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  1. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  2. So... What was up with the forums all day yesterday..?
  3. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  4. I seem to recall a few threads like this on TTLG regarding Thief, so I figured we could have one here. Mine is definitely the thug. I just like the way he talks and his attitude, especially his idle barks and the things he says when he attacks me! What is yours and why?
  5. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  6. Well, since it doesn't look like anyone is going to show up and create a new stocky rig for us anytime soon, I did some work on the builder forger to get him into a usable state. Because of his girth he can't use most of the default animations. I've tweaked his weightmaps and got him looking pretty decent now, but I had to make a new set of stocky animations for him. I made a new walk, a new sit, sitdown/situp, a new idle and 4 new random idles, a new search and a new use_righthand. The default run works well enough. That's enough to make him functional, so I'll add him to the game in the next update. Eventually I might make some more stocky characters and expand the range of animations.
  7. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  8. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  9. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  10. why are they so slow this evening..??
  11. If you were a mapper looking for this character (called tdm_ai_female_rogue) to place in your map, which of the three folders would be the most intuitive for you? Guard? Thief? Townsfolk?
  12. I've been working on getting some female characters for the next update, but they're both dependent on getting vocals. Three different people now have the noblewoman script; I've also written a script for the upcoming "wench" character. The wench should ideally be the female equivalent of the thug, with a bit of a lower class accent. However, at this point I'll take just about anything, including Bikerdude doing a falsetto. Here's the script, in case anyone is able to help out. Wench VOCALS Tone and Attitude The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level. Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers. AI Characters "The Wench" – uneducated, saucy and bold. The wench has been around the block; she is confident and flirty. Suitable for barmaids, whores and female thieves. [AI Non-Alert States] These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling. Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering. Throat clearing/ coughs x3 Sighs x2 (it’s been a long day) Humming an idle tune x2 Sneeze x2 idle_1 "I thought I’d never be finished. I’ve worn my fingers to the bone with that." idle_2 "I need a good, strong ale if I’m going to make it through this night." idle_3 "There’s got to be a man around here who will buy a lady a drink.” idle_4 "I could scrub all night and not get that stain out.” idle_5 "*sigh* It feels like this day will never end." idle_6 “It’s far too late now. I’ll have to go to market and get some more tomorrow.” idle_7 “Bloody hell, if he wants it done differently he can do it himself.” idle_8 “Does she think I didn’t see her making eyes at him? The little slut.” Idle_9 “So much to do, and so little time…” Idle_10 “He said it wouldn’t take long, but I can’t wait around forever.” Idle_11 “Wait until she hears about this...” (talking about juicy gossip) Idle_whore01 “Bloody bastard. I’ll knife him if he gets rough like that again. I swear.” Idle_whore02 “…What kind of woman does he think I am? You pay extra for that, I don’t care who you are.” Idle_barmaid01 “A new skirt is good for business…does he think people pay just for the ale?” Idle_barmaid02 “If she breaks another mug she’s going to be in for a beating.” At Alert 0: On the job. Similar to above, but you’re armed and guarding against intruders. Number of Wavs: 3 alert0_1 "Anyone tries to take advantage, I’ll cut his manhood right out from under him.” [AI Alert States] To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off. Number of Wavs: 3 to_alert1_1 "Hm?" to_alert1_2 “Huh?" to_alert1_3 "What was that?" To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory. Number of Wavs: 3 per character to_alert1_sound_1 "What was that sound?" to_alert1_sound_2 "Is something there?" To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight. Number of Wavs: 3 per character to_alert1_saw_1 "Was that…?" to_alert1_saw_2 "Is that something over there?" to_alert1_saw_3 "Did something move?" To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. A little louder than above…you definitely saw/heard something. Number of Wavs: 3 per character to_alert2_1 "Huh? That was something." to_alert2_2 "What could that be?" to_alert2_3 "Is somebody there?