if any of it interests me right now.
  5. I too have applied your patch and will look at it in due course. I have committed the missing <cassert> include already, since Tel seemed to have this problem in the public forums.
  6. I have given you contributor status and also given you access to the beta mapper forums.
  7. I found a great plug to lessen the reverb on the footsteps. Dominion - signal modeling device: http://www.digitalfishphones.com/main.php?...2&subItem=4 If you're familiar with software synths and shaping those sounds with different attack/decay envelopes, then this plugin does the same thing with audio. Currently the sustain (decay) is at -45 @ 30ms thus removing the reverb tails of the concrete/stone/metal footsteps. After I test a bit, should I upload to SVN? EDIT: Nevermind, just saw this thread: http://forums.thedarkmod.com/index.php?showtopic=6400
  8. You mean except for the fact that around every corner there was someone buying and selling illegal goods? There were more fences and blackmarket merchants than there were regular tradespeople. Which I guess makes sense, since you could retire off the sale of one or two gas arrows. You either haven't done much reading in thief-related forums, or you are blessed with remarkably low expectations. I enjoyed TDS, but I did it in spite of its numerous failings.
  9. Sorry Mike, that was my mistake. Beta Mappers have access to a special beta mapper repository. All the info is in the level editing stickies section. Here is the relevant info. http://forums.thedarkmod.com/index.php?showtopic=5603
  10. That's a moveable chair that the AI is sitting in in this thread/picture : http://forums.thedarkmod.com/index.php?act=a...ost&id=1499 The collision model seems to work pretty well. You can also spawn an adm:moveable_diningchair (or whatever it's called) and use "g_showcollisionmodels 1" to look at it. What you see there is whatever D3 is using, so if it's somewhat concave, then it can handle somewhat concave things.
  11. I posted at polycount forums for help with metals. Curious to see what responses I'd get. A few people said I should add an enviroment map to the teapot for more reflection. The census seemed to be reflection on precious metals (gold/silver) and some specularity color. Metals like bronze, copper should be no reflection, like specular. (depending on tarnishing on all metals of course) ------------------- Currently the teapot has a reflective env map on it in addition to how it was. I'd appreciate if someone else could take a look at it and see what they think. I think it looks pretty good. make a creamer cup along side it (both are moveables), the creamer cup has NO env_map.
  12. Damn ... now all these forums are going to be in a new language I have to learn!
  13. We'll need to know what position you're interested in. Team member vs beta-mapper isn't as different as it used to be, but there are small differences. If you'd like to be a full team-member, that will give you access to all the forums, so you can participate in design decisions, etc, but are expected to follow some general directions about what you're working on. If you'd like to be a beta-mapper, you essentially have the freedom to do whatever mapping or modelling you want, but you don't get access to the mysterious, inner workings of the mod. Your choice.
  14. Yes, the exe is the only reason I joined these forums two years ago (this is my second account): I wanted to gain your trust and then infect your PCs! Anyway, I use Blender, Springy. Has decent export/import capabilities, collaborates with all main software. Baddcog: I'm working on a normal map for the low-poly goblin right now.
  15. I was doing animating for DarkMod and my computer was chugging - it's at the point where I have to play the animation back at a slower speed just to see the subtleties, because the frame rate keeps dropping too many frames. And so I got to thinking about upgrading again. And the "upgrade" thread shows up in the DarkMod forums the very same day. Must be an omen. How many of you are playing Thief on an LCD? The stores around me don't seem to stock CRTs anymore!! WTF? I need a new monitor cause this one is dying. I guess if I upgrade I would get this; http://www.computeralliance.com.au/systems...;qrySystemID=35 $2349 AU but I cut it down to $2083 by subtracting the stuff I already have - HDD, DVD, Card Reader, Mouse, keyboard. (Still getting the included speaker system, I think I should replace these huge things here) The LCD in that bundle is $400. I would like to get a comparible CRT but seems like I don't have a choice. All I want to know is, when I turn the lights out, what will it look like??
