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  1. I haven't played Doom3 so I don't know if its engine can render weather effects. Are you going to implement rain, snow and fog in Dark Mod? I just can't imagine Thief-like game without snow...
  2. According to Google Trends the Dark Mod has weathered a bit of a dip in google queries. Frankly were it not for the slight upwards flick over the past week I'd demand that New Horizon hand in his PR resignation ASAP! It's also worth noting that the majority of searches come from Australia, which either means that Domarius doesn't know how to use bookmarks or that we should fill the game with as many koalas as possible.
  3. Here it is: http://www.filefactory.com/file/9dd719/ It's 70MB. It is already in pak4 format so all you have to do is put the file in your doom3/base directory and when you go into the editor it will be there, under "mydoom3textures". Here's a screenshot of the textures so far: The only problem is that the railing texture doesn't work, I haven't figured out how to make it work yet.
  4. I'm surprised no one has mentioned this yet: http://bluesnews.com/cgi-bin/board.pl?acti...;threadid=69783
  5. I frequently use the D3 flashlight to see objects/textures better when in the dark mod - it can get quite dark after all. I tried to use the flashlight in a Thief 2 fan mission just now... Also I was checking the accuracy of the lightgem in Thief 2....
  6. I made a new thread because the last one about the game has gone completely off topic and is now a discussion about Starforce, Steam, company practices, and id's ownage. Anyway, the Might and Magic website has been updated with a new layout, character/enemy profiles, and some new videos for download or stream. The latest video shows gameplay with the assassin class. Thief fans will have a pleasant surprise after the first kill I think, I know I did. Click me already!
  7. I looked at the wiki that I linked to from your main page and didn't see them. The "Keepers" in Thief2 were the ones in charge of training Garrett and that he was affiliated with them. At the end of Thief2 the Keeper friend of Garrett said there was more for him to do. Will the Keepers who watch all and preserve the balance be in TDM? Just wondering.... (Oh and I hope it is ok that my first post in a new topic ) Other Things not in the WIKI..... ------------------------------------------- Burricks (Talked of fondly in Thief2)
  8. http://www.commoncause.org/site/pp.asp?c=d...MQIwG&b=1539607 Here is an article about the COPE bill, the Communications Opportunity, Promotion, and Enchancement act. It will essentially give the telecoms unprecedented control over the WWW, as well as removing federal oversight of their use and distribution of online resources. Its rumored over here that this is a payoff to the telecomms for their handing over the phone and email records of 10s of millions of U.S. citizens to the federal pigs a month ago or so. COPE isnt the end of Net Neutrality but its the beginning of the end. Net neutrality is the idea that as long as you have an ISP, you should be able to go pretty much anywhere you like on the net and read whatever you like, download whatever you like. Of course, there have to be some restrictions, I dont want plans for nuclear bombs posted all over, but under this new paradigm for example my ISP, Verizon, could block my access to sites that are critical of Verizon, or block access to anti-war sites, or pro-labor sites, or whatever. It will furthermore limit the ability for private citizens to access public access television, a small but important form of media where small voices get a big platform to make themselves heard.
  9. A pretty good interview that finally gives some solid information about the title's gameplay and style. I must say it sounds quite different than what I was expecting (an Arx Fatalis like experience) but it also sounds pretty good at the same time. I'm still looking forward to it even though it's not really an RPG at all. Click: http://www.rpgdot.com/index.php?hsaction=10053&ID=1212 Also includes three new screenshots, this is my favorite: http://newspics.rpgdot.com/gallery/1223/Sc...dotcom_mage.jpg Several references to Thief are included in the interview, I hope the AI is good enough to be fun to play as the sneaky assassin class, I have faith in this great development team!
