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  1. Welcome to the forums (8?]=
  2. Springheel, are you able to get a warranty replacement for that card? If not, I just read an interesting fix for the card, you may want to check it out. You have to bake it in an oven. Really. Farther down the thread people say it works!
  3. I'll say from an outsider's point of view that it looks great to me and I'm excited about the way so many creative people are able to contribute to TDM. This coming year really should be the year of the TDM explosion! Nice, nice work, y'all ETA: Oh, I came in here wanting to laugh at the title of this thread. Sounds like an online 'model' requesting 'gifts' for 'posing'.
  4. Hijacking the thread already from the second post I see... Yep, I am not a texture expert by I think those are comparable with the TDM ones in size and resolution. Maybe an actual painter of textures should verify.
  5. Hmm, I don't know of a list, unless you're referring to BT's mansion floorplan post (which I doubt). http://forums.thedarkmod.com/index.php?showt...1038&hl=mansion
  6. ah, do you have that list of rooms requried in the mansion? Its hard to make a floorplan without them. I remember seeing a list somewhere (and i'm sure i printed it out), i hope its still on the forums.
  7. OK, this is what I propose: The Twelfth Day of Christmas is 5 January so let's say the original deadline was midnight GMT in the evening of 5 Jan. Since I've already said we can be lenient about the final date (so it wouldn't be fair to retract that now) one week will be allowed for late entries so the new deadline is midnight GMT in the evening of 12 Jan. However, as a special concession, if anyone is almost done but cannot make that deadline they must post here now before 5 Jan and state their deadline (max 31 Jan) and state why they deserve this extension (eg bikerdude started late and asked me.) So we know exactly what remains to come. But don't take liberties just to keep polishing and adding stuff - try to get your entry in by 12 Jan. Any latecomer who doesn't post here or in the mirror ttlg thread by 5 Jan will still be able to post a poll and get the same feedback but they can't be an 'official' entrant. Good luck!
  8. Yipes.. this thread's still here. Ok, I've finally found the courage to "finish" the inventor guy. Since I don't know exactly what's the workflow to make them ingame (there are always so many details, like separating the head, using specific file types, etc) So if you guys accept the model it will probably have some work to be done, I'm a fraid. I did my best with the textures.. textures are hard! I was going to make some hair and a fancy goggles, but I'm really struggling to make transparency work with 3ds max Here it is, I can post some more images and details..
  9. I was being silly. To tell you the truth I am unsure about the vibe of the forums, whether they are light hearted or serious. It is childish that comment I made. And I apologise. Sometimes I feel like my back is up against the wall here and I resort to what the great Japanese sword saint Miyamoto Musashi says with regards to dealing with multiple oponents. I have to check the graphics card at home. So loading is the only issue? Surely the more powerful the system, then shouldn't be affected by the loading times so much?
  10. First rule of Thief related forums: Don't take ZylonBanes comments to heart. He is always like that. Most of the time I like his comments though, because they go usually straight to the core.
  11. As I said I took ZylonBane's one personally, not anyone elses, and I was making a comparison, not a generalisation, as not all American teenagers are spoitl. Good for you if you're an American. Pity you obviously can't accept other people's opinions just like ZylonBane. Good thing Domarius and some of the others can. Ombrenuit, we were having a proper discussion about 3rd person modding, difficulty etc until it got sidetracked. Obviously there are a lot of jerks on these forums, you included mate. It's good to see that some of the folk from a certain country getting defensive and taking the whole thing personally, then changing it to race etc. I apologise to the good people from that country who've added to this topic in a thoughtful and nonabusive manner.
  12. It was actually called the "STiFU's epic thread of inverted normal maps", I changed that as perhaps you'd find it mocking (I should have kept it)
  13. You truly have a gift of encouraging people... Inverted-Normal-Maps-Thread EDIT: Argh, while I was writing and searching, Serpentine opened one as well. So someone please delete mine!!
  14. Just glanced through this thread - Thought I'd throw in my experiences with the linux version. Honestly, they've been flawless so far. I'm running Debian 5.0.3 (lenny), and I just used the version from the hardy repos. I figured it would probably not work right, but other that having to install an older version of libopenAL from etch's repository, it worked perfectly. Managed to build a quick room as per Fidcal's excellent tutorial without a hitch. I really hope you continue to support the linux version, and I'm sure there are quite a few other linux users out there who agree with me (maybe)...
  15. The most important thing is that the normal maps get fixed. Please open a thread and post screenshots of all textures with inverted normal maps you can find
  16. We have the arrow models in Odd's pack, so perhaps someone should give them to drumple to use (or do we still need the low-res versions made?)? If we're going to be putting arrows into the game they might as well be the right ones. Here's the high-render shots (I think the gas arrow had been replaced with a cylindrical canister instead): Drumple, since you're playing around with the bow, any chance you could look into modifying the position of the hand/bow so that it doesn't block the spot you're aiming at? http://forums.thedarkmod.com/index.php?showtopic=3611 edit: Ah, here's the updated gas arrow and noise arrow:
  17. Seriously, I do not follow. Most probably there is an incomprehension of what is the problem: I could not make any map since the editor does not work (does not save brushes and `make room command' goes crazy). Using the Win32 version in Wine I can making maps: it is the whole reason of the thread second post. If anyone cannot make maps might try this. Of course it does not help solving the bugs in the Linux version, but since it seems I am the only user who has problems there is no enough reasons to seek the problem. As they say: -the code is flawless: the problem is into your system. According the answer of `Mod Hero' and since Ubuntu installs by default lots of stuff, while Archlinux does not, most probably the problem is that my system lacks some obscure dependency that are not verified during the ./configure.
