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  1. Check this out: http://forums.thedarkmod.com/index.php?showtopic=2974 Basically, you're just missing the surftype15 line
  2. You should get set up as a contributor today, so you'll be able to see the animation forums. I'm pretty sure the noblewoman is rigged already, because there have even been some motionbuilder files made for it. What we'd like to start is if you could make our "level 1" animations for that model. That would include: [*]Idle (standing casually) [*]Walking (a leisurely stroll down a mansion hallway) [*]Running (Something's wrong, I must get help!) [*]Searching (Did I hear something in the darkness? Peering and walking slowly around, looking for something) Some of these may already exist in .fbx or .mb format. Is there an address I could send the files to?
  3. Okay, so apparantly they really REALLY hate anyone mentioning they have Thief and other games for sale, because that thread got deleted, and it pissed me off so I wrote a "that sucks that my thread was deleted, you buttheads" type thread (bad idea, I know), and now I'm freakin' banned! I know about their "no business promoting" rule to avoid schemers and advertisers from spamming their forums, but a one time mention of some games I'm selling hardly counts. So I guess it was not just that but the combination of that and then my thread complaining about it. I also know David and GBM personally despise me (due to disagreements over political/economic issues in Comm Chat over there which I abandoned after that), call me awful names and have joined in the "I hate Komag and he sucks" threads, but this seems over the top. Oh it's not like I've been an integral part of that community for over 5 years, no. It's not like I've spent hundreds/thousands of hours personally working to help keep the Thief community in general alive and strong. oh well, screw 'em
  4. TTLG going to the shits is all my fault. As soon as I got banned that place went to hell. I also got banned in Thievery UT forums but things seem better there now.
  5. This is exactly why I only lurk there. I don't like forums where banning is paraded around like a threat, and ad-hominem attacks are commonplace.
  6. Heh, yeah, it will probably just blow over sometime soon I actually like TTLG because most of the folk there (in the Thief forums) are great and have been around doing good Thiefy stuff for years. So, we'll see.
  7. I dont see what the problem is with a guy posting that he's selling game stuff on e-bay as long as the games are legitimate and not illegally burned copies. On edios I've posted links that I've found on e-bay, amazon and other places that have Thief Gold for sale so any fan that hasnt gotten it can have a chance of getting it. I've even gave an extra copy to a friend that I found at EB games (paid a chunk of change shipping it to England too). No one has ever complained, of course in TTLG world good deeds are always considered evil! Tell me about it, TTLG Comm Chat is one of the most corrupt and twisted places I've ever had the displeasure of witnessing on the internet. All the rules (including their own FAQ) are thrown out the window, and any form of insult and attack is allowed. I left in 2004 after an argument with a member who began yelling 'let's kill the n---ers and the k--es!'. When I confronted the guy-I was the one threatened by the admin who pretended like the previous sentence never happened. Since then I have had very harsh words for those scumbags and will continue to do so for many years to come. Of course the admins have taken their swipes at me personally, GBM launched an attack against me last year in the TTLG Editing Guild, cursing me, calling me names and making an all out effort to turn my friends there against me. It ended up being funny because everyone blew him off, and I had some VERY harsh words with him by e-mail about what he did and what had let up to the current situation. He just blew me off in his reply babbling that I 'wasnt important to him' (If so why the attack in the first place IDIOT? Do you really think I'm going to start letting personal attacks like that go unchallenged?). I've attempted to speak to Digital Nightfall on several occasions to get things straightened out, but I've simply been ignored-in spite of the fact that up until this day I have never spoken I'll of him. But that's ok-I'm not going anywhere and you will all see keep right on growing stronger in the Thief community. Fuck them! Komag....the more you give to ungrateful, spoiled brats and the nepotists that allow them to exist on the forums, the more shit they throw in your face when things dont go 100% their way. That's the main problem with the Thief Community as a whole, there's been so many good people putting in their sweat into the whole thing for so long-people think they can let things go to hell and nothing bad will happen. Perhaps what we need is a totally new community for Thief 1,2 and TDS fans-perhaps it could be called the 'Garbage Free Forum!'
