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  1. You know you're playing too much Thief when... ..you start making posts on internet forums entitled 'You know you're playing too much Thief when...'
  2. 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.
  3. 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.
  4. That's why we try to avoid the problems SS run into. Well, as long as we are NOT proposing this, which we don't, and stay clear of everything is a potential infringment, we can not hold liable for FM authors doing this. Eidos would have to hunt down each FM author individually. And when you look at our models and textures, they capture the spirit of Thief, but they are very different at the same time. I doubt that anybody can say that our builder model is looking like anything in a Thief game and the same is true for other models. Making the gameplay can not be copyrighted, otherwise there wouldn't be so many FPS games out there, and we also changed names and everything to avoid copyright problems. Well we already explained that this should not be done, and we also will tell our FM authors later that they should avoid this. For some this is an important point and for some it is not. I don't really care if the Thief is named Garrett or not, because in the end, gameplay is what matters to me. And for our campaign, we will have a different story anyway. I know. I guess this would be very tough to play. Lockpicking a robot while he is running around?
  5. I thought we had an agreement that we keep silent on public forums about the new abillities of Garretts special moves and martial arts capabillities.
  6. Yeah, the requests were the main reason why I started this thread. Maybe we should let the others know about it.... post a link in the other forums, maybe?
  7. How do you add stuff to CVS then? I can upload the WIP models (they're very usable; all that needs updating is the textures really, which are all there, just not entirely perfect) today if you like. Then I can update the textures later and they will just look better They're almost done, texturing still needs quite a lot of work though...however all the rough and ready maps are in place... The broken pipe models are a bit behind, though... Hopefully we can help Renz get started on a map...weird problems he's having. And you want a journal sub-forum in programming? Like Animation is to 3D Models?
  8. I only wanted to discuss it here before I knew you were being added as a contributor Now we can discuss it in the dev forums of course.
  9. Hey guys, feel free to use stuff from our "official response" (thread hidden to the public) and let me know if it needs changing. http://forums.thedarkmod.com/index.php?showt...indpost&p=11426 One of the major selling points for me, is this; http://www.doom3world.org/phpbb2/viewtopic...=asc&highlight= This tutorial shows how any texture can be used just like "stained glass windows", to project a colour image the same way an overhead projector does. This can be used for many dark moody effects, such as dappled moonlight coming through tree branches or windows, and obviously stained glass windows in churches. The effect will fall onto static geometry and moving objects the same, because of Doom 3's dynamic lighting. Try and imagine what someone walking under the coloured image cast by a stained glass window in a church, or under the dappled moonlight through the leaves of a thick tree. Also, the Doom 3 renderer excels at dynamic lighting and lighting quality. The shadows and lighting effects look much better than Half Life 2. The downside is that having many intersecting lights can slow down the renderer more than it's worth, hence, the Doom 3 engine is suited to really cool dark looking levels. Guess what Thief has always been about?
  10. I can do mapping (not sure of how good it is though, as I always tried it for Thievery but always ended up with an extremely slow running map [cos I made all the things like fences out of brushes not masked singular brushes] so I always dumped them and did'nt bother much. UnrealED really knows how to anger me as it loves to add irrepairable BSP holes - AARGH!!!) so therefore I don't know of the quality. I did try D3 mapping in the original editor (not using the sdk) when it came out. Had a good try at mapping but then my windows2000 caught the "skynet" virus and I had to re-install. After that I could'nt play D3 anymore (unless I'd re-install) so my mapping went down the drain there. Though I will install D3 and give it another shot even with this new sdk. BTW, gimme a couple of hours to find which files I have changed from the original Thievery so that you guys can have a look at my whole mod (if you bother going through it ). Just a qiuck overview: *added better splashy water-effects for everything *added GUI lockpicking (gets super-hard once your above lock difficulty 7, though it's not finished yet, gotta do more combinations for the 8 pin locks) which is heard by AI. *added wall-climbing (a bit annoying though, all it does is that as a thief when you jump and press jump again in mid-air it puts you into spider physics, there are controls to control it [i will write them in the readme with it]) *changed the loot so that when stolen, it spawns a TSTStolenLoot thing (which the AI notice and also [if you turn it on] you can see it as a redish circle) *added bleeding (inspired by Thief's "Trail of Blood") which happens when health drops below 50% (at below 20% your movement is hindered) which can be stopped by taking healing of any sort. *added silhouette mode ([mentioned earlier]always on, could switch it off in script though) which changes the player's texture in black shadow to total black (had a glowing problem) and in light to a normal texture (also made it use the Unreal Male1 model as the thievery model always was spread out [bad for silhouette]). However, if you