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The editor is built into Doom3 itself. For doom 3 specific usage, take a quick look through the forums at www.doom3world.org, it will help you get started with doom 3 level editing. You can see the editor by bringing down the console and just typing editor when you have doom3 running. This isn't the best way to start it though. You actually need to create a copy of the doom 3 shortcut and make some changes to the "target" path. I can't remember exactly what you have to do at the moment and I'm almost falling asleep. If you have trouble finding the directions over there either myself or someone here will look it up.
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Modetwo, who hosts and maintains the forums on our behalf, is no. 1 since he installed the forum software!
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Whatever, I prefer to be refered to as a man on forums.
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Fixed and uploaded. I created this thread for the inevitable further discussion thats going to be needed. Squill, or Domarius, if you see this, they could use your help if you have some free time.
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Yep, pretty cool. It's pretty crazy that his candles in this screenshot look a lot like BlackThief's: http://home.planet.nl/~kolk0405/3D/levelde...ll/d3_map3d.jpg I will maybe try his map out later tonight. If he is into that type of atmosphere, surely he would want to have our ravamped AI and stuff to work with for a more stealthy type of game? Heh, I just read that he based his map partially on the Rose Red movie. The mansion used for that movie was this one that I posted about a while back: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=39472.
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Could be hyperthreading problem (if you have hyperthreading, launch T2, then alt-tab and open up the task manager (ctrl-alt-delete), right click the Thief2.exe process, and set the Affinity to one CPU or the other (CPU 0 for example). Or could be that safe textures problem. There should be an FAQ on getting it to run at www.ttlg.com/forums , under thief general discussion.
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Any small loot items, like spectacles, golden hammers, or small statues, would be good. You can also check this post: http://forums.thedarkmod.com/index.php?showtopic=2266 Also, if you wouldn't mind, could you upload your new models to CVS and post a screenshot for them? I'd like to get all our finished models onto our master list.
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You shouldn't actually have to choose a mod - D3 should start with the main menu of TDM main menu. How do you start d3, with "tdmlauncher"? Do you use a shortcut for that, and what are the settings for it? (Sorry if I ask instead of reading the entire thread again Sorry, read it now Okay, that sounds about right. Could you show a screenshot of the content of your darkmod folder? You should a dmargs.txt file in it, also a currentfm.txt file. Maybe your Steam folder is write-protected or you do not have permissions as user to modfiy things in it?
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I read that thread and tried to rename the 'Doom 3' to 'Doom3' but apparently because it is a Steam app that doesn't work. I did try to search the registry for instances of 'Doom 3' but it became too convoluted for me to be comfortable with changing them. I suspect that Steam either needs to do this to make their download/play system work or they are using it to protect against piracy. In any event I'll keep working in it. Thanks for your efforts and persistence. I didn't mention earlier that I have been a Thief fan since Thief 1 and that I've followed (as an observer) The Dark Mod from its beginning and I can't offer you and the team enough kudos on the incredible job you all have done. If the original Thief had been this good it never would have failed. Thank you ALL for this.
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Yes, this was discussed in the Eidos/Montre4l thread. They had an open house and when asked they said they had played DarkMod and gave a thumbs up. I don't think they see it so much as competition, they have the studio contract, will have a Pro studio release and the marketing machine of Eidos behind them. And I doubt many Thief players will pass it up because of The Dark Mod. I know I'll play it, but I can't say I'll be as interested in modding for it.
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I looked into it, but it seems the rss feature isn't doing any permission checks, thus I can only enable it for the public forums. I'll read up on it, maybe I'm missing something.
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can I reinstalla dark mod using a copy of darkmod folder ?
esme replied to esme's topic in TDM Tech Support
worked like a charm, just have to remember to run doom at least once before Dark Mod, well at least on my syste ooh! any chance a mod can remove the extra "a" from the thread title, my typing is usually a lot better than that -
We can release 1.1 as soon as the most important goals are achieved and tested (undead, etc., see the thread in the Member's Lounge). I don't think it's realistic that we will push something like this out long before Christmas. We still have lots of stuff to do, and I'm struggling with time (and with a bit of a burn-out lately - I'm almost paralyzed by the amount of mod work to do). I'm currently taking a break to code on DarkRadiant. As for the scripts - needless to say, sooner is better so that we can review them, but in the end it's also depending on you guys (plus the voice actress), who will have to record it. Then add some time for us to cut up the files and assemble them to a vocal set.
