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  1. I also find it a little odd, given the sheer number of art forums out there. What kind of feedback do you expect to get here that you wouldn't get from an art forum? We only have a handful of 2d artists here. Thiefish art, or even generic fantasy, I could see, but WW2...?
  2. Jeez, haven't you considered that he prob has posted in dedicated art forums, but wants as much feedback as possible.
  3. Evil Avatar has an interview up with Emil Pagliarulo (amongst others), designer for Thief Gold, Thief II and T:DS and now the Elder Scrolls:Oblivion. here's the most interesting part for stealth-fans: "Jashin: Stealth, tell me about stealth in general. kathode: I'll let Emil handle this one, he's the Thief guy after all Emil: Well, the most important thing to remember about stealth in Oblivion is that, unlike in Thief or Splinter Cell, your ability is based as much on your skills (or more so) than it is the darkness level, or the sound you generate... Jashin: But darkness and noise level is still a factor, is it not? kathode: Absolutely, they are still factored in. But like combat, your character's skill plays a big role as well. Emil: If you approach a guy in total darkness, wearing soft leather boots, and your "Sneak" skill is 5 out of 100, he's going to see you, and he's going to kick your butt.... We've also given the player much better audio feedback for stealth. NPCs will react as they do in Thief or Splinter Cell, with unique spoken dialogue for spotting the player, THINKING they spotted the player, losing the player…that sort of thing. It's tough, you know. I'm playing Splinter Cell: Chaos Theory right now and it so, SO much like the classic Thief gameplay. Shadows and darkness are all important. But both Thief and Splinter Cell are games with one core gameplay mechanic -- stealth. Yeah, there's combat, but the game's primary development was in the area of stealth. In Oblivion, we need to deal with magic, dialogue, skills, etc. etc. In an RPG where you can play as ANY type of character, it's tough. bapenguin: It also becomes a balancing issue. If you focus too much on stealth, stealth may become too powerful, right? Jashin: Stealth is a game by itself. kathode: It can get that way, you're right. It doesn't mean we intentionally hobble it though. It just means that if stealth is really cool, we've got that much more pressure to make combat and magic really cool as well Emil: Yes, exactly. If we had a stealth model as good as that in Thief, where shadow was all powerful, an Orc in platemail could sneak up on a master assassin. One of the things I've been doing is utilizing the other core Oblivion systems to compliment the actual sneaking...let me explain. In Thief, Garrett doesn't talk to anyone in the world. Ever. He picks their pockets, knocks them out. But in Oblivion, the player can join the Dark Brotherhood and play as a character who CAN engage in dialogue. So what would you say to someone you need to kill? How could you use dialogue as a weapon, to intimidate, to trick, etc. I've been having a lot of fun doing stuff like that, and I'm really hoping the player will enjoy that type of flexibility in Jashin: Can I bluff and use my poker face? Bluff and get the best of a higher level character for instance? Emil: Possibly. All of that dialogue is unique, so it depends on the quest, the NPCs you're dealing with, etc. But you'll always have a few dialogue options. Jashin: Wow, the next Deus Ex, perhaps? bapenguin: As long as it's not Deus Ex II. Jashin: I can't imagine what you're suggesting. Emil: hehe" you can read the whole interview right here: http://www.evilavatar.com/forums/showthread.php?t=1356 kind regards gleeful
  4. I know, that's why we talked about alternatives to canonballs. http://forums.thedarkmod.com/index.php?showtopic=1483
  5. Ok, I take it back, you can draw anything except thiefy scenes) This isn't an art forum though, it just seems a bit of an odd place to come in order to ask for feedback and drawing tips, and what materials to use. There are plenty of dedicated art forums where you'd get better feedback and tips I'm sure.
  6. FishFace

    'ello!

