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  1. 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.
  2. 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.
  3. 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.
  4. It does now keep a record in the database of which thread you have read and not read. What it used to do was that you had a cookie session time-out limit of 15 minutes. If you visited the forums with a lot of unread threads, then closed the browser window, all of those threads would have been marked as read within 15 minutes. This does not happen anymore. A thread is never marked as read until you actually read it.
  5. 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.
  6. 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.
  7. Here was Springheel's thread regarding this, to tie the two together: http://forums.thedarkmod.com/index.php?showt...findpost&p=3963
  8. For footsteps, Theo had sent us these:http://208.49.149.118/TheDarkMod/audio/unf...tstep_human.zip Found them in this thread: http://forums.thedarkmod.com/index.php?showt...indpost&p=12726 I think the sounds need some polish, refinement and/or reworking after comparing to Thief 1's footstep sounds, but maybe the above could be used in the meantime? PS: Yes, Pak, all those footstep sounds are used in Thief 1 and/or Thief 2 (in case you were still wondering). For the Thief 1 sounds, I think there might be a file missing. When Garrett jumps up and lands on metal, I think the sound is different than any of the ones in that ZIP. I know it's louder (which could obviously be just an increase in volume of one of the other metal WAVs), but I also think there's a different pattern to it; which is why I think it's a different sound altogether. Might be the same for the other surfaces; not sure.
  9. PS - I see there might already be an underwater ambience in CVS: http://forums.thedarkmod.com/index.php?showt...indpost&p=14953 PS: That thread should probably be made a "sticky", if possible.
  10. 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.
  11. 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.
  12. In T2, there is a mention of a "Spiral Lamplighter" in a journal. I didn't know what a lamplighter was, so I Googled it. I can't find a 'spiral lamplighter', but I did turn up these for 'lamplighter'. It seemed like a cool idea of something we could implement for town scenarios. Civilians (or some guards) could walk around lighting lights as darkness falls (no pun intended ). I like the top picture best... http://www.junipercivic.com/berry/0303/lamplighter.html Of course, with some of the cool gas lights found in the Thief universe, lamplighters (the people) could actually also turn on the lamp gas and light the weird gas particle-effect balls that feed the lights rather than the actual lights... if that makes sense? T2 Book Entry: Source of this book quote and all others in T2: http://www.ttlg.com/forums/showthread.php?t=70803
  13. That's not possible, sorry. But yes, the database-based marked-read system is awesome. I've upgraded the BCG Forums to vBulletin 3.5 which has the same feature, and now I can't live without it. AJAX is really usefull aswell (e.g. inline post editing).
  14. We don't have a rope arrow model yet. I've just updated the concept art: http://forums.thedarkmod.com/index.php?showtopic=2479
  15. Lets you leave sitcky notes al over the internets!!! The guy who made it and the link to it and whatnot: http://www.penny-arcade.com/forums/viewtop...=197947&start=0 Go!
  16. Welcome to the world of us cheap Blender-heads! The Blender section of the Doom3world forums is great. There are also a lot of good tutorials you can link to right from the Blender website.Blender3d.org Also, check out elysuin.comhttp://www.elysiun.com/forum/index.php?sid=a63f5e236397f6d540aa72af74a929db there's a really good forum there, too. The learning curve can be pretty high, but if you're a good learner and put the effort into it, it shouldn't be too much of a problem. As for other open source shareware type of programs, you might want to look into gimp. I don't know too much about it as I have photoshop, but from what I understand it works well and does a good job for making textures and such. gimp
  17. The best place for you would be the Doom3world forums. You'll get all these answers and the hundred and one other quesitons you'll likely have. Blender has its own subforum there. Yes, you can use belnder to make your own models and put them n doom, but I'm not sure you can modify the existing ones and then expect them to flawlessly use the same default animations agian. It depends if the blender md5 importer imports the vertices in the correct order. I know the maya importer does not.
  18. mrdes

    Boiler Bot

    Damn I remember reading a huge discussion on CGTalk forums about how something just like this would walk properly but it was a long while ago and I forget it all heh. Not too sure if I could find it. I'm also disconnecting my internet tonight because I'm moving back into a dorm for the year tomorrow. Been really busy with packing and getting ready so I haven't had time to do much of anything lately.
  19. I've just discovered that the server seems to not send outgoing emails for whatever reason. This is obviosly bad because people signing up to the forums can't activate their accounts etc. I'm looking into it. If you are having problems (re-)activating your account, please email me: modetwo [at] night-blade [dot] com
  20. Just got back on the forums again..... Nice creepy ambient...... Especially the background moans/groans. The backwards voices sound like something that should be in "The Cradle." This would even work in an area that was just outside the city gates, or in a creepier part of town. Maybe even in a wooded area.... I can hear it breathe!!! Nice production, too! Good stuff! Very Thief-y!