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. to_alert2_sound_1 "What was that noise?" to_alert2_sound_2 "What is making that racket?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. Number of Wavs: 3 per character to_alert2_saw_1 "What’s that over there?" to_alert2_saw_2 "Who is moving about there?" to_alert2_saw_3 "Hey, what is that?" To Alert 2 + Company + Heard: You notice something auditory with company . to_alert2_soundx2_1 "Did you hear something there?." to_alert2_soundx2_2 "I heard something. Come help me look." To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate. Number of Wavs: 2 per character to_alert2_sawx2_1 "I thought I saw something. Come help me." to_alert2_sawx2_2 "Did you see something is in the shadows?" Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. Mutter to yourself. Number of Wavs: 3 per character to_0_1 "Huh. Got all worked up for nothing." to_0_2 "Looks like it was nothing after all..." to_0_3 "Hmm, nothing after all.” Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character to_0_sound_1 “Great, do we have rats in here?" to_0_sound_2 "Hmm, something must have fallen. " to_0_sound_3 "My ears are playing tricks." Returning to Alert 0, sight: As above, but you thought you'd seen something. Number of Wavs: 3 per character to_0_saw_1 "Must have just been the shadows." to_0_saw_2 “No telling what it was.” to_0_saw_3 “A light flickering, maybe. ” To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now. to_alert3_1 "Alright, I know someone is there!" to_alert3_2 " Come on out." to_alert3_3 "Stop lurking around there and come out where I can see you." to_alert3_4 “All right, who is that?” to_alert3_5 “Who’s there?” to_alert3_6 "Who is there, I say?" to_alert3_whore1 “Are you looking for a girl? No need to be shy.” to_alert3_barmaid1 “Is someone there? We’re closed for the night.” Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are highly annoyed. Number of Wavs: 5 per character to_0_search_1 "”I don’t have time to hunt peeping Toms." to_0_search_2 "I can’t see anyone now." to_0_search_3 “Whoever it is must have left.” to_0_search_4 “Well, that was a waste of my time.” to_0_search_5 "How am I supposed to relax now?" to_0_search_6 "*Hmph* Some snot-nosed little blighter, sneaking a look." Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far. lost_player_1 “What? Where did he go?” lost_player_2 “Ok, where did he hide?”| lost_player_3 “Hey, he was here a moment ago!” Return to Alert 1, evidence: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. Number of Wavs: 5 per character to_0_spotted_1 "The cheeky bastard has escaped, for now." to_0_spotted_2 "He must have gotten away by now." to_0_spotted_3 "He’d better not come back if he knows what’s good for him." to_0_spotted_4 " He’s too fast for me." to_0_spotted_5 "I can’t search forever, but he better not try to come back." Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward. Number of Wavs: 2 per character gotten_help_1 "There’s the blighter. Get him!" gotten_help_2 "Go! Get him before he gets away!" Return with help, lost player: You have returned with help but the player is no longer visible. Number of Wavs: 2 per character gotten_help_gone_1 “He was right here, I swear." gotten_help_gone_2 "Oh shut your gob. He was right here.” Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him. Number of Wavs: 3 per character saw_playerx2_1 "Spread the word; there’s a thief lurking about." saw_playerx2_2 "Be careful. There’s trouble ." saw_playerx2_3 "Keep your weapon ready, there’s someone sneaking around." Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it. warning01 “Keep your eyes open. Something’s not right.” warning02 “There could be trouble. Be ready for it." [AI Searching] You are actively looking for the intruder, and are either muttering to yourself or taunting them. Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good. Number of Wavs: 5 per character search3_1 "Where are you hiding?" search3_2 "What’s the matter…you only like to watch?" search3_3 "When I find you I’m going to box your ears." search3_4 "I know someone is here...." search3_5 "You silly git...come out at once.” search3_6 "Stop wasting my time and come out." search3_7 “Where could he be….?” Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. You should sound much more serious and threatening. Number of Wavs: 5 per character search4_1 "You can’t hide forever you know!" search4_2 "If I don’t find you, someone else will!" search4_3 "You made a big mistake, coming here." search4_4 "Come out, I say!" search4_5 “Show yourself you coward." search4_5 “I’ll cut you when I find you." Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re less threatening and more frightened. Number of Wavs: 3 per character search4_civilian_1 “Come on out now, please?” search4_civilian_2 “Shame on you. Why are you hiding from me?” search4_civilian_3 “This isn’t right…what do you want?” [Combat and Pursuit] You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly. Spotted the Player, combatant: You see the player and are charging to attack. Number of Wavs: 5 per character spotted_combat_1 "I'll fight you myself, you brute!" spotted_combat_2 "I'm not afraid of you!" combat scream x2 Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character spotted_combatx2_1 "Get him!" spotted_combatx2_2 " We can take him together!" Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person. Number of Wavs: 1 per character spotted_combat_body_1 "Where are you going with that body?" Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee. Number of Wavs: 5 per character spotted_civilian_1 "There's an intruder!" spotted_civilian_2 "Oh! There's a thief!" spotted_civilian_3 "Get back, you!! " spotted_civilian_4 "Help! He’s got a weapon!" spotted_civilian_5 "Help! Lady in distress!" Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet. killed_player01 “Beaten by a girl.” killed_player02 “That will teach you to threaten a lady.” killed_player03 “You’ll not bother anyone again.” Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help. Number of Wavs: 3 per character fleeing_1 "Help me!" fleeing_2 "Save me!" fleeing_3 "Oh please help!" Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them. Number of Wavs: 2 per character combat_assist_1 "I’ll help if I can!" combat_assist_1 "Hold on! Help is on the way." Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. Number of Wavs: 4 per character frustrated_1 "Coward. Hiding from a girl?" Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something. Number of Wavs: 3 per character missile_generic_1 "Take this!" Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character archer_1 "I’m going to make a pincushion out of you!” archer_2 "Here’s another!" Attacking : You're grunting and attacking attacking_1 "Ha!!" attacking_2 "Arg!" attacking_3 “Hiya!” Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. attacking_hit_1 "Ha! Can't beat a girl?" Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. die_quiet_1 "UNH" die_quiet_1 "Arg" die_quiet_1 "HHnnnn..." Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length, and loud. die_loud_1 "AHHHHHHHHHHH" die_loud_2 "Noooo....." Blinded: You have been blinded by a flash of light. Number of Wavs: 1 per character. blinded_1 "What?? I can't see!" Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters Number of Wavs: 1 gassed_1 "..cough cough" Drowning: You are drowning. Gurgle and choke. Number of Wavs: 1 drowning_1 "Gurgle" [Find States] You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself. Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious. Number of Wavs: 4 per character suspicious_item_1 "What? That’s not right." suspicious_item_2 "How did that happen?” suspicious_item_3 "What’s gone on here?" suspicious_item_4 "This is not right." Notice Weapon: There is a weapon lying around. How did it get there? Number of Wavs: 2 per character notice_weapon_1 "That shouldn’t be lying around.” notice_weapon_2 "Whose weapon is that?" Notice Door Open: There is a door open that shouldn't be. Number of Wavs: 2 per character notice_door_1 "Who is leaving the doors open?" notice_door_2 "This should be closed..." Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light. Number of Wavs: 3 per character notice_lights_1 "Who turned out the light?" notice_lights_1 "It’s so dark in here." notice_lights_1 "Why are the lights out?" Notice lights out, flame: You notice a torch or candle that should be lit has gone out. Number of Wavs: 3 per character notice_lights_flame_1 "I guess it burned out." notice_lights_flame_2 "Another one out." notice_lights_flame_3 "Wasn’t that lit before?" Relight light, flame: You notice that a light source is out. You relight it. Number of Wavs: 2 per character light_relight_1 "I guess I’ll have to light it." light_relight_2 "’Better light it back up." Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Number of Wavs: 2 per character light_refuse_1 "I don’t get paid enough for this." light_relight_2 "Somebody else can do it." Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on. Number of Wavs: 3 per character notice_blood_1 "Oh my! Blood?” notice_blood_2 "Blood! Oh dear..." notice_blood_3 "Was there a fight here?" Found Generic Body: You find a body on the ground. Number of Wavs: 2 per character notice_body_generic_1 "Hey, there’s someone hurt!" notice_body_generic_2 "Someone has been hurt! " Found Female Body: You find the body of a woman on the ground. Number of Wavs: 1 per character notice_body_female_1 "There’s a woman hurt here!" Found Male Body: You find the body of a man on the ground. Number of Wavs: 1 per character notice_body_male_1 "A man’s been hurt here." Found Body Dead: You find a body of someone obviously dead. Number of Wavs: 3 per character notice_dead_1 "He’s dead!" notice_dead_2 "Dead? Who did this?" notice_dead_3 "Oh! Someone’s been killed. Raise the alarm!" Found Female Body Dead: You find the dead body of a woman on the ground. Number of Wavs: 1 per character notice_dead_female_1 "A woman’s been killed!" Found Male Body Dead: You found a man, dead on the ground. Number of Wavs: 1 per character notice_dead_male_1 "Murder! A man has been killed." Found Body comrade: You find a comrade, dead on the ground. You are outraged. Number of Wavs: 2 per character notice_dead_friend_1 "Someone will pay for this!" Recently Found Body: You recently found a body and are relaying the information to a friend. Number of Wavs: 2 per character notice_deadx2_1 "Alert everyone, we have a murderer on our hands!" notice_deadx2_2 "Don’t go anywhere alone…there’s a killer around!" Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder. Number of Wavs: 3 per character notice_pickpocket_2 "What? Now where did I put that?" notice_pickpocket_3 "How did I manage to drop that?” Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it. Number of Wavs: 3 per character notice_absence_1 "Somebody’s broken in!" notice_absence_2 "Gone? Oh, who has taken it?" notice_absence_3 "We’ve been robbed!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 2 per character notice_absencex2_1 "We've been robbed! Keep an eye out for a thief." notice_absencex2_2 "There’s a thief around here. He can’t be far away. " [Greetings] Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually. greeting_guardxguard_1 “’Evening, sir." “Having a good night, then?” “How’s your shift?” Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is. greeting_guardxcivilian_1 "Move along now." greeting_guardxcivilian_2 "What are you looking at?" Greeting, Superior: You spot someone who is high on the social ladder and greet them. greeting_xnobleman_1 "Evening, your lordship." greeting_xnoblewoman_1 "Greetings, my Lady." greeting_xpriest_1 "Greetings, Father." Greeting Generic: A casual greeting greeting_civilianxcivilian_1 "Hello." greeting_civilianxcivilian_2 "Evening." Greeting Generic, Male: greeting_civilianxcivilian_3 "Evening sir, care for a bit of fun?" greeting_civilianxcivilian_4 “Like what you see?” greeting_civilianxcivilian_4 “Need a bit of company m’lord?” Greeting Inferior. You're a noble and see a civilian. You're better than them. greeting_noblemanxcivilian_1 "Out of my way." greeting_guardxcivilian_2 "Watch out, you vagabond." greeting_guardxcivilian_2 " Go away, I’m working." Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance. greeting_noblemanxguard_1 “Stay alert, there.” greeting_noblemanxguard_2 "Not bad at all." Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings. response_1 “Yeah.” response_2 “Alright.” response_3 “You said it.” response_4 “If you say so.” Response to Superior: A bit stiffer but still noncommittal response_1 “Yes, yes.” response_2 “Very well.”
  13. Just returned from a 7 day holiday, opened up this forum, had at least 4 pages of "new content". Made it past page 2 (to about June 03), and then had to take care of a few things here. When I came back, the forum had logged me out (timeout?), and when you log out, it forgets all "new content". So you log in, and it says "there is nothing new for you". Great, now I never know what I missed between May 30th and June 03.... grrrrrrrrr With email, you would still have all unread messages *sigh* Is there a way to change this behaviour? It has annoyed me in the past, but not as much as this time.. Edit: It's even worse, there is "no new content", but when I go f.i. into the "off topic" sub-forum, it still shows me threads as unread that I definitely already did read an hour ago. So I can't even just look at all the "unread" threads. Oh boy...
  14. See the attached picture: a part that there is no neck, it seems the shadows does not goes correctly in the wall. It is strange as this game is... all about shadows! I am just seeing things? Or the main character model is unusual?
