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  1. oDDity

    New To Thief.

    More or less the same problems occur in The English football league. A plethora of talented forenigers attracted by the huge amouints of cash coming over and squeeing out the local kids. I aways find it rather amusing that someone can support their 'local' team, when it's probably managed by an Italian, populated by 6 Frenchmen, 4 Italians, a couple of Swedes and a Spaniard - with a token English kid thrown in for show.
  2. Gleemonex

    *sigh*

    I have no problem with criticism, but I'd like to ask that diametrical untruths not be spread about my pet pass-time. Yeah, TSP seemed like quite the juggernaut in the day. One of sscar's members (Yorick) was a large part of TSP, and we even inherited some of their assets as a result -- mainly music. And while our road towards a coherent plot hasn't been free of hazards, I like to think that we managed to avoid the more serious problems due to lessons learned from TSP. ------------------------------------------ Anyhow, to the subject at hand. It's unfortunate that D3:HoE won't be completing their journey -- I was quite looking forward to an open, large-terrain version of the sci-fi horror genre, especially with their lovely cityscape concept art. But the unfortunate reality is that the mod world is one of attrition. Much of this has been discussed on doom3world.org as well; incidentally, some of the projects on that site (especially "Doom 3 Can Do It Too") are doing a great job of advocating the Doom 3 engine. As has been mentionned earlier, Dark Mod is (from what I gather, at least) first and foremost a conversion/tool kit -- as such, it doesn't suffer the challenges of creating, and then working within a cogent storyline. I've seen some pretty impressive stuff from you guys so far, and I anticipate much more! -Glee
  3. Well, this is one of the problems with secrecy. The public just dont like to accept decisions which have been taken behind closed doors for reason unknown to them. And also, I like to have a good argument for the sake of it.
  4. I've been using Flash since v4 hit the market, and been on the beta team for every release from 5 on. I've run a Macromedia user group for the last 4 years. I've only ever done an intro one time just to play with some animation techniques, which were heavily script-based. And that was offered as a 'goodie' on the site... The vast majority of sites I've developed with Flash use it to configure content easily. Only a few are meant to be eye candy. Over time, it actually becomes easier to develop robust, rich sites in Flash very quickly, especially when dealing with dynamic data and small animations (buttons, etc). I view Flash as a wrapper for content, whether it's a website, game platform, or mobile device application (yes, X-box games have used Flash as a menu interface, and many home automation systems are using the Flash API as a configurable interface, much like the context-sensitive consoles on Star Trek: TNG). So, Flash should be viewed as a front end that doesn't have the same browser compatibility problems that CSS, JS, or even HTML has. If the player is current, it looks the same everywhere and acts the same everywhere. And the player is a tiny download, which is usually included in most browsers today. Anyway, I'm not trying to push Flash, just trying to give some information to hopefully eliminate what I see as an unfair bias. Back to the subject at hand - I think something like Mambo wrapped around this forum software would be an excellent (and pre-buit) solution. It has lots of content editing features, and some of the modules are built with the idea of having a CMS or versioning system online. There might be some bug trackers out there, already, or one could easily be integrated once the features are built.
  5. If you merge verts and set smooting to 180 those problems will be fixed. Max has a habit of unwelding the points along UV borders on imported objects. We ain't gonna be doing no HL2 lip sync. It'll be a basic basic bone setup. THat's unless you fancy setting up a really complex facial animation bone setup. For ther movie cutscenes we can use vetex animation in a 3d app. In-game, you're not really going to up close and personal with the AI anyway.
  6. Yeah. As I said. Gamewise it is really good. I just found out how to continue and now I'm chased and this is already quite nice. But still. Apart from the characters t is not THAT exciting technically. Well, I usally prefer gameplay over eye candy so I have no problems with this.