move too fast in shadows you will light up like a light bulb (inspired by the fan made "Ultimate Difficulty mod" for thief) and the player glows a bit (so that any human player may see him ). *Changed a lot of textures (like the health drops, lightgem, etc). *and more... I could not however even touch the ThieveryMod.u package (think it was made in C++ or other) and that hindered the editing extremely as I always had to find a way around. So there you go, most of the changes I made to Thievery. I'll provide the files, maps, textures, etc (everything that is needed for the mod). Though it will take a few hours to sort it out (very untidy ) and then I'll chuck it up on yahoo. Oh yes, one more thing. I did do a small amount of Doom 3 lighting (in that map I tried mentioned earlier), but I'll need to learn more about it (downloading the sdk for a start). So yeah. I'll post here when I've finished sorting the files of my mod and have them chucked up on yahoo. 1 final thing: Please remember that my mod was made solely for LAN play and that it has it's fair share of problems (the climbing, for some stupid reason, does'nt work with more then one thief in the map - gotta fix it) and that some of it was made to prevent the dumb thing in Thievery where you could hide in a slanted wall or in the tiniest strip of shadow from human players (could'nt fix it for AI ) and that the mod was made mainly for ghosting (as I do that all the time - hence why I used the Ultimate difficulty mod in Thief) That covers all of it then. If you read up to here then you are very patient and I thank you . PS: If you wanna use any of the stuff I added into Thievery (textures, sounds, ideas, etc) then please, go right ahead. --Dram
  11. Hi Natureboy, Sorry for the occasionlly abrasive critiques. I know it can be quite frustrating to have people critique work that isn't complete. In the future I think I'll move these kind of posts to PMs. But what Sparhawk said is essentially true. We have so many models right now we're having a difficult time keeping track of them. Our needs fluctuate as people come and go, though, so you could always check back in and see how things are going in a few months. And you can feel free to hang out in the public forums in the meantime. Thanks again,
  12. more or less...the sparse announcements are documented at TTLG forums (there is a Bioshock Anticipation forum there). There's been some discussion of the premise, plot etc. there, and how it is a 'spiritual sequel' to SS2.
  13. Sparhawk, I sent it to New Horizon (because he's in charge of PR, I figured he'd have people's emails ), so that he'd forward it to you and Domarius. If it hasn't reached you that way... [edit - found your email on ttlg forums. I will try sending it directly to there]
  14. Ugghh..i missed that by 3 days:O the PM popup got blocked i guess...i am downloading it now.53%..
  15. My cousin is a lawyer. I'll try to get hold of him and ask him a few questions. As long as we're not using their models I don't see any problems coming up. Especially if they are not exact replicas and are just inspired by the original, as yours was. While Thievery was indeed multiplayer it is still possible to get pretty thiefy in it. Especially when you see some of the textures they have ingame...if they're not the original textures, then by george they're great recreations.
  16. ... which would probably need additional sounds. http://forums.thedarkmod.com/index.php?showtopic=864
  17. Thanks Ishtvan...we're discussing these very issues on the dev forums at the moment.
  18. I sent you several mails without response and you never really participated in the forums. From the task that I set you I have seen nothing up until today. So the question is: What exactly do you want to help us now all of a sudden?
  19. Hey BT, I don't know if this will be of any use to you, but I did a quick(ish) throw together of basics on the hallway. It doesn't have the doorway or the window, or a lot of the detail, but it might help to show you areas that are lacking or get ideas for new stuff or whatever. Now if I could just figure out why my patches are going all screwy in-game. Anyway, here's a screenshot. Edit: For the arch part itself, yep the patches are good stuff. But what I have problems with is the... how would you call it. The trim around an arch. Know what I mean? Like, if it were an arched stone doorway, it wouldn't just be a cutout - that would be okay, but wouldn't look great. It would need offset arch stones and a keystone. But how to fill that front and back face, without getting into tons of brush complexity? That's what I'm hoping to avoid.
  20. This is the thread I'm always updating; http://forums.thedarkmod.com/index.php?showtopic=708
  21. ASE has no issue with the bounding boxes. Or is there one? We must define the bouding boxes anyway. Or can the boxes/collisionmodels already be defined with Lightwave itself? That would be a great advantage then. IMO the reason to use LWO is simply because we had some problems converting back and forth. If everybody uses the same app we will have no such problem.
  22. I found this post over at ISA (http://forums.ionstorm.com/index.php?showt...ndpost&p=342075). Are there any desires here in DarkMod to make multiple versions of Burricks?
  23. It can only see the public forums, right?
  24. ok it's ingame now - unfortunately it looks like shit there're two problems: 1. - the glass should really be transparent - it turns out pretty odd ingame. (don't know why it looked so much better in blender) 2. there're still black lines all around the glass (you can see it on the screen). they already appeared in blender, but I thought they are either a display issue caused by blender, or small edges that weren't textured.
  25. It already is posted. http://forums.thedarkmod.com/index.php?showtopic=782
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