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  1. Hi it´s me Murmel. Sorry for signing in a second time but I had some problems with my email-account. Sure, I´m working on an english version. I´m using a very good translation programm so the work is easier because I only have to correct the sentences without searching the right vocabularies . Of course we have an english corrector.
  2. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. Problem is, these two issues overlap. I support a combined lightgem compass UNLESS we're doing tilting, in which case I don't. So I'm not sure how to set up a vote. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=794&st=0
  3. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: We vote first of all on the tilting issue. Then, once we get that out of the way, we can vote on whether or not to keep the lightgem separate or not. Then, we never ever visit the subject again.
  4. w00t. Good luck on the real thing... I can now get models into D3 from Lightwave first time, no problems !
  5. Hi I was wondering if there was anyway I could help with testing or programming I haven't done much in the way of prgramming in visual C ++ but I had created a couple of different calculators for another game system in VB. I have little programming background but I learn fast and I can find problems most wouldn't think of. well if you need help don't hesitate to PM me. Morian
  6. Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
  7. OK, I've got the high poly all set - render is below. I'm unwrapping the low, and downloading the demo of 3DS Max 7 to test its normal mapping capabilities. Really, tho, I'm ordering the new version tonight, so the demo is more to last the three days till it arrives.
  8. oh...if a machine needs X space than it needs that... i dont think any Fm makers wuold have problems with that.. however we could include around 3 variations with longer/shorter pipes.. or..a better idea..lets make the machines with its room as one object..
  9. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 http://forums.thedarkmod.com/index.php?showtopic=653&st=75 thats why i said the model list should be updated:\
  10. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
  11. I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
  12. Well, they're done and in ASE format, but I can't log into the FTP. Internet Explorer, fireFTP and WinSCP all fail to work. =P Here's a screenshot to inspire someone to fix the damn FTP problems - it seems like once a week, another program is dropped from the list of programs that can log into it. (Note that the cutlery has a temporary texture - not at all a final texture, but really, how much detail does cutlery need?)
  13. I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
  14. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  15. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  16. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  17. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  18. I'll need to assatain a copy first though I was a bit slow of downloading them and they were gone
  19. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  20. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  21. *Downloading* /me thanks!
  22. Got em! Goooood stuff. Can I make a texture request/suggestion? I'm not sure where to post this, but if this isn't a good spot, shout at me and I'll move it to whereever. A basic plain rug (collection). That's it! For instance, something just like the newest wallpapers -a single color texture, with a nice bumpmap over it for detail (in fact, I'm *very* tempted to use the flat red wallpaper as a rug - they are sweet!). And of course in variety of colors. Red, blue, green, grey, whatever. Makes it very easy to lay down a simple non-descript, repeatable texture and do the whole floor quick without having to spend tons of time on sizing, fitting, adjusting, making extra brushes, etc. Can set the entire mood for a room (picture red versus grey). Alternately, heck maybe I will just use wallpaper on the floor. Will that cause surface problems, or will wallpaper = rug as far as properties go?
  23. But if the Northern tip is obscured by the light gem you know by process of elimination, where North is. I see where the theory of such problems are, but once in practice I think it will work. The compass is going to be in motion. When the player is standing and looking straight ahead, the compass will be tilted towards him like this / now if the player were to look straight up the compass would tilt accordingly --- and lie flat. Chances are, the player is not going to run around looking straight up. Give it a shot before we shoot it down. If it doesn't work, we just anchor the compass at the default angle. No worries.
  24. Problem is, if the compass tilts, the gem HAS to be round, or else it will be totally obscured by the compass when it tilts. Are we all understanding what we mean by 'tilt'? Because the compass in T3 did NOT tilt. By 'tilt', we mean moving up and down on a z axis as the player looks up or down. If people are really concerned about losing their z-axis orientation, why not just include a "look center" key, like T1/2 had? It's easier than butchering the lightgem. Let me just post again the list of problems I see with tilting: 1) At certain orientations, the compass will obscure the lightgem. 2) At other orientations, the lightgem will obscure the compass arm that's pointing the direction you are facing. Example: From this orientation, the compass is useless, and you can barely see the lightgem (if it weren't so round, you couldn't see it at all. There are LOTS of angles where this would happen. 3) The compass must be high enough on the screen so that when it is tilted totally forward (looking straight down on it) there is room for the arms, meaning it has to be given more room than it would otherwise. 1 and 2 are especially important. A player should NEVER have to readjust his orientation in order to get a good look at the lightgem.
  25. Is this image of you constructed of two seperate objects? If so I guess it still is a sphere. Would it look the same if you render the sphere onto a plane and then do the rotation? I guess this will cause visual problems then.
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