  7. Anymore problems with my mod Renzatic? If so, please tell me what it says. EDIT: Also, what do you think of it so far? --Martin
  8. A Very Basic, Simple Version of the Plot (V 1.0) I have no idea what the Thief is called, so far now I’ll just call him ‘Thief’. I’d thought of ‘Picasso’ (he’s an artist, see?), but maybe that’s too exotic. I’ve tried my best not to let the plot get ‘epic’ towards the end. In fact, the whole crux of the ending is that the character does not want to get involved. He is not a Garrett, out to save the world. He is just out to save himself and… well, I don’t want to spoil it. --------------------------------------------------------------------------------------------- Level 1: Escape From Low-knot Prison Background: “Six years of war had made a general of me, but once I heard my City had been taken over by the enemy I knew I’d have to go home by the quickest route. So I allowed myself to get caught; nothing hurt but my pride, and much better than going back home on the back of a cart to be buried in some anonymous grave with the rest of the taffers. Now I’m here in the City again, a prisoner of war, and all I have to do is escape to see my wife and daughter again.” Information: The title says it all. You simply have to escape the Prisoner of War building. This level takes place in the old part of the City, the medieval part. Enemies are normal prison guards. Level 2: No Honour Among Thieves Background: The Thief finds that his wife and seven year old daughter have died in his absence. “They were both dead; killed by who, I didn’t know, and it didn’t seem to matter at the time. The City was responsible. I lay around in its dingy bars for a while, no one knowing or caring that an enemy was in their midst. The war seemed to be taking place in another world, beyond the tight stone shell of the City. After a while I decided that it was time to get my old job back.” “The Thieves Guild was still there, but after six years I wasn’t known and they certainly wouldn’t welcome me back with open arms. You couldn’t kill your way to the top of the Thieves Guild; well, you could. But then you wouldn’t have a guild to control. And after six years of war, I’d seen enough of death for one lifetime.” “I had to work my way to the top, with old fashioned thieving. The head man was a rich alchemist called Tybalt with strong ties to the Guild of Mages. He lived on the wealthy side of the city, out of the shadow of the Builder’s Palace. If you can’t kill your way to the top, apparently you can just buy it.” Inside Tybalt’s Office in the Thieve’s Guild Tybalt: Any thieving experience? This isn’t just a case of hacking and slashing like in that war. Talent is thin on the ground these days, and rationing make the rewards meagre. I of course, have other means of getting what I want. Tybalt places a gemstone with a lions head on it into his desk. Tybalt: This is a rare gemstone of great worth. It shall stay in this desk. If you can hand it to me at five o’ clock tomorrow morning when I awake, the job is yours. Information: The test is to sneak into the Thieves guild and steal the gemstone. The Thieves Guild is also in the medieval section of the City, but there may be some steampunk devices and victorian architecture in the upper floors around Tybalt’s office. This is up to the level designer. Level 3: Brotherhood of the Renaissance Background: You return the gemstone to Tybalt. Tybalt: “I’m very impressed, not only because you stole the gemstone but because you brought it back. It shows loyalty.” You: “It’s a fake.” Tybalt: “Of course it is. You can tell by the triplets. You’re a clever man.” Voice Over: “He didn’t know the gem used to belong to me when I played the same game with new recruits. Calling me clever could have meant two things: a career, or a rusty knife through the mattress of my bed one night. But he gave me a job, regardless of any dangerous intelligence.” Tybalt: “The Builder’s who 'conquered' us have set up residence in the Old part of the City. Those religious fanatics are powerful, and they don’t like us ‘heathen’ mages with our pagan magic and colourful alchemy. I fear a war in the City one day, when there’s naught abroad to distract them. We must ally ourselves with the enemy, supply them with our technology, worship their god, and kiss the Emperor’s feet.” Tybalt: “There is a cult calling themselves the Brotherhood of the Renaissance that meet monthly in one of the richer districts of the City. I can’t have them killed because they’re all nobles, politicians, people like me with more money than brains who like to meet up under a full moon, dabble in witchcraft and necromancy; the exact kind of thing the Builder loves to smite. It is essential that these kinds of activities be put a stop to if we are to survive the Builders occupation.” Information: The first part of this level resembles the classic ‘Thieves Highway’ of Thief 2, as you make your way cross the City to the mansion where the meeting will take place. The second part takes place in the mansion itself. You overhear a meeting in which the members of the secret guild discuss a planned resurrection. They mention a ‘Renaissance Cauldron’. The leader of the cult departs, and you are told to follow him. But when you leave the mansion he is gone. A young girl who tells you to follow her after the men approaches you. The architecture of the mission is wealthy Victorian, set in the advanced half of the City, with the most advanced steampunk technology guarding the nobles houses. Level 4: Nocturne of the Dead Background: “I followed the little girl through the busy streets, the crowd parting before her like a sea of black. I struggled to catch up. As we reached the borders of the city we saw the two men leave by the East Gate. I have a feeling they’re not going for an afternoon stroll.” Information: This is the scary dead mission. It begins on the outskirts of the City from where you have to follow the