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  1. Im a huge fan of Thief and Doom, i did one of my game level assignments after the bathroom in doom3 when i was in college. Only had 2 and a half weeks to model and texture the room but its the best i could do in the alotted timeframe. Seeing as how there much more time and my skills have gotten better since then, id like to help out in any way possible. Lemme know what ya think. http://img37.echo.cx/img37/3475/gamelevel7jj.jpg http://img37.echo.cx/img37/8151/realistic9pt.jpg http://img37.echo.cx/img37/6452/walker6gi.jpg http://img37.echo.cx/img37/1910/wheel17qn.jpg http://img37.echo.cx/img37/6272/wheel24lr.jpg
  2. Lloyd created the water mod and has generously allowed us to use it in Dark Mod. Welcome Lloyd!
  3. Shadowspawn from TTLG has offered to help us out without becoming a full member. I think this would call for contributor status, much like UglyEd's. Sounds like a great offer.
  4. UglyEd got in touch with us through BlackThief and I've been conversing with him. He doesn't have time to be a full member but I suggested to him that he could be a part time contributor and that we can tell him what types of textures we need and he can hand them in as he finishes them. Some samples of Ed's work are on the ftp under the Textures folder in a zip called ED_textures.zip. Take a look at them and then post here if there are any objections to making Ed a part time contributor. N.H.
  5. I just wanted to say I never knew about this mod, but after playing the thievery for ut, and waiting for NB, its cool to see this one too, never been a doom fan, but I might buy the game just for this mod! Keep up the good work, can't wait to play it!
  6. Hum! I admit I was more than a little tipsy when Renz was asking para?noid for musical/ambient support on IRC, so I promptly jumped on the train, too. Ah, well. I'd love to make some ambience for a Thief-Like, since my own efforts in DromEd were rather pathetic and I never released my own FM. Also, it does fit my style. I've made some examples (e-x-a-m-p-l-e-s), please keep in mind they're desinged for use on a AmbientSoundObject like one would use in DromEd. amb_caveloop.ogg (739.730) amb_darkwood.ogg (1.690.357) amb_defiledchurch.ogg (1.192.855) (kindly hosted by OnionBob) Tada!
  7. Received this email: Welcome to the application thread.
  8. encomium was looking to help out with UV mapping. Got this email. Welcome to the applicant forum econium.
  9. Hi, i'd like to start by saying this is the most promising Doom 3 mod i've seen and i'm a HUGE fan of Thief 1 and 2 and the less said about Thief 3, Ion Storm and Warren Spector, the better IMO . I'd like to get back into modding and do some animation for a promising mod in my spare time (was looking into HL2 modding, then discovered how terrible it's tools are), so if you're in need of animation i'd like to lend a hand. Here is a page with my work (hasn't been updated in a while, though). I live in Melbourne, Australia. I work for a local game developer as an Animator. I use Maya and have been getting into MEL scripting recently. My first script was an auto rigging system (similar to XSI's rig from guide). Now working on a Skin Weight exporting/importing script.
  10. Fett from TTLG here. I'd love to help out with any writing, character dev, spell checking, etc. for the Dark Mod. I did about 50% of the principal writing for cutscenes, briefings, and in-game texts for T2X which should be out before you guys get down to brass tacks on the hardcore writing (???). I also wrote the parody 'Thief: Deadly Simplicities' which can still be viewed on pg. 2 of the Thief Gen forum at ttlg. Don't currently have a copy of Doom 3, but I'll be picking it up. I can send some samples, or would you rather just check out T2X? I have a bit of administrative experience from working on T2X the last 4 years, but you guys seem to have that end of things well in hand. Let me know if I can help in any way - the project looks great so far. p.s. Also sent you an e-mail.