    Hi, there! I'm new 'round here - I've hopped over on a misty blue trail from TTLG forums. My initial thought, having looked at them screenies, was "yum!" so, at some point I'll have to buy Doom 3, I reckon! Looks like your bunch of artists, modellers, sound people and so on are extremely talented. The textures and models really do put Thief 3 to shame - lovely. I've been playing Thief since TMA, and was hooked immediately. I hope you are able to succeed in filling in what was missing from TDS.
  7. I have only once bought a prebuilt and it lasted that way for about a month. Since then I’ve built about twenty different rigs for people. The trick is to research everything you get, not just reading the reviews but going to the tech forums and checking for the common problems. That and knowing what the post error beeps mean. It is only worth doing if you feel confident in doing it, but stability and speed wise I would put one of my systems up against a comparatively spec'ed dell any day. Warranty wise you are covered on the parts, and extended warranties on pc's are worthless due to the depreciation (imho) Dell and hp have improved over the last few years on the gaming side of things, but they do use custom cases and components so upgrading can be a nightmare as one of my friends found out. At the end of the day its all down to what your comfortable doing. The above spec I gave should be available from dell in any case edit Ive been looking at xp 64. It seems good but is built on the server 2003 kernal so it has some app issues in the beta, hopefuly sorted in the gold release. Im still running win2k so it a couple hundred £ if I decide to get it.
  8. There's info on creating clip models in the Doom 3 forums. I think they're fairly important because they're a middle ground betweenl Bounding box collisions - super fast, but its a box, so its not super accurate. Polygonal collisoin - the game finds no clip model so it creates one during the game, based on the actual polygons of the real mesh. This is WAY more detailed than it needs to be for collision (will you really notice which nostril your arrow hit??) and slows down computers unessecarily. CMs are like a realy really low poly version of the mesh.
  9. Skinning is our most important need right now...check this thread: http://forums.thedarkmod.com/index.php?showtopic=1554 As for models, we could use some more loot objects and decorative art objects: vases, ornamental statues, etc http://www.bellaumbria.net/umbria/immagini/vaso.jpg http://www.khm.at/khm/data/page1034/image1.x300.jpg http://www.culture.gr/2/21/211/21122m/00/lk22m017.jpg http://www.usask.ca/antiquities/Collection/Hannibal1_1.JPG http://www.sculpturesplace.com/Images/Fantasy/fAndosa350.jpg
  10. Again guys, you'll have to excuse me if you've already discussed this stuff 10000 times. I haven't had too much time to read through the entire forums yet, and I'm curious as heck to know what the low down is on buying equipment and sellings goods will be like? will/could the amount carried affect movement in any way? Could people who prefer ghosting thru certain levels choose to leave certain weapons at home, in exchange for some additional speed scrolls? heh heh. I think it would be definitely worth your time to figure out a nice bartering system to add to your MOD if you haven't already. If so, can u shed some light??
  11. I only know this because I was a forum lurker whore on the Unreal Tournament : Infiltration forums for so long. I believe it somehow also makes distances in front of you look shorter than they actually are (like 100m away will look like 80m), but I'm not sure how that works.
  12. I sent an email his way...but it's been awhile since anyone has responded on the forums, so he might not be quite as concerned about it anymore.
  13. I get almost no hatemail now I had restraining orders put out. Also welcome to the forums. Please use proper English. Thank you.
  14. On the forums: "As most of you will know, 3dTronic offers high quality free texture resources to the web community. Free of charge, they can and may be used in any kind of project, commercial and non-commercial. The only restriction 3dTronic implies, is that the images may not be distributed in any way for the sake of distribution purposes only. They are here to make the life of all genre artists more comfortable." Still a little vague, but it seems that the only stipulation is that they can't be distributed on big texture compilation CD's or websites. So as long as we're using them in a project, we're good to go.