  18. When in the 1970's word spread out about the mouse-window computer interface as opposed to entering text some people were excited. I am no longer excited about using a mouse and a monitor to play thief-like things. When time permits, (in a few years) I'm going to buy some equipment like 5DT Data Glove Ultra Wireless Kit and hi-Res800™ (2D/3D) and try to make darkmod into what I wish it to be. The movements of hands will correspond generally to various forces applied around you in the environment (eg. climbing an overhead branch or beam, something that's not possible in traditional engines), deft maneuvering (eg. to snatch a purse or slide by in a door half-ajar) and gesticulations to control variables such as movement vectors and positions (crouching, holding breath, etc). It's nice to see that already people are having success viewing their favourite games in 3d (since all computers games are "3d rendered" now people call them stereovision to be clear), eg: medal of honour allied assault, system shock 2, (thief doesn't work), soul reaver 2, .. these guys got doom 3 working with 3d. http://forums.stereovision.net/viewtopic.p...1760&forum=5&10 site about drivers and computer game stereovision benchmarks: http://www.stereovision.net/toxicx/1050info.htm
  19. A new pre-release version is available for testing (1.1.0pre3). Get it from the first post in this thread, I also added the list of changes since pre2.
  20. The normal of the bricktexture he uses in his fireplaces (Post #76 screenshot 3 and the tavern-short) is inverted too. As I suggested earlier, a thread should be opened to list inverted normalmaps so that those can be fixed in future releases. There are actually quite a few inverted normalmaps in TDM, which is why I suggested this. I saw some on multiple screens already and also ingame... But since I can't tell the names of the textures, I can only point it out to the authors.
  21. If I remember correctly, this project was inspired by Thief, which traditionally is presented in first person. This project was not inspired by Splinter Cell, and for good reason, they are different experiences. Thief makes you feel as if you are Garrett, you aren't playing a game any longer, but rather, you are a Thief, and you get the rush robbing in turn. One thing I disliked about Thief 3 was that I was constantly reminded that I wasn't Garrett, but rather, I'm watching him. When I climb I get to see his hands fumble on the ledge. The goal of this is to immerse the character with realism, but for the most part, it doesn't immerse me, it does quite the opposite--it distracts me. Traditionalists of the series praised the first person view of the other games because you felt as if you were the character. Looking glass *could* have put in a third person view, but their audience wasn't the one who wanted it; the exception was Theif 3, but that was put into place to support the Xbox and give the game more of a "console" feel. Although that wasn't done by Looking Glass, was it? As for comparing Thief to Metal Gear, please. As far as the only one I've played, Metal Gear Solid, there aren't even shadows. There is no reason to put the effort into a third person view, and for the most part, why are we even discussing this? It's a waste of resources to compensate for the gameplay by adding new animations etc. It's a waste of time. Think from the developers perspective because certainly I don't want them wasting their time with a third person view to appease a new audience in the Dark Mod forums when they could be spending it with features that would please everyone. In short, it's nice that you want to argue about whether or not the feature should be added, but you aren't the ones making the mod. Though you are certainly acting as if you are. If you want to include the feature yourself, you are more then welcome to. I imagine you'll quickly find it is more trouble then it is worth, but of course, you want to make a whole game as well? Oh sure, piece of cake. Happens all the time in fact. Good luck.
  22. Ok Ive update the map with all the fixes that were in the thread before they were removed. Any further testing has to be moved the to a private forum, so Ive email Yandros over at the weary taffer(were I helped get the hammerite imperium resurrected) Go join up and I`ll see you there. The only issue on my mind atm is getting Vp to work correctly. I have a lot of transparent windows and the only way I have found to get the VP to 'close' if to change the entity class to a door. The other issue I have found is the VP Kills the eye candy benefit of having a transparent window.....grrr. So what are my options here.
  23. ah I was wondering where the testing posts in my thread went... I wanted to alpha test it on here before heading over to SB, but I shall do that over there.. Heading over to Shalebridge now..
  24. http://forums.thedarkmod.com/index.php?showtopic=3606&st=50 Why don't we try it out, and see if the effects on the physics are really that noticible? And if they are, maybe we could just treat physics values seperately? People would have to remember that the numbers for physics don't equate to the real distances, they are still in doom units.
  25. Thanks Domarius. I've planned what I'll do now. I'll obtain the PC version of Thief3, having the XBox version already, and design levels first. I'm going to look at the modelling stuff aswell as ligthing then start to read the DOOM3 stuff later on, closer to the Dark Mod time, where I'll obtain Doom3 PC and hopefully have a bit of experience by then. I was looking at the Doom3 forums and that Ninja Mod looks decent in the 3rd person. The camera is slightly far away. Is it possible to bring the camera closer and also maneuver it to a Splinter Cell/Thief DS style of one?
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