two men out towards an old, evil castle. Your objective is to steal the Book of Going Forth which the necromancers are suing in their resurrection rituals. However, before you can steal the book you see a ritual taking place. The necromancers place a body into the Renaissance Cauldron, which rises out reborn. The resurrected man is The Baron, a horrible, scary, skeletal man. After the ritual you steal the book and leave. Architecture is a kind of very evil gothic. The level designer should have fun with this one. Level 5: Classical Tyrannicide (working title ) Background: You return to Tybalt’s house with the Book of Going Forth. You step into the living room and see that he is... drinking wine with the Baron and his female aide. Tybalt: “Ah, I see you’ve already met the gracious Baron Marw.” You: “But…” Tybalt: “Don’t. I must apologise for the actions of my thief, but do not blame him. He was acting strictly under my orders. I believe you have something that belongs to this gentleman?” You hand over the Book of Going Forth. The Baron’s aide extends a bony hand and takes it. Tybalt: “The situation has changed, Thief. We must adapt. The Baron has come to me with quite a tempting proposition, one that would solve many of our problems.” Baron: “Yes.” Tybalt: “You know of this Renaissance Couldron, Thief? And you have witnessed its power? The Baron’s plan is genius, and would ensure the alliance between us and the Builder’s children for many years to come. Perhaps you would like to tell him the rest?” The Baron smiles his skeleton grin. He holds up a ball. In it we see the Emperor of the Builders upon his throne. He is pierced by an arrow. Builder: “The Emperor is struck down! He is dead.” We see the Baron carry the dead body of the Emperor towards the Renaissance Cauldron, and place him in. The Emperor awakens, grasping the side of the cauldron. Builder: “He lives! The magic of the Builder inspired these mage’s work.” Baron: “He owes us his life!” Information: This level involves sneaking into the Builders palace and killing the Emperor. The way the player chooses to do this would depend on his playing style. Those who prefer ghosting can poison his food, etc, and leave the level without technically having killed anyone. The less bothered could just put an arrow in him. The architecture should be the most magnificent Gothic imaginable, with huge cathedrals, stain glass, ecetra. The palace is in the old section of the City. Level 6: Background: You walk down near the sea. There are celebrations in the distance. You hear a sound behind you. It is the little girl. Girl: “You shouldn’t have helped them. You have to stop them.” You: “It isn’t my place to stop them. I was just a pawn in their game, and now I am leaving the chessboard.” Girl: “You shouldn’t kill people, father. It hurts. I know.” She reaches out her hand, and it passes through yours. She is your daughter’s ghost. You: “Who did this to you?” Girl: “The Thieves Guild took care of us after you left, but then Tybalt took over and sold us to ‘them’. They want to use the Cauldron to win the war, to bring their soldiers back to life.” You: “The war is no concern of mine.” You look down at the ghost. You: “But, my daughter, you are. I could… bring you back.” Information: Your mission is the final level is to break into the Mage’s Tower, steal your daughters body, bring her back to life in the Cauldron and then escape without either of you dying. You will also need to steal the Book of Life to do this. The level is a mix of steampunk and gothic elements. Outro: Tybalt’s living room. Tybalt: “You are to be made the leader of the Thieves Guild in my absence. Now that I am a Baron, we will of course be enemies. But I won’t come down that hard on you, my old friend. You know, I’m sure your daughter looks familiar.” You: “You might have met her mother.” Tybalt: “Yes, probably. You meet a lot of people in my line of work. Almost never in social situations, though. (Sighs) Happy thieving.” LE FIN ---------------------------------------------------------------------------------------------- Any elements you like, or dislike, say so.
  9. the normal is actually no problem, but I've serious problems converting it to lwo - the models is always screwed up I'm really getting mad - I've been working on this damn thing the whole day and now I can't get it ingame correctly maybe someone has an idea, what's wrong with it - here's the wireframe: here's it with the diffusemap in deep exploration as ASE: and that's how it looks as lwo - no matter which exportet I'm using: @ oDDity that's my personal mystery
  10. This has three problems, as I see it. 1. Sometimes the animations would conflict. The bow is held in your left hand. If you select a flashbomb with the bow out, does the flashbomb then appear in your right? Wouldn't it still throw from the left side? What if you want to draw an arrow while the flashbomb animation is still playing? Where does the flashbomb go then? 2. The animations would take up more screen space then the HUD object does. 3. The animations don't tell you how many of each object you have left. And while I *might* be able to keep track of how many arrows I've fired over the course of an hour of play, I certainly don't want to have to keep track of how much of everything I have when I save the game and come back to it days later. The most obvious solution, as I see it, is to make the HUD object fade away after a few seconds rather than add a bunch of new animations. This would be extremely easy to code and solves all the issues above. It could work just the same way the healthbar does. By default it fades away after a few seconds, but you can toggle it on with a keybind if you specifically need to check something.
  11. If we use the shadow transport system, then he could only teleport in when that guy was in a shadow as well. So the player would have to lure the guy into the light in order to take him down without problems.