  8. here are the generators/furnaces: http://forums.thedarkmod.com/index.php?showtopic=3840
  9. It would be awfully nice if these forums did not become some spammy marketplace. Please refrain!
  10. I just took a look at the skinning thread, and noticed there are still a lot of models that need to be skinned, including some that are on the list above. In fact, there is already cutlery modeled and apaprently with textures, though I can't get them to work and can't open them because they are .ASE. Can someone take a look at the Models/props/misc folder on the FTP? It has a bunch of models that are done but need uvmaps and textures. The following folders are yet to be done: Cutlery Feastplate Locks Pots Washbasin Waterpump In fact, just check out the following list: http://forums.thedarkmod.com/index.php?act=S...st=0#entry32292
  11. *leaps back in to the forums* Are you guys getting paid by ID software for this shit? Because when you guys get a release date for it, I'm buying The Dark Mod. I might play D3, for a short while, but this is going to be the reason for it. Couple of things: Loved the trailer overall - esp. rope arrow swinginess and mantling. Bit jerky in places, physics were kind of weird, but as you say, this should be fixed later on. Make sure you get your old english perfect for the real thing. Anyone who's sung hymns has an almost intuitive grasp of that stuff. However, the quotation at the start was gut wrenching in its back-hearkening. And, if smooth highlighting is possible, it should be included for the polish it affords. On/off snapping of highlight will only remind people they're in a game - nothing in real life truly snaps instantly - even lights have a just-discernible period of brightening/fading. (I guess computer monitors and suchlike are exceptions )
  12. I have just discovered the other forums! It seem I have to reload the page to get them to apear? Anyhow, I've been working on some castle stuff as N.H. suggested, and yes, I will have a rumage through my older assets and upload stuff that seems to be in keeping with the spirit of the mod.
  13. I don't know any shit, so I'll ask. I read the wiki page about modifying the size of AI, so I understand the basic concept, but I'm not exactly sure how it works in practice. Let's say you're applying the citywatch animations to the much smaller thief model. When you add the -scale .90 option to the export, does that affect the thief's mesh AND all animations? If so, it seems like it would cause problems unless the thief's original mesh size just happened to match the citywatch's. Or does the export option only affect new animations, but not ones already exported, so you can change the value each time? And if so, how do you decide what value to use? Is it just trial and error?
  14. Do you have access to the texture/models forums, Modern? Your stuff looks fantastic, and if you're willing I'd love to import some of those textures/models from your screenshots into the game right away. Specifically we've been wanting to get some more plants and old worn statues into the mix, and I noticed that you already had some excellent ones. And those bricks were great! Anyway, don't feel you have to stay here in the contribtor forum. Jump in!
  15. Oh god, not this again..... We already discussed this in the Dev forums and I believe we concluded that we won't be using fuck etc. I really don't care if they say fuck or damn, but I'd say using damn makes the game sound more sophisticated then fuck.
  16. I don't know whether it's available for the free video tutorials from: http://www.3dbuzz.com/vbforum/sv_dl_tr.php Scroll down. The forums may help there too. These may be of some use: http://www.newtek.com/lightwave/tutorials/
  17. Well, you'll have to tell him that. I'm just restating what he said here: http://forums.thedarkmod.com/index.php?showt...=3723&st=25 (near the bottom) Is this something that you know how to do, Dom? It's become quite important that we get it sorted out, especially for the player model, and I know Ish has at least four other things on his plate besides figuring out a resize hack.
  18. The company I'm hosted with is migrating all their servers from one datacentre to another. Instead of leasing servers from ThePlanet, they've now grown so much that they're able to buy their own hardware. This means a faster server for me at the same price. And because they change datacentres the hosting staff also gets physical access to the servers 24/7 - no more waiting for ThePlanet engineers to reboot a server if something goes awfully wrong (not that it ever does). I've already recieved the new account, and within 3 weeks I will have to migrate the websites over to the new server. This shouldn't have much impact on these forums tho, as I'm going to move everything over before I change the modetwo.net's IP-address. A few hours downtime at the most. This is just a heads up. I'll update this thread once I have an exact time I will do this.
  19. Considering MRYS' last post is here: http://forums.thedarkmod.com/index.php?s=&am...ost&p=64924 Coming up on three months ago, I guess we lost another one to the board monster? I think PinkDot is a friend of Bukary; might you have any information? This is really getting ridiculous and frustrating with so much talent signing up lately to just quit/vanish/get eaten/whatever.