  10. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  11. What is The Dark Mod? We are primarily a group of Thief fans, disappointed there was going to be no editor for Thief: Deadly Shadows. Seeing Doom 3, we all thought it would be an excellent engine to create a Thief Style experience. To be a part of the team, you need to have some familiarity with the Thief games. Although a Thief 3 editor is a possibility now we will continue our work as we feel the D3 engine gives us even more freedom to create a Thief Style. What do I do to join? We're a fan project, so you won't recieve any sort of money for work you do on this project. We do this for love of the game, and to add to our own portfolios. Dedication and a willingness to learn is very important. You must also be able to accept constructive criticism from team members. To apply, first sign up as a member of our forum and then send an email to: recruiting@thedarkmod.com Please include some samples of your work in the email and also a brief description of the skills you are willing to lend to The Dark Mod. Please ensure the work you include is representative of your capabilities. After I have reviewed your application, I will get back to you as quickly as possible. We are currently interested in the following skills: Model Skinners - We have many objects that need to be textured. Animation - We have a lot of character models that need to be animated Coding - AI or Physics Skills a huge plus. Mapping - Familiarity with Doom 3 level editor and Thief series history. Modeling - Characters, Objects Sound - Ambience, sound effects. **Please Note** Vocal Sets are being handled in house. No vocal set submissions please. - New Horizon
  12. Guest

    Dark Mod Advertisment

    If you guys don't mind, I am advertising the Dark Mod at my company website. I also added the mod to the games list if you all don't mind [Webpage]. On the site it says that the Dark mod isn't a vigilant EC project, so that would prevent conflicts. I hope you guys like a little publicity boost. If you guys need hosting, news posts, please let me know. My email is bnewsom@vigilantgamer.com -Brad
  13. I've always thought that one of the most compelling aspects of the Thief universe is its ambiguity. Most fantasy games hit you over the head with all kinds of useless minutae in an attempt to create a sense of "immersion," but not Thief. Like the real world, the Thief world takes itself for granted. The City is The City, the Hammers are the Hammers, and the Pagans are the pagans, nothing more and nothing less. Instead of wrapping the plot and the backstory up for you in one neat little package, the Thief games have always thrust you into a living universe, You have to feel your way through it, through all of its people and their dirty, decadent, fascinating, contradictory lives. Without intending to "de-mystify" the Thief universe, therefore, I'd love to hear how different Dark Modders picture the the world that they are creating. Most people agree, for example, that it should be vaguely "Victorian," with some elements, such as bows and arrows, that are strictly medieval. But what about other things, like the area beyond the city? Very little has been said about this in any of the Thief games, intentionally I am sure. But as mod makers, level designers, story writers and the carriers of the Thief legacy, I'm sure you have some thoughts on how you are going to develop the setting. For myself, I've always thought of the pictured the Thief world as a combination of extremes--you have a few heavily populated cities, with buroughs and smaller towns dotted around them and a few well-traveled roads, but the rest of the world is mostly wilderness. In my vision, it would be similar to Europe prior to colonization, with maybe 70-80 per cent of the land covered by forest. The Pagans--most of whom probably wouldn't even call themselves Pagan--would be much more numerous than the people in the growing cities. Only a small portion of them, however, would even have encountered city folk, with those closest to cities the most extreme in their beliefs. Again, I don't see any need to "overdevelop" your setting, so I'm not sure if this would be relevent or not to the campaign that the team is planning. Mostly I'm just curious to hear some of your thoughts on the matter. Oh, and for the record, yes, I know it's not a "Thief" mod, but a "Thief-like" mod. Let's just pretend, for a few seconds, that it isn't.
  14. I just downloaded the file darkmod_ost1.zip, as mentioned here, and I have to say that this collection of sounds is fantastic! I can't remember game sounds I liked so much since NIN's soundtrack for Quake. Comments in the above post about some entries not being being thief-like seem off base to me. What does that mean? Thief is moody. These sounds are moody. That's enough for me. BTW, what is an OST?
  15. Hurrah! Another fantasy MMORPG! WHat's special about this one - well for a start you can play for free for six months. THey are making the unusual move of releasing a scaled down version of the final game, which will not be out for six months, and the actions poeple take in this game (called Settlers of Ganareth) will be added to the lore and history of the final game. Secondly, the size, it's absolutely massive, the biggest wolrd ever, and there are no loading zones either, plus there is only one world server containing every single player. Third, you don't have to do the old fight-monster grind.. YOu can get XP just for exploring the gigantic world. There are also great thief classes in it. I always like to try new MMORPGs to see if I ever come across a decent one - well it has to happen one day, surely. The fact that this is free for six months gives an even better reason to try it. It'll be released this month some time. http://www.darkandlight.net/
  16. Ok, I know you guys don't want to switch to the Source engine because of many different reasons but I just had a great idea. Then I realised it can be done in TDM because of the D3 expansion - Resurrection of Evil. Why not give the Thief glyphs that he can use like the Gravity Gun from Half-Life 2? It would rule!!!
  17. always nice to see productive thief-fans out there: http://www.worldofgothic.de/index.php?go=s...ws_id=521&_sid= for those of you whose german is rusty, it basically says that a guy called AndiNo has mostly finished the coding for a thief-like gothic mod and is now looking for mappers and texture-artists to bring the project life. kind regards gleeful
  18. Well, we told you it was coming, and here it is: a sample of some of the ambient tracks which will be available to FM authors right from release, plus a few more melodic tracks (which may well end up in our own campaign...) and the music from our Christmas trailer. Thanks to the entire sound team; the mp3 files are encoded with the author's name so you know who made what. Altogether about 26Mb, .zip containing mp3 files. http://208.49.149.118/TheDarkMod/darkmod_ost1.zip Enjoy!
  19. I know it is possible, but how practical? Even Thief1 maps could be ported to Thief3 Although ay 5fps (because it's all static mesh) and with no textures, but it is possible However, since the Thief3 editor is out and both Unreal and Doom3 Mod communites are huge, is there a possible link between the 2 engines?