  15. TheDarkMod is not thief, only inspired by it. Sometimes I have to even remind myself in that regard. TheDarkMod team made an excellent total conversion. The more I play it, the more I'm comfortable with the footfall sounds which I originally was less-than-neutral on. The FMs thus far are very well made and for the most part, I feel like I'm there. Credit is due to the team and to the mappers for that. When I come across something as great as this, I feel almost guilty pointing out stuff I'd modify. You guys put a lot of work into this and I only have the talent and know how ... well, I don't have any talent and know how to contribute much of anything. But there's one thing that I personally feel would significantly increase the player immersion in TheDarkMod. I noticed that there aren't any player shadows. If I happen across a reflective surface (as unlikely as it would be) would I see the nameless thief I was playing? When light hits me and I turn around in the opposing direction to flee its incriminating presence, my thief does not have a shadow. That's when I'm reminded "Dude, you're playing a video game." Which is unfortunate to my playing experience. This mod has a lot of power in it's immersion as one has to be completely aware of his/her surroundings. Once I noticed this it stood out. As I've said; TDM is a great experience. I'd feel pretty good if all that a pessimistic person had to complain about my mod was the above. Great job.
  16. Hi, I'm just wondering how difficult it is to add a new character to TDM currently? As far as I remember, this was one of the most problematic tasks in mod development. How does it look like with the current state of the mod? Have you established some proven workflow or is it still a painful experience? I don't know how relevant information in the animation section on the Wiki is, but some of those articles look quite old, refering to old skeletons etc.. It would be great to have a one comprehensive article/tutorial elaborating on all stages of importing characters to engine, including: - where to take the skeleton from, - what software/tools are necessary - what files to put where - writing def files - making character working in game also - assigning new animations and voice scheme - etc... I know it sounds like an technically advanced question for the just released mod, but I'll better know beforehand what I could or could not achieve with my map. Thanks in advance!
  17. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  18. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  19. http://www.gametrailers.com/video/quakecon...iler-rage/54146 The guy smoking. Also, if we could get some code for leaning against a wall, i/we could make idle animation for nefarious characters, or any a.i. for leaning against the wall.... and smoking too.
  20. These are issues that need to be addressed relating to the AI meshes/attachment points. Treat this thread like the "broken entities" thread, and add to it as you notice problems or fix things. 1. Something has changed with the torch-holding guards. The torch now seems rotated 90 degrees and is floating off to the side. 2. A number of characters (the thug is particularly bad) need different attachment points for weapons...his sword is through his hip. 3. The proguard still has problems with his mesh. His hands have a messed up uvmap, and there is a gap around his neck where you can see through him. This has been an issue for months. I could fix it in under half an hour, but that would make the most updated proguard file a .lwo. Maybe I'll just go ahead and make two proguards; a usable one and a "developer" version (the current one).
  21. Is there any reason you can think of why a character would walk/search in place? I've been rigging a character to the new skeleton, but for some reason he does not move forward when playing the walking/searching animations, as if his origin bone wasn't moving. Yet he's using the same md5anim files as the proguard.
  22. Ok, I've exported the nobleman. There are a few more weighting issues to tweak, but he generally looks pretty good (other than being a bit too small for his head). Feels good to add a new, non-monster AI to the game.
  23. Announcement: http://forums.thedarkmod.com/index.php?showtopic=8900 Please post any comments, bug notices, etc in this thread. If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks ~m2
  24. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  25. Continuing from this idea: http://forums.thedarkmod.com/index.php?s=&am...st&p=155603 Hmm, it strikes me that this might also be a very easy way to add variety to large groups of AI. It would be extremely easy to have a "tall" "medium" and "short version" of just about every AI we have. In fact, rather than every character needing animations exported separately, why not establish a series of default sizes for AI? We could have something like: Very Tall (6' 3") Tall ( 6') Average (5' 9") Short (5" 6") Instead of having unique md5anim files for each AI, we just make one animation set for each of those heights, and then create separate AI defs that point to each one. That means we could have, for example, 4 different heights of the same townsfolk model without any extra work. It might not always be appropriate for every AI (a Short elite guard would look weird, as would a Very Tall forger), but it gives a lot of extra variety (and saves a lot of exporting and nearly duplicate md5anims). The only downside I can think of is that you wouldn't be able to have a 5'11" or a 6'2" character--but since character heads are all slightly different sizes, I really don't think anyone would notice that AI come in only 4 different heights. Squill, any reason you can think of why that wouldn't work?
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