  21. Be sure to check out this thread for needed animations: http://forums.thedarkmod.com/index.php?showtopic=1650
  22. Hi there. I'm in a fairly good mood right now, and I thought that having a public discussion directed to all these frequenters to the Dark Mod forums about the missions that I know we are just itching to start on. I'll begin with my own plan. Mission Title: "Opening Night" This mission came to me one late night with a friend when we were musing--after playing a mission by the name of Equilibrium--what the perfect Thief mission would be. We were particularly taking it seriously, but our little brain storm hatched an idea. Setting the Stage: We felt that the horror of the mechanist's impact on the City was left relatively untouched by the main story. We wanted to tell a story of the breaking of a man, of oppression of the poor the mechanists exerted, and the height of their power. We thought about whole neighborhoods in the slums being closed off, the people either arrested in their homes or wiped out to be carried into carriages to later be turned into servants. While this wasn't necessarily discussed in Thief 2, we felt that it gave a different picture of the Mechanists. The tightening of curfews and laws, and with Truart out of the picture, the Mechanists take advantage of the opportunity to directly close an iron fist of control around the poor classes. Thus, the story is how the main character, forced into thievery because of poverty, finds his wife dead, his neighborhood smoldering, his home ruined, and everything he knew finally destroyed, and thus the path of the destruction of his own soul. He eventually is approached by an interesting entity with a simple proposition: the infiltration of the new Opera house, and the assassination of the diva at the climax of her performance from one of the box seats with a crossbow, the girl who happens to be Karras's beloved niece. However, the consequences of the action sets a new stage: the final breaking of Karras's sanity, and his impending rage against this world--leading up to the decision to destroy it. The Mission Itself: The entire mission was supposed to draw direct references from musical, opera, and theatre lore--the mission design based upon the most famous opera house in the world: La Scala. With heavy Italian architecture, and references to the Romantic period of the 19th century such as The Count of Monte Cristo, Chopin, Beethoven, and many others. Incidentally, we were planning on using snippets from the opera "Robert Le Diable", the first romantic opera, that would set a small soundtrack for the level as the player sneaks his way through. We planned on a secret tunnel that leads down into a sewers like system in the basement, and thus a new optional objective "Steal the phantom's mask". I'm sure you will understand this reference. Some of the other interesting quirks of the mission will be eavesdropping on the conversations that run behind the closed doors of the balconies. We imagined a frustrated conversation between Karras and a work bot to lighten the mood. The Climax, as this is a drama naturally, would be the escape. After the diva is shot with the arrow, fall dramatically on stage, the player will have many escape roots that lead to the roof. Probably one of the more dramatic being using the chandeliers hanging from the roof as rope arrows and swinging up to the glass dome while guards fire arrows after you. And finally, once on the roof, the player goes roof hopping to reach the docks, where he has prepared a ship to leave the city finally, and the mechanists decide that their new firework display, designed as a surprise to the attendants at the end of the performance, would be better suited to try to fire at you. Full of triggers, I know that Dromed could have handled it provided that we divvy the mission up into two parts (Opening Night, and the escape). However, I'm worried the Doom 3's detail will severely limit the ability to make this mission run smoothly (I imagine that it will have to be partitioned in several places). This probably isn't the time to mention I don't have level building experience lol. What are your mission ideas for The Dark Mod?
  23. Yep, we're already going to do this: http://forums.thedarkmod.com/index.php?showt...indpost&p=11432 (That's a private board, someone can quote it if they want) Yes you'll never get rid of all exploit's 100%, but you need to minimise it, and some of us feel this would be too big an exploit. In my opinion, the goal of any game where you have an opponent is to look for weaknesses in your opponent and exploit those weaknesses. In a real life sport game, the rules of what you can and cannot do are clearly defined. In a video game, you are left to your own devices to work out what you can and cannot do, and this is where I think a lot of fun comes from. You won't know it's an exploit till you exploit, so you can't blame people for looking for exploits because I think tha'ts what we're supposed to be doing in a game. For me, every additionaly exploit I have to ignore makes me less immersed.
  24. There were a few different exploits, but those weren't the only considerations. There would be a tremendous amount of work involved. I know we've discussed this already in the public forums, but to briefly summarize: There are lots of pathfinding exploits. AI is halfway down ladder, thief blocks ladder at bottom. What does AI do? Or the AI is just at the top, but the thief stands in the way. AI is still on the ladder so cannot draw a weapon, so what do they do? AI catches thief while both are on ladder. What does AI do? Combat on ladders would require an entirely different set of coding and animations (two sets, actually one for going up and one for down). There's the kill/ko guard while on ladder exploit, as you mentioned, which can be used against multiple guards. Many types of ladders require the player to turn around and jump off at the top to reach the next level. How does the AI handle this? Anyway, that's several of the problems. Solving them seemed to require either a large amount of work or an immersion-breaking 'fix'. As for mantling, I don't know how difficult it would be to program.
  25. The domain will be transferred in an hour or so and the forums will be closed until the new DNS settings have kicked in.
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