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  1. The "change management process" is pretty informal. First you start a thread asking "hey, what do you guys think of this cool feature" and wait for a while to see if anyone hates it. Then you decide whether or not to go ahead based on the responses. Ideally everyone is kept happy (perhaps after some arguing to thrash out details and potential changes). If not, you'll know about it.
  2. Definitely kickass. We should get these up in the screenshot section of the website for people that are too lazy to browse the forums.
  3. Macsen

    Episode Iii

    I frequent two other forums beside this one, Politics Forum and Maes-E, and pretty much everyone on both of those loved it. Maybe there's something about this project that attracts the hypercritical. :lol:
  4. How about making one thread (DarkRadiant updates) where you add a new download link to the first post every time there is a new update? and maybe make it Sticky at the top of the forum??
  5. Ok, I set up a thread in the Applicants Forum - can you see it?
  6. Instead of starting a new thread I post that here: I have made code::blocks project files for the editor as I ran into problems with Win2K (VS 2008 doesn't support it. Surprise!) They are pretty basic and I'm not sure if everything is set up right but maybe someone finds them usefull.
  7. hehe...fair enough! Maybe we should start international forums..... or not
  8. Hello "Régebben irtal egy topicba, ahol modellezésről volt szó." hol? *Edit : jah leesett:)itt két lukkal arréb a jelentkezési oldalon.. "A beszélgetésünk megszakadt" tényleg nem emlékszem:) nah mindegy.. *Edit: Már emlékszem az SG.hu-n a Tds topicban szokott lenni szó a modrol,ott kérdezhetsz ugyis is járok oda. Ez az a topic amugy a forumon lehet privát üzenetet küldeni And for the others: This guy says we once spoken on a modelling related forum,and he wants to know some things about the mod but he is not too good in English..thats why he wants to speak with me. in my reply i told him about a hungarian forum where there are other people interested in the mod and that there he can find information translated.. also told him there is a Pm service on these forums..
  9. I have to agree, even though i wrote some shit in some threads of things i could have answered myself, noone got angry. There is a thread with a link for voting the top 100 mods, after voting for DM i was thinking of advertising this site on my youtube page. So i posted my idea and got answerded that he would not care... but than i began to think what braindead guys running around on youtube and that my idea could destroy the feeling on this site and that those guys who want to find this site will do so sooner or later like i did.
  10. @ topic starter get off my forums plz
  11. According to GBM over on the T2X forums it's already on it's way up. All we have to do is wait for them to finish the upload and find a few dozen mirrors to help host it. That could take a little while, so, like GBM said in the same post, expect it about midday tomorrow.
  12. Yes, floating. I just posted some thoughts in the wishlist thread as they are not specific to this new version. I'm going to try enlarging Windows window border size setting to see if that helps with embedded.
  13. Thanks for the kind comments It makes the forum a much more friendlier place when there aren't flame wars in every thread. Spring's comment seconded, though I'm one of the exceptions - 21 here.
  14. I could start a thread similar to the broken entity one - or I could just rename this one and use the first post to list any that are reported and mark any if they get fixed. I get much the same with standard or fast ambient. If I disable normals (it's r_skipbump) then it is dramatically worse. There is no doubt that the bump map is working and as said, looks OK further along. But it strikes me as flat when you are face on with the player light. Naturally, all textures must look somewhat flat in a small central area since the only real indicator of depth is an angled light. What I think is happening is this: With a 'good' texture this central flat area is tiny because the deeper parts are not dark on the texture so only a small distance away, say one brick, the bump map effect darkens the crevices more than the light areas immediately in front so producing the illusion of depth. With the subject texture, because many of the crevices are already dark, the difference between them, and the crevice in the next brick up, is imperceptible. Let's talk imaginary numbers. Suppose the lightness of the perceived area is 0 to 100 and for a given bumpmap effect one brick away makes a difference of say 10%. Then if the mortar in the crevice is fairly light, say 50, the bumpmap effect reduces it to 45 and it is noticeable. But if the mortar is already so dark it is say value 10 then the bumpmap reduces it to 9 - hardly distinguishable from the 10.
  15. It seemed that quoting me directly and alluding to "drama" was provocative, but I must have been mistaken. It's one case in a series, though. There is a lot of friction here lately (cvar bickering, tracker issue defensiveness, other go-betweens like this thread), and it just feels lately that I can't do what I'm supposed to do (part of which is bitching about stuff) without having to defend it. On topic, the truth is I have lost my passion for textures, and I do think people would be a bit dismayed if they perused the library completely, and if that qualifies as "drama", oh well. It's an opinion and doesn't need correcting. For the record, I do try to word things very carefully, though sometimes I wonder why I bother. Oddity was a very effective poster even if he was a rude cunt about it. (Lil' tip o' the hat there, Rod. )
  16. Ok, I'll make another file that's got no compression (still a JPG so you can just copy it off the forums)
  17. thx finger you posted the normal of the thief 2 style wallpaneling on the beta-forums - is this the final version? if it is I'll pick it up and combine it with the photoshoped normalmap.
  18. I don't really have a problem with a poll, but most forums don't take it well if your first posting is a poll.
  19. This is looking really great now. I'll have to look at these in a few days when I get my basic layout finished. I'll mention this in the contest thread because not everyone realizes maybe.
  20. Fidcal

    Main Menu

    OK, I'll add to tracker. The hack will have to be used for now when testing via console until there is some sort of ammo entity set up. This relates to Tels thread in Current Build I think. Unless the code can directly read the startingitems and spawn them even if the map is launched via the console. [edit] wot? tracker down? or is it my bookmark corrupted?
  21. I think we're in relatively good shape for the milestone, in terms of props. We still have about forty models that need to be skinned and put in game, but we at least have enough to fill up a room. There is one model that still needs to be finished for the first milestone though: A door handle. Deep Omega modeled a few but I don't know that he ever put them on the ftp site. If he did, they still need to be skinned. Odd is busy with characters and animations, so Atti, Diego, Corth, or Fingernail, if you guys could get one handle in game that would be great. Am I correct that we can get them in-game now and animate them (for opening and lockpicking) later? Here are the ones Deep O did. http://forums.thedarkmod.com/index.php?showt...t=0entry18624
  22. We want to keep the website pages manageable in terms of size, so we don't always post everything there. Some is just a reward for those willing to hang around the forums.
  23. Hey all, long time thief fan and loved the dark mod from its very birth. Im Dram's brother. I saw the new bow cos my brother showed me, and i didnt like the way the fire arrows drop, the way all the arrows move very fast and the slanted angle and lack of aimer on the bow. Im sure you guys already argued this to death on the dev forums but i dont see much taken on board from the community here. The new bow and arrows are not much like in thief, i know its based on the real speeds of a medieval recurve short bow, but i for one really prefer that the bow had an aimer, that it drew back slowly, that the fire arrows flew straight and slow, and the way all the arrows flew slower then in real life - they feel like bullets now! a lot of people whined when thief 3 did this - i didnt like what thief 3 did either, but a lot did - it would be nice if we could get some public polls on this, and maybe on other major design decisions - these things are important to me and others who want to play the dark mod. Oh btw i really really love how its going - the music is great and the atmosphere is already feeling very thief like - i love the sound prop! i think most games underrate the importance of this! cheers --Tommo
  24. I can't begin to fathom how you can be part of any of the discussions that go on in the dev forums and seriously believe that we aren't making this "for the fans".
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