  16. Wow there you are - that was quick! Ah - well the shadow is definetly missing from the mesh. I guess fbx_import.mb has nothing to do with it. http://forums.thedarkmod.com/index.php?s=&am...st&p=123307 All I know is when I ran exportModels and did a diff of the tdm_ai_thief.md5mesh between my local copy and the server, it showed number of meshes was 6 in my local, and 7 on the server copy, and at the bottom of the file was a clearly deleted mesh section. (I was doing a diff to get the materials back in the mesh. They were all wrong after I ran exportModels)
  17. @Spring, this thread? http://www.ttlg.com/forums/showthread.php?t=114492& He's talking about the very same monitor. The outcome of the thread is his has a darkening towards the top. Sounds like one of the insidious bad versions. (The "dotted grid" he's talking about is just the 16 bit colour dithering inherent in Thief. I've always noticed it even on my CRTs, and I can live with it, because I know it's just the old game, and not the $400 monitor) Man, if it wasn't for the risk of getting a bad version, I would be sold on this monitor. I emailed my computer store and asked if they can confirm which version it is.
  18. I had difficulty installing this game myself. The first time I installed it and registered it went ok; but in the graphics options of the game i realised that you can't get full Directx10 support unless you have Vista installed. Figuring it was time to dust off the old box which has been sitting on my shelf for ages; I formatted XP then reinstalled Vista. After putting Bioshshock back on; surprise surprise; I couldn't register. I kept getting message that my activation attempt had failed. After trying every few minutes for a couple of hours I finally decided to mail Securom, here's a transcript: The minute I posted the damn email I tried to register again and it worked straight away. Howevere I sure feel sorry for someone who couldn't do that as the support that Securom offered me was on the lines of: I guess they don't even bother to read emails and just get bots to send crap back, I dunno I figure my email was clear enough, they must have a policy of treating everyone like some kind of moron. I even read on some forums of people having to scan their game manual with the code on it before Securom will allow them to unlock manually. I think my error had something to do with their server being to busy but if thats the case it was busy for over 2 hours. Anyway i've finished the game now; and there were some pretty interesting things in there. I particularly liked the way they handled the AI, later on in the game you can get like 50 enemies to fight one another using plasmids; its very amusing. I think thats why they made it game of the year, its just an average fps really but when you screw around with the factions its awesome; getting a Big Daddy to fight enemy splicers is a ball.
  19. Sorry for the global post, but this is joebarnin and I can't post to the private forums or sent a PM. Here's the error I get: ----------------------------------------------------- Forbidden You don't have permission to access /darkmod/index.php? on this server. Baby Jesus cries... ----------------------------------------------------- I am logged in as joebarnin when I try to post.
  20. Oh, really? I didn't know that Ghandi already knew about TDM forums. Quite strange to think about what this guy already knew.
  21. He didn't have these forums, but he certainly did bitch about it--a lot. In fact, it was from people's responses about what he was saying that he finally got around to doing something about it.
  22. Can't even read ttlg forums anymore unless I log out. Can't post. I see Nightstroll has posted the same HERE but Nightstroll can post by trying to post and when asked for user/password it works. But that don't work for me so I can't post at all. Anyone else? Only other thing I can think of trying is set up a new user name. Think I'll wait a day or so....
  23. Okay, I missed your other post (I've only been awake for a couple of hours & I'm not a morning person): http://forums.thedarkmod.com/index.php?s=&am...st&p=122467 It sounded clearer than dynamic mics so I was wondering . . . I plan on starting my own online mastering service eventually so I need to pay attention to that stuff. I'd love to take a stab at it! That's more than I did when I had a drumset in the basement at the last house I have 1.5 & 2.0 installed. I love voxengo plugins, nice & transparent. The elephant limiter is a helluva lot better than Audition's. Maybe it's not his voice but how it's mixed. Okay, now this next post . . . VH's 1984 remastered. UGH! Severe clippage. No wonder why I didn't listen to it very much. Ouch. It shows . . . If you can afford it (it's not expensive) try to make some broadband absorbers. Essentially they're wood frames with Owens-Corning 703/705 fiberglass with some kind of acoustically transparent material covering those. I couldn't find any rigid fiberglass so I bought Sound Choice fiberboard from Home Depot:http://www.temple.com/fiberboard/fbsound.html Those have a layer of acoustic foam with fabric covering those. I should post some pics sometime. I can't find the tut on the broadband absorbers but just google for DIY acoustic treament.
  24. I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3. SiO2 should be signing up on the forums soon, and I'll setup his permissions.
  25. Are you kidding me? What about this post then? You were quoting me: http://forums.thedarkmod.com/index.php?s=&am...st&p=122415 Note that Quark is Pascal (Borland Delphi). Switching it to compile with VS would be a major project. Or do I get something wrong here? I didn't suggest that. Of course this would be a LOT of work.
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