  11. My name is Cory Vogel and I am quite interested in your Doom III modification. I have experience with C++ and DirectX as well as a growing knowledge of the Doom III engine. It has been mentioned that coders with AI experience are needed. I have created a "mercenary" in Doom III that follows the player around, keeps track of it's health which regenerates at different rates depending on it's current action, keeps close to the player, and attacks enemies. Though I enjoy working with AI, I will happily script weapons or whatever is desired by the team. I have time each week to work on the project and being dedicated won't be a problem. If you would like me to send any code just tell me. I don't mind constructing some type of "test your skills" project with the team either. Thanks, Cory cvogel@nmsu.edu
  12. Hello Team, I am a hopeful mapper and voice actor wanting to join a great team. I originally was working on a DOOM3 mod called Hell on Earth which has now died and was hoping to continue to my DOOM3 work by joining your team. I also briefly worked on the D3 Phobos MOD. I am an avid Thief player and have them all and could probably tell you far to much about the universe! Here are some samples of my mapping which were going to form the basis for the for the first level of my mod: Download Here An audio sample for voices (which I would really love to do as well!) these are my own voice based upon certain speeches made throughout the Thief series. Download Here The mod seems a great idea especially considering the great lighting system and the obvious parallel with Thief. I await your response with great anticipation! Cheers, Kingers
  13. i would love to help you guys heres my website with info and portfolio www.oberlin.edu/student/mhafiz nauman
  14. ... but anyway here´s my current portfolio: keeper haunt enforcer profile badass mofo head detail zombie I´m also at the Hammerite Imperium team, but my artworks are mostly useless there (but that doesn´t mean I want to leave, there´s enough other work). That´s why I want to join also the DM team, where my concepts actually can be made into models. I could also eventually skin AIs and maybe objects, I did some retexturing for the HI. No experience with Doom 3 specs yet. These artworks are the latest ones and at this time I prefer BW, which you might not like as concept art, but that can be easily changed. If you´re interested in more various stuff, just have a look at my folder at the Imperium FTP. Oh and there´s one more thing: I have some major exams in may and june and at that time I probably won´t be able to do much. So that you know.
  15. Hy guys, I tend to hang around at TTLG.com and thus heard about this amazing project you folks are doing here. New Horizon said I should register here, as I'm considering joining your team, if you'll have me. ) Quick background: Professionally, I've worked as a full time C++ developer for over 5 years and have a degree in computing. As a hobby, I've been coding in C/C++ (and assembler!) since the 80's. Regarding Thief, I've been playing ever since TheDarkProject came out. I will say up-front: For various reasons (including Borland's lack of D3D support), I am only just getting into Direct3D. But I know quite a bit about 3D graphics (real-time & ray-tracing) and have written my own real-time 3D rendering engine: The whole 3D to 2D transformation, lighting and texturing is handled by my code. I only use the Windows API function 'Polygon' to draw a 2D polygon onto a flat device context. ( screenshots ). Currently I'm working on my 3rd Thief FM ("GoingDown") and am also writing an SDK for a generic file format called 'Dendros' which I plan to use for Gravel v3. I would have contacted you earlier and I did have a look at your 'vacancies' section a while ago, but I must confess that I didn't really seem to have any of the requested experience. However, if I can help you guys in any way (maybe even just writing simple tools which transform something from format X into format Y), I'd be happy to help because I think the DarkMod has great potential. EDIT: Switched off smilies in this post.
  16. Welcome to the application process. Today we will be serving ham sandwiches with cheddar cheese flavoured milk. YUM.
  17. Hi Corth, this is your application thread. You can introduce yourself to the team in complete privacy here. This is not viewable by the public.
  18. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  19. So, at Renzatic's request, I'm going through and making models to match up with some of the textures we have - these models will then be used to generate normal maps. Technology is sexy. Left: flat rectangle Middle: Untextured model Right: Textured model Since I'm running Max R6, I haven't generated the normal map yet, but this is two minutes of work once I have my copy of 7 again. More to come later.
  20. Okey, whenever I commit new sounds to CVS, I'll post them here. sfx/world frob_instrument_harp1 - darkness_falls frob_instrument_harp2 - darkness_falls frob_instrument_harp3 - darkness_falls ambient/underground cave_ambient1a - darkness_falls cave_ambient1b - darkness_falls water_drip1 - saxmeister water_drip2 - saxmeister ambient/ocean underwater - theo (this sound is intended for while the player is underwater) ambient/church church_theme1a - mrd church_theme1b - mrd gregorian_chant1a - muze gregorian_chant1b - muze gregorian_chant1c - muze gregorian_chant2a - saxmeister gregorian_chant2b - saxmeister gregorian_chant2c - saxmeister
  21. Hi Macsen, this is our private applicants forum. Only you and the team are able to see this. We like to keep the application discussions out of the public eye. Oh, to any other applicants. Please do not post in any applicant threads but your own. This is for the team and the named applicant.
  22. Are we able to log into the file server for account access/control or just ftp? I'm wondering because, couldn't the texture archive just be built on the machine, if it were say, a linux box and we had an account? I'm not sure what the setup is. I ask because I'm dying to get up to date with the current texture collection so that I can actually use them. I've not seen any of the existing maps with textures or textured models, either. Once the archive is downloaded, it'll be easier to keep up with downloading individual files here and there when necessary*, but grabbing them all individually and uncompressed on a 56k is not practical. I'm missing a ton I'd imagine (last archive was in October 14 if that's the one) and even the whole directory layout has changed. Or, perhaps the hold up is the incorporation of 300+ simply yummy Hammerite Imperium textures, and I should just hold my horses a bit more. Edit: *Forgot to request - would it be possible that when new textures are uploaded, and are NOT going to be put in a huge archive anytime soon, that compressed versions also be uploaded simultaneously somewhere?
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