  12. There are a ton of problems with this kind of setup though - just ask oRgy, he'll tell ya)
  13. But Germany took him in. But I'm currently reading the diaries of Goebbels and this is really frightening. I always have to think how today would be if they would have stopped the war after some time. I always think that, if they wouldn't have become crazy and tried to swallow everything they might have ended up with half of Europe and nobody opposing them. Because in the beginning he other countries just accepted it and as is the way with diplomacy they would have adjusted to Big Germany without any problems.
  14. ok, I'm back working on the gas-light. I re-uvmapped the whole thing --> now it has 2 shaders. one for the metal-stuff etc. and one for the glass part. eventhough it doesn't look that bad ingame there're still some problems: 1. the distortion of the glass is IMHO a bit too extrem (you can see it on the screen) 2. D3 doesn't use my alphamap and I'm not sure why that's why you can still see some black parts on top of the glass. 3. black-line along the glass, when you look at the object from a distance. I already noticed that in blender, so it seems to be a model-issue. Atti - any idea, what causes those lines?
  15. Hey Dram...I'm having problems getting your maps to open in Unrealed. It'll load them, but it doesn't show any geometry in the editor...it's just a blank map. I've tried copying all the stuff in the system folder you zipped up on top of the installed system folder, but that causes UT to freak out and look for files that have been replaced or are missing completely. I could use a readme here.
  16. They just won the MSUC contest. I'm not saying that publishers will stand in line waiting for them, but I doubt they would haven any problems getting one. I haven't played the MOD myself, but they probably know what they're doing. Seeing that they can win such a contest with a MOD, guess what they could do with an Unreal engine. They can do whatever they like with it, and they've even got money to hire professionals. Beats me if they'll get there, but chances are that they will.
  17. I wouldn't have any problems with it whatsoever...what do you say, Finger, NH, Spring?
  18. I think i'm at cracking-point now DAMNED F****NG QUOTE THINGY!!!!!!!!!!!!!!!! ok, I'll try this ONE more time: first quote: wow Dram is post-tastic today! second: we got about 20cm (7,8 inches) snow over night and it's damn cold ph34r.gif but 38C would be too hot for me as well wink.gif There. No more......annoying..problems with quote thingy.
  19. That could work. Because it wouldn't distract the path of the arrow while in flight. Of course, as I said. Any rope arrow has big problems if you try to make it believable.
  20. Any rope that would be tied to the shaft would cause an arrow to not fly well. In Scientific America was an article some years ago about arrow physics. And contrary to what you may think, an arrow does NOT fly straight. The impulse it recieves from the string in such a short times causes the arrow to twist and bend while in flight. A rope that would would be ied to the shaft would cause the arrow to get severly distracted from it's course, because not only would the bedingin of the arrow cause the rope to start moving accordingly, the rope untying itself would have the effect that the arrow would get a pull sideways because of the weight of the rope. Just tie a rop around a stick and pull the rope, You will see that it will NOT unroll nicely, instead it will cause the stick to move randomly. Additionaly the increasing weight and movement of the uncoiled rope would also cause problems for the arrow.
  21. At stake here is the ideological conflict between the open society and its enemies (in this case, corporate capitalism.) As for concrete legal threats - hard to say. Thievery went near some of the same problems, and we never heard anything from Eidos. We heard privately from certain members of ISA who had played Thievery and thought it good, so an interesting thing is that you can count on worker solidarity. However in Thievery we didn't go near certain plot type things like hammers and specific world symbols to be on the safe side. But of course - we had slightly different aims. Nightblade has even more different aims and aesthetics, for definite intellectual and practical reasons. But - think of it - if I was JRR Tolkien's estate and obsessed with "intellectual property", I'd be might pissed at all the fantasy/ad+d stuff that's been floating around for the last few decades.
  22. well pool or just a higher floor the ai will surely have problems with it if we wont include some stairs:D
  23. I'd love to have some of those halberds in the game, but I don't think we are actually having any (at least not initially) they present several different problems. I just threw that one in for effect. THis guy is NOT the city watch, he's the mercenary the nobles hire for private guard duty. These are guys who are also hired by armies to fill out their ranks during battles. THis is what they do in the 'off season' I was going to have the shield with the family coat of ams on it, but it would be nice to cover up the chaimail as well, since it's hard to get looking right in the game. You can have a go at creating an elite city guard if you like, kfmccall, and Spring can do the elite builders. It's hard expecting anyone to come up with three different versioin of elite armour.
  24. Yeah. Well, that was just an idea. Another problem would be the search mod. Would they carry them with them while searching? This would already add some problems because movment must be different.
  25. There is no extra coding issues with halberds. they can be made to clip through walls to avoide collision problems in small spaces, and they don't have to be made VERY long. We don't have to include trips in the initial release either, that was just an idea.
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