  15. Hey guys! Thanks for the concern but I am alive and well! Just, as everyone else seems to be, covered up in my "real life" job. I've popped on to the DarkMOD channel several times over the past two weeks to see if anyone was there but haven't been able to catch anyone at the right time. I think next weekend I'll finally be able to get back to sound effects and music, so I'm really looking forward to that! I've missed being around the forums and am sorry for my absence. -sax
  16. Sorry for the concept artwork invasion here. Discussion of bioluminescent mushrooms concept art moved to here: http://forums.thedarkmod.com/index.php?showtopic=1640
  17. No prob; I must've misread something. Discussion of Tiffany lamp moved to here: http://forums.thedarkmod.com/index.php?act=S...st=0#entry24097
  18. I like detailed games, and realism is good IMO unless it tries to replace something that we do naturally in RL thru other senses than sound and sight with some clunky awkward interface ingame. For example, it would be silly to have a key for "step with right leg" and "step with left leg" and then 10 keys for different leg movement speeds. Personally I'm pro-saving, because things like game crashes and AI's getting stuck do occasionally happen, no matter how carefully we code the AI and how carefully the map is designed. When I'm playing T2 and an AI gets stuck at a corner or along a wall somewhere, resulting in the map becoming un-ghostable, I like to be able to restore the game to some point without losing 30 minutes of progress (maybe 5 minutes of lost progress is okay) I know we've been over this debate in the private forums several times, but I think making limited saves an option, or even just reporting the number of saves/reloads at the end stats screen is enough for people to enforce save-discipline on themselves if they want. Enforcing limited saves on everyone will not result in revolutionizing how people play games, it will just result in people who don't like limited saves not playing the game.
  19. I usually have something playing on Windows Media player while I'm modeling, Radiant'ing, reading the forums or chatting on IRC. Ranges from David Bowie to Radiohead to music from the game Outcast, etc. etc.
  20. I finally got Redguard to work on WinXP. I'm very happy cos i love the game . Here are 2 screens from the game of the same place but with a slight change - in one the character is normal Cyrus. But in the other i've changed his model to be a skeleton (duh!). But anyway, if anyone wants to know how to make it run on XP (or other windows for that matter) tell me, cos fishing for it in the TES forums takes quite a while. Oh wait, I got a link However, the only problem is that it's all over the place in that thread so read it if you're interested. But anyway, here's the pics:
  21. There's another guy on the doom3world forums with exactly the same problem as you. I notcied his doom path was C:/Doom_III/ If your path is anything other than drive letter:/Doom3/ then that could well be the problem.
  22. If it helps, idChain is defined in /src/game/AFEntity (It stands for articulated figure entity) Also an interesting function you might want to look at to make the rope is: void idChain::BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld ) Apparently it needs the density to do a realistic hanging chain (ie, chain with heavier links is going to hang differently). So if you want nice behavior, you should put in the density of rope. I don't know that number off the top of my head I think I posted the density of modern nylon ropes somewhere in our private forums, but you probably want the density of medieval ropes which I guess were hemp or something. Also, I think origin is where it hangs down from.
  23. NO the texture doesn't matter for this part. here's the dll I use. You may as well try it, in case yours is corrupt or something. Clutching at straws now) I think you may need to try for answewrs at the doom3world forums, since I can't think of anything else that might be the culprit. MayaImportx86_Maya60.zip
  24. Don't know anything about this, but did you check this thread in Docs? http://forums.thedarkmod.com/index.php?showtopic=1485
  25. You see, whatever link you click on the website, the url in the browser address bar stays http://www.thedarkmod.com. When you e.g. click on the Screenshot link, the url should change to http://www.mindplaces.com/darkmod/screenshots.php - but it stays www.thedarkmod.com. This means that the domain is masked. It's putting a frame around the website and loading content from mindplaces.com/darkmod. Read more here. It's no need to remove it, it's just a suggestion. However, when you click on the Forum link on the website, you are sent to the forums, but the url is still http://www.thedarkmod.com. This might confuse users who want to copy thread url's to paste elsewhere etc.
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