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Hey! Grayfox06 is practically the voice of TDM! And a screenwriter too? Then great for writing dialog too. Maybe even suggest some more female crazy person lines for the other thread.
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Don't know if I can make time but I'm willing to do a bit if there are not enough other helpers. One other character I'd have liked to see is a totally generic neutral that would fit in anywhere. Sort of a counterpoint to these extreme characters. Not all whores cuss and swear all day long for instance (so I'm told ) and not all builders praise the Builder all day (probably) anyway sometimes it's nice to have a blank forgettable character who just can be put in anywhere even as a guard, a noble, a builder. A whole list of statements can be thought up that anyone might make. "wonder if I'll be busy tomorrow?" could be a city watch, a servant, a builder. Anyway, probably not the right thread but just a thought for the future, male and female.
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When i made a massive open space just for test, the aas compile took only a little while. I think that if the huge area is complex (as in building all over the place) then it will take long. But i usually leave my map to compile while i go watch tv or just listen to music (or read the forums). Since the mansion i'm making is gettting more and more complex, it is taking heaps longer to compile, but the overall space taken is large, but not huge - yet . I think that doom3 was a good choice for darkmod, cos its easy to add textures/particles/models/sounds etc, and it can render huge scenes - i've tried . The way you optimize these huge outdoor city scenes, is that you have doors on each house thats enterable, and have either opaque windows or blinds which block your view etc. something in that sense. Unfortunately i think we're the only big mod left that's modding for doom3. Still interesting why if you ask me.
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I posted this in a thread but only Spring responded. Sounds like he liked the looks of it, but figured I'd try and get everyones opinions and do this up before the update if it's wanted. Other wise I will just tweak my local files because I like it better. It could just be a 'upgrade' thing if players want but the team doesn't. Bascially I tweaked the specular on gold to give a bit more of a yellow shine. Notice the goblet, trophy and candlestick. The darker one is how they are now, really fairly dull for objects that would most likely be highly polished. Also since they are valuable objects I'd expect them to just have a level of specular most of the stuff wouldn't have. The shinier ones of course are with the new spec map. Keep in mind it is ONLY specular, will only shine with a direct light on it. This is in no way a loot glint, glow, etc... In the dark they will be dark. Frobbing won't change their color either. It is also backwards compatible with old, in progress and new missions. ------- If you guys want to see it in game first I can set it all up in a test mtr file like I have now (alternate skins) and a quick map. ------ If the team wants I will add this spec map to all gold items. It really has no overhead, just changing the mtr files and adding one small spec map. I would also test it on the base materials (well, the gold decanter uses stock gold tex, my gold specular and the teapot tex as an Ao overlay) that are gold. I also have one for the copper, brass and bronze (all used on decanters) but no comparison to old base tex in that shot. (I did have a slightly blue tinted silver-currently on teapot 1.0 version but think it looks better here without it, just white spec) I really think it helps set the metal types apart and makes them look more metallic. ------- Oh, and this would NOT include changes to object specific sepc maps unless there were specific ones requested or needed. Like a tex with metal and wood on it, there might be too many of those to really get into. And most are steel anyway and/or already have good spec.
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Not sure if you are aware of this, but the forums appear to be running much slower now. I've emptied my cache and everything, so I know that's not the cause.
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IPB (Invision Power Board) 2.1 Final was released 15 minutes ago. I'm going to upgrade this 2.0.4 forum to version 2.1, as this will get us loads of new cool and reworked features. However, we will have to re-do the skin as there are so many template changes. Just keep that in mind, the forums might look a bit odd the first couple of days. I'm not sure when I will have time to perform the upgrade, might happen tonight or tomorrow. You can discuss this here.
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Hey, I got a problem with starting Dark Radiant. I read the part about: If an "Engine Path Not Found" dialog appears, choose the path to your Doom 3 installation. For example, C:\Games\Doom3.The fs_game setting should point to your darkmod installation. Depending on which package you're working on, this can be "thiefs_den", "saintlucia" or "darkmod". Then click OKI tried that, but I get the warning window: The fs_game folder does not exist. Do you want to correct this? If I say Yes it goes back to the same thing, if I say No Dark Radiant opens & there's an "unnamed.map", but I'm not sure if that's what I'm supposed to do. Is there a search bar for within the thread? Because 14 pages is a lot to go through I still havn't figured out how to put spoilers into the FM section yet in the help section with the FM's. Maybe I'm just retarded, but this forum is so different from ttlg's version. Any help would be greatly appreciated...
