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  1. The domain will be transferred in an hour or so and the forums will be closed until the new DNS settings have kicked in.
  2. I have to say i really like it. Looks like it just needs a little smoothing out, but maybe thats just the video. I guess i get to take credit for it since its in this thread.
  3. Well, as I said in the other thread, I don't want to make this a major project at the moment, and it's starting to sound complicated. I'll just use the particle with no glare for now, and look into it after release.
  4. I like it, too -- has the T2 feel to it. It looks a little awkward, though -- as maybe he'd tip over on his head. But maybe that's what's giving him character? I just see a baancing issue. There was an idea to give bi-pedal bots an extra joint -- similar to how an animal's hind legs work. Not sure what everyone else wants though. I admit my sketch here isn't the best, and we all agree it shouldn't look like he's wearing Nike's®, but maybe this helps to show you what I mean: Source: http://forums.thedarkmod.com/index.php?showt...indpost&p=32776 I also feel your bot should have bigger, more stable foot pads.
  5. Not intentionally I was indeed thinking this is TDM, because my laptop screen is so small that I can only see parts of the image and when I scrolled through the thread I only saw the gem purse and the gems (Dang if I hadn't said anything, everyone would have thought I jest
  6. I'm loosely a fan, read some good stories like At the Mountains of Madness and Shadow over Innsmouth. My gf is a lovecraft uber fan. She hangs out as a regular in the Call of Cthulhu: Dark Corners of the Earth forums. Ia Ia Cthulhu ftagn!!
  7. Springheel

    roq effects

    Forgive the thread necromancy.... Anyone know what the difference is between a particle and a sprite in this case? Particles are just 2-poly squares, so what is it about them that keeps the orientation proper compared to a 2-poly sprite?
  8. jdude

    Thief 4

    Lets not turn this into a Darkmod VS Thief 4 thread. Rather lets all just be happy that we're lucky enough to have two major releases in the coming years for a cult following of fans and we will have the opportunity to enjoy both
  9. SneaksieDave

    Thief 4

    Now that's funny: http://www.rockpapershotgun.com/2009/05/12...nam4s-rev4al4d/ http://www.joystiq.com/2009/05/12/thief-4-...production-pha/ (ganked from TTLG thread)
  10. Hm my post didn't go through? Wierd. I was saying we should move the discussion here http://forums.thedarkmod.com/index.php?showt...t=0entry37402
  11. i can open them once i'm home. But i think we should continue this in another thread. edit: also if you save your files as .ma you can change the version number with a text editor and open the files in 7.0
  12. I was just following the description, is this link the most recent information concerning necromancers? http://forums.thedarkmod.com/index.php?showtopic=2089
  13. oDDity

    Weapons

    I don't know how prop attacthments are handled in Doom 3, I suppose I'll have to check at doom3world forums to se if anyone has any info, but there are lots of prop attachments like cups and spanners that the ai can hold, I'd guess it's just attached to the hand bone. I'm not sure why you'd want a city watch to be using a hammer, or a servant using a sword anyway. I think it's much better to have diversity in the characters than have them all use the same skeleton and animations. That means I have to start bulding them all around a seketon template like in Nightblade, which kills creativity.
  14. Ishtvan

    Thief 4

    Whoops, I meant to post this here rather than the internal thread: Based on reading reviews of Tomb Raider Underworld, it sounds like the mapper has to manually set up every place where you can do acrobatic moves and stuff (not sure if that includes mantling). In that game, the areas where you could do stuff were differentiated by a "lighter color than the surroundings." That would suck for a Thief game if you could mantle some mapper-specified platform but not a random staircase bannister that you want to get over fast. Hopefully this only applies to the more complicated Lara moves and the basic Thief moves will still work on arbitrary map geometry.
  15. Ok, i'll start a thread here i guess. Just waiting for the latest guard model file. Also in case nobody saw my other post, i'd like the standing-idle animation as well, reason being is that the model sways left to right and the engine doesn't seem to wait till the idle animations are finished to go to the next one so there is a noticable jump when switching from standing-idle to standing-idle-streching for example, if that makes sense. So i'd like to start my idle animations in the middle of the sway to avoid large jumps and i'll need the idle animation to do that. My email: tory40 comcast net @Domarius, Squill and Springheel: what idle animations have you finalized so i don't re-invent a wheel? @Board guru: The board currently doesn't remember me for longer than what seems like 10 minutes, even if im using the board. I have to log back in. Is that normal? Anyone have trouble getting tired at night due to computer use?
  16. Egads. I hadn't seen this until just now. Yes, remove any mention of "Thief" or "Garrett" in relation to Dark Mod. If you're using it on other forums, remove the "Thief" title from there as well. We are more than happy that you are eager to help promote us but this kind of promotion will get us shut down and the last year of work will have been for nothing. As the others have stated, this is not Thief. I also mentioned in a previous post that we can not have the name Garrett associated with this mod, so please do not refer to the character as such. We appreciate the enthusiasm but careless disregard for someone elses property will get us slapped with a court order faster than you can say.... Edit: Signature removed until it has been edited.
  17. Ok, so I gather you haven't sent a PM to sparhawk yet? You'll need to do that to get access to our SVN repositories. It should be mentioned on the startup info thread I sent you a while ago. Which version of Maya are you using? There should be links to the corresponding DLLs on doom3world.org too, but I might have downloaded all of them myself a few months back, so it could be that I have a suitable DLL copy around here somewhere.
  18. I just sent a PM to Flanders letting him know about this thread. Worst case, I'll have a go.
  19. Heh, when you eventually get going, you really put some effort into it) YOu have a great feel for the style of Thiefy architecture. No one can upload to the forums BTW, that upload dialogue is as redundant as you appendix.
  20. Heres another city streets concept with a quick lighting study. Also: Does anyone know why I can't upload images to the forums? I have to link all of these to my own webspace to show them, which is fine, but I will run out of space someday.
  21. One thing we shouldn't have done was mention that we got em for free outside of the dev boards here. If any of us have let that fact slip in any other forums, we should go back and edit em out...just say that we got a big pack of textures and leave the rest to the imagination.
  22. That woudld be a good ida. People can discuss it in the other forums, because this one is only for news updates.
  23. i want to use some images from your galary to make a sig with a Url to your web site for all the forums i use. it would look sweet and be a direct link to your mod on every post i make ( and well all no what a spamer i am lol ) it would give people who arent looking for a thief mod or even ever heard of thief to check it out.
  24. I'll go and set him up as an Applicant. Though I'd prefer if a small startup task is given to complete the application. @Flanders: can you take care of sending noisycricket the proguard rig, so that he can attempt to create a small idle animation cycle? @noisycricket: you should be able to see the Applicants forum now. Feel free to open a new thread there.
  25. Are we able to? If so, I probably would've just did the CVS commits from my cable-ready friend's house. But I assumed we had to wait on this: http://forums.thedarkmod.com/index.php?showt...indpost&p=35777 Hopefully just posting this doesn't grind things to a halt.
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