  20. So, I went trough our ambients and picked out 10 longer pieces, and made a little mini-album. This could be something we release May 1. The tracklisting is: 1. Saxmeister - Victrola (0:33) 2. Saxmeister - Mansion 1 (2:45) 3. Saxmeister - Mansion 2 (0:48) 4. mrDischarged - Mansion 3 (1:32) 5. Saxmeister - Underground 1 (0:48) 6. Pakmannen - Underground 2 (2:39) 7. mrDischarged - Church 1 (1:46) 8. Schatten - Church 2 (1:14) 9. Muze - Musicbox (1:34) 10. Tyrot - Darkmod Teaser (1:59) It's on the FTP. Audio/darkmod_ost1.zip Link here If anyone has any suggestions on tunes which should or should not be there, speak up. Also, it would be cool if Oddity could do that Travolta pose with the haunt model. We could use it as the album cover.
  21. Check it out. New screen shots. Evil Avatar Webpage
  22. Hi, I can't wait to get my hands on the editor for this game along with textures/models etc. I use and am familiar with GTKRadiant, which is the most intuitive editor I've ever seen. I hope you will learn a little from the useability of GTK. Some things I would love to see in the editor. 1) Main screen would show, (axis I'm looking at - selectable), a Camera view of the map, and a Texture panel, where I can select from the "visible" textures... ie show the actual textures. This is so important.. unreaded sucked because of this, and because all axis were on screen at once. Let me toggle thru the xy, xz, yz axis with a tool button. On the side of the grid, it would be great if there was a thin window so I could quickly adjust the height of something... PLEASE DO NOT make the grid screen into all axis visible like unreaded or gmax. Its just too small an area to work in, especially with a complex map. 2) The ability to select any face of a brush for texturing, as well as the ability to manipulate and adjust that texture on the brush. 3) easy patch manipulation, preferably by manipulating vertices. Also, a set of primitive patch creation tools. ie cylinders, cones, spheres, and assorted bevels. 4) Tools to rotate/flip in each of the displayed axis. 5) Let us choose in the prefernces how many undo levels we want (for those on low and high memory) 6) PLEASE support a CAM view, so I can see how its looking without having to compile it. 7) Please make it independant of the doom3 game, so I dont have to waste memory loading the game to use the editor (like the current doom3 editor). 8) An ability to draw a brush around anything I want, and then select everything inside it. This is just soo damn useful. 9) If you have cubic clipping in it, give us the option to toggle it off. 10) View menu - allow us to filter out of the Cam view, certain types of brushes... ie shaders, patches, caulk, transparent etc. This makes it faster to get around in the editor cam view. 11) In selection menu (and hot key) an ability to invert a selection. 12) Allow us to vary the grid size, but limit it to a minimum where vertex points become unreliable to remain in their position. ie grid unit of 1 vs less than 1. Also enable Snap to Grid. 13) Texture menu/display - Allow us to choose the scale textures are shown in the texture panel. Also, in the texture panel, add a box of diffnt colour to those textures that are shaders. (In the help, tell us what the maximum allowable shaders are that can be used in a map). Most importantly, in the texture menu, add all the textures in thier relevant folders. ie as in quake3, base option, is divided into a submenu of walls, trim, cielings etc.. This makes it much less time condsuming hunting for textures. The texture panel (where textures are displayed next to the grid) is soooo important, because it increases productivity sooo much. I don't have to go around hunting thru folders and thumbnails to try to find the texture I want. I just load the set from the texture menu, and that set is all there, for me to just choose the one I want. Also, add the option to show only used textures (ie those on the map - make it a hot key... ) 14) Let me adjust the gamma for cam and texture view. 15) Some brush primitives would be useful, 3,4,5, 6 etc sided brushes... though not essential. 16) must add- a CLIP tool, so I can cut brushes, also hot-keyed, and prefably allow me to make at least 3 points before it cuts... ie A -> B -> C would allow me to cut a triangular shape, and this allow me to more quickly cut brushes up according to how I want to optimise them as BSP leafs. 17) Patches/Curves - Allow us the ability to add/insert/delete rows and columns from patches. Also the ability to merge, or split patches. 18) The ability to split and merge brushes. 19) On a separate window. Entities - give the entity window 2 panels. First panel is used to enter the entity details, the second, gives information on how to set different items for that particular entity. 20) Must add, an ability to track down vis leaks during the compile, and visible show the path of the leak in the editor, so we can follow it, to find the location where the map leaked, and fix it. Phew... I think thats all I can think of. I'm sure others can think of more... I really hope you add these... as a mapper, I think this list is essential to good productive and efficient mapping. Venus
  23. greetings! first off: thank you for making this mod (and please, oh please do finish it!). really excited about what you are trying to achieve. now, for my question: from the faq and the postings here i couldn't really figure out how much freedom your tools will give you in creating thiefesque games. will i be able to import my own models, textures, weapons? in other words would i be able to create my own "modern day" thief episodes? thanks and kind regards gleeful
  24. Just wanted to know a couple questions: 1. how the books are being done? - are they going to use Doom3's idea of panels? (so you culd scroll over the pages) 2. are any sounds done yet? - if so, please could you post up an example of anything I wanted to know what it'll sound like (roughly). 3. will the weapons be the same like in thief1 & 2 or more like t3 (god no!!!! ) - as in the blackjack still does no noise upon impact, etc. Thanks, Dram
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