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Hey there, just as an info, there is a thread for noob questions too^^ 1: Probably you have a gap right under and above the door, just build a brush and fit it there. you can see the gaps better in the cam view. 2: You could build a brush, place it, copy it like 3 times and then copy all 4 together til you get what you want. There are different ways, what kind of stair would you like? Ah and you can use the stairs from "Create Model- Darkmod/architecture/stairs 3: Sure you can choose just one wall and paint the next one different or you can cut the walls with clipper tool and paint just one part or Shift&Strg&RMB one side of a brush and paint each side different. 4: i am bad with lighting too^^ maybe someone else can help. Edit: Again too slow^^
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EDITED - See crispy's posts further in the thread. If you got it, just export to dds, zip into your tdm_fonts01.pk4, and pray it doesn't look bad in the menus. If it does, you'll just have qualified for a round of manual tweaking : q3font -decompile your .dat file, and edit the fnt manually. More than this I do not know yet, I'm still trying to figure out my offset problems with accented fonts. Just hop it helps you
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Is this the right Forum/Thread for praise? You guys are SO AWESOME!!!!!!!! Thank you, thank you, thank you! I just finished playing the training mission, and even there I had so much fun, I didn´t think I could get this out of a computer game anymore! I am deeply impressed by the lockpicking system, the battle system, object handling and actually everything! All these aspects are so much fun on their own already, I can´t wait to see what an actual mission with athmosphere and storytelling will be like (will try it today)! I actually had the real Thief feeling gooing on, only with a much-enhanced engine! I only tried Tears of St Lucia a couple months ago, but that didn´t really work for me. Maybe because of my old computer or who knows. But with the actual release now everything feels perfect and now I´m a super-fan of TDM! Keep up the good work guys! Cheers! Christian
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Those are really cool concepts. I really like the explosive arrow one -- would that mean there's no need for a fire arrow? I'd be okay with that. Having explosive arrows rather than fire arrows could be a way to eliminate the exploit where people light their way with an arrow. How? Make the explosive arrow just have very dimly glowing embers in it's tip when it's nocked. Then when actually launched, as it travels through the air at a high velocity, the oxygen interacts with the stuff inside the tip to make it burn brightly inside as it becomes aflame. Upon impact, it explodes. Other reasons why explosive arrow is better than fire arrow: * Fire arrow has a brightly burning tip. This is bright to look at, considering you're alwasy in the shadows. * Fire arrow is very bright when nocked, meaning enemies can more easily see you. Not a very stealthy tool to have. As for noisemakers, we had already decided to do both: http://forums.thedarkmod.com/index.php?showt...indpost&p=11329 I'll comment on the gas and water arrows in a min. EDIT: Gas Arrow - Although it's awesome from an artistic/inventive aspect, I'm not really into it from a gameplay standpoint. I really liked that in T2 the gas arrow tips seemed very delicate (very thin glass surrounding the gas) by the thin shattering sound they made upon impact. Therefore, using them was very stealthy. When I think of 'gassing' someone, I normally view that as something that should be a very quiet operation. T2 made it virtually silent. Your concept doesn't seem as delicate and stealthy to me. Also, I normally prefer arrows to have pointy tips for the most part; not spheres at the end. Water (Gelatin) Arrow - Aside from preferring pointy tipped arrows, it's just my preference to have a crystal arrow for this.
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hi hi, newbie to the forums, love the work you've done so far can't wait to see a beta realase.. anyways on to the topic at hand. If you are going to/thinking about adding sqeaky floorboards at least put them in an area where guards have a set patrol route. so that when your watching the guard to figure out where he goes and how long it takes to get there, you can see him step on the squeaky board and have a chance to learn where it is. i think that would be a good way to impliment this idea in to the game. That way if the player did get caught by the noise made by the floorboard it would be the players fault and not just some random event brought on by the code or an invisible trap put in place by the mapper. ::off topic:: i would love to help model random objects ie: furniture, chairs, glasses ect... but i can't find an MD5 plugin for maya if anyone could point me in the right direction i'd whip up a few things and apply.