  20. Hmm, something interesting. I haven't been able to do anything with zombie_base yet. Well, that's not true, I can import him into the game with a D3 brain, and he acts like a zombie--though he looks more like a skeleton. He doesn't have a head and I haven't been able to figure out how to attach one. The zombie_base def file also seems a little unusual--doesn't have a lot of the typical stuff. Well, then I noticed that a lot of the zombie models had red bits showing through in the editor, but didn't when you saw them in game. Turns out the red bits are the zombie_base model showing THROUGH the other model. (check out the pic at the top of this thread: http://forums.thedarkmod.com/index.php?showtopic=3944&st=0 ... you can see the red bits of the zombie_base model showing through on the chest and head, yet in-game those don't show up) Any guesses about what this means? It makes me think that zombie_base really is some kind of base class for zombies, containing all the generic animations (it is the only zombie that I've found with "get up" animations, and I know for a fact I saw other types get up during the game). I've kind of run out of ideas about how to test this hunch, however. Anyone have any ideas? At the very least, I'd like to be able to attach a head and include the zombie_base model/animations as another AI option, because this is the last zombie that looks useable for us without a lot of work.
  21. VC++ has some good and some bad habits. It really depends on you as a programmer whether its bad habits are allowed to kick in. 99% of the time, I can code just as I did with gcc without running into any troubles. I've seen three compilers now (MinGW/gcc3, gcc 4 in Linux and VC++) now and I can say that VC++ is at least as fast as gcc in Linux (which sets the bar quite high). The MinGW/gcc3 compiler is a lame duck in comparison to the other two. I wouldn't want to switch back to MinGW if I had to make a choice. In some areas, the VC++ compiler is more anal than gcc4 (e.g. warnings about converting double to float, gint to bool, signed/unsigned comparisons and such.). Also, with _HAS_ITERATOR_DEBUGGING turned on (in debug mode), VC++ can get really anal about STL invalidated iterators being dereferenced or iterators increased beyond their valid range. This is freakin slow, but really keeps you on track when it comes to safe use of STL iterators. The bad things are that it allows for the "goto crossing initialisation" error to occur and that it has some problems with the callback templates pointing to private member functions. And it complains about using the "this" pointer in the member initialiser list, which is stupid. Another bad thing is the case-insensitivity in #include directives, but that's a general Windows issue. Apart from the compiler, the IDE is superior to Eclipse by far. The debugger is really cool, so you get spoilt really fast, if you're used to std::cout-debugging-style as in MinGW/Windows (I don't miss that at all, believe me). The overall positive thing is that we can get the best out of both worlds with using both gcc4 and VC++.
  22. Damn, my christmas-special avatar is still here. That really shows after how many days I'm visiting these forums.
  23. We are currently drooling over your stuff in the contributor's forum. See if you can access this link: http://forums.thedarkmod.com/index.php?showt...amp;#entry74525
  24. Wow, those look really cool! Are they boths supposed to be valuable loot objects? Or is just gold supposed to be loot? Only asking because early on, we decided to add a little more specular sheen to objects (or most objects) that are supposed to be loot. This way they would stand out just a little more than just using color differentiation. I might be wrong, but both of the examples above look as though they have the same specular settings. Just thought I'd mention. Since they both have such exquisite appearance, and the silver's specular is comparable to gold's, so they both look valuable to me and I'd expect I could take both for loot Having added specular sheen to loot objects would help loot come in different colors, including silver -- not just gold. PS: I don't know if 'speculars' is the right word. Regardless, here was the previous conversation on it, for quick reference. http://forums.thedarkmod.com/index.php?s=&am...post&p=4249 I know you know what you're doing, BlackThief. Your objects look great and you participated in those past conversations; so you're probably 'on it' already
  25. Technically, no. But in praxis, it creates problems when someone wants to use the model in an "unusual" orientation. For instance, our burntlogs aren't closed and just the other day I wanted to stack them into a larger pile, which doesn't work if you turn them around because of the "hole" at one side. So better close the model, one or two more polygon's don't matter much.
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