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  1. Someone on the OXM forums in the UK said they can configure me one with a top notch ATI graphics card for £800
  2. http://forums.thedarkmod.com/index.php?showtopic=10 Have you checked this thread? The FTP is tempermental sometimes.
  3. Erm...I'm not sure what program you need to read .ASE files. Anyone? For most textures we'd need a diffuse and normalmap. A specular is really only needed if the surface is particularly shiny, like metal or cermamics. You should also check out this: http://forums.thedarkmod.com/index.php?act=announce&f=4&id=1
  4. Ok, here are a couple models that need skins. You probably need to get the FTP login info from the Information forum first. Waterpump (dark, worn metal) http://208.49.149.118/TheDarkMod/models/pr...misc/WaterPump/ http://208.49.149.118/TheDarkMod/models/pr...PumpNormal.tga/ http://208.49.149.118/TheDarkMod/models/pr...misc/PumpUV.tga Wide Bookshelf (check out the tall one for reference http://forums.thedarkmod.com/index.php?showtopic=346&st=25) Rather than link directly I'll just give you the folder they're in--there is a highpoly model for constructing normalmaps and then the lowpoly for game use. TheDarkMod/models/props/misc/furniture/Wide Bookshelf/ And a City Well (worn and dirty is fine) ftp://208.49.149.126/TheDarkMod/models/props/misc/Well/ Those are three for starters. There are a few more after that, but those are a good start. Thanks Pink! Let me know if there are any questions/problems.
  5. Napalm

    Menuing

    Well, my menu problems finally are sorted out, and I come to find that there is in fact menu work going on. I'll read through everything in this/all the forums tommorow and try to get back on track, good to be here again
  6. Springheel

    Menuing

    Or... If you'd rather, you could work on the Objectives gui. It's quite easy and I can give you all the relevant graphics. You'll have to import a new font though (but wait until we're sure which one). http://forums.thedarkmod.com/index.php?showtopic=3808 What's your preference?
  7. After you have patched it to 1.3, you can apply my patch to update the functionality of the Doom e inspectors window. Just a simple fix to let you minimize it. http://forums.thedarkmod.com/index.php?showtopic=3086
  8. Springheel

    Menuing

    Well, you could work with Ishtvan on the Mission Statistics gui. I posted the concept in that thread. http://forums.thedarkmod.com/index.php?showtopic=3800 It uses the same background as these main menus, but you won't really need the graphics in order to start it, right? edit: Don't you have ftp access? I think that's where drumple is posting the menus.
  9. I don't have any particularly clever GUI ideas right now for a Mission Stat screen. I think once upon a time we had talked about doing something similar to a pirates-style summary, complete with graphics: http://forums.thedarkmod.com/index.php?showt...=618&hl=pirates That might be a little overly ambitious now. edit: Actually, scratch that. I DO have a clever idea. I'll put a mock-up together shortly. Ish, what mission statistics do we record?
  10. Here's the original thread that shows the comparison shots: http://forums.thedarkmod.com/index.php?showt...roadhead++arrow None of the screenshots showed the fletching of the new arrows which was why I missed them. I do like the shape of the head better, but I'm more comfortable with the size of the original arrow model. Resizing Dram's model might be the best option.
  11. FYI, we got a response from Randy in the other forum: http://www.ttlg.com/forums/showthread.php?...488#post1462488 I've (or at least a post of mine) never gotten a direct response from a dev, so sort of cool. Sounds like he's not as bitter in retrospect as I had expected. E.g., he recognized that other guys had gone on to do successful things, so it wasn't so much an inevitable clash of personalities but more situational. (I get the feeling he's maybe talking about Spector here? I'd agree it's hard to pin that guy down.) Sounds like a healthier attitude, anyway. He really does come across as sounding like he was going to bat for the fans and the situation soured against him. Something to keep in mind, I guess. I get the feeling the team we have here, for as boorish as it can be at times, has a much healthier environment than was the case for TDS (not a high bar to top, maybe). Not having the market/time pressure and having such a better engine to work with I'm sure helps, but probably also not letting your ambition run away to lose track of what you're doing.
  12. Currently there is a problem with implementing items like torches as prefabs because names are preserved, thus messing up triggering. See: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=70114 Even if the torch problem is fixed in a programmatic way (*crosses fingers*), it would still be useful for other, non standard items, if DarkRadiant had logic built in to preserve assocations/relations, instead of names. E.g., a prefab made up of: torch_trigger_1 torch_light_1 would be "intelligently" duplicated as: torch_trigger_n torch_light_n Where I suppose n could be consecutive numbers within the map (perhaps the first lowest instance among all items within the prefab could be determined), or failing that, perhaps just a random number or string. For instance, "torch_trigger_356a" would rarely collide with another entity of the same name. If it did, the user would only need to generate another. Disclaimer: I don't know for sure this isn't already in GTKRadiant, as I don't currently have it installed.
  13. Just for pak, the two ambients I posted in the Team forums: http://208.49.149.118/TheDarkMod/audio/amb..._greenhouse.ogg http://208.49.149.118/TheDarkMod/audio/amb...s_cementary.ogg
  14. New Horizon

    Pushing

    Spring already mentioned the problems with AI waking up, and it is very much a programming issue...as much as a mapping issue. In addition to those problems, you're further encouraging the player to kill..because if the AI won't stay down, they're sure as hell not going to dick around with guards they supposedly knocked out and have to knock out repeatedly. The guards who wake up, would likely also bring in backup...so again, the player is slapped in the face for being stealthy. Knocking out guards is supposed to be a gameplay reward, for using stealth...over..murder. It also throws a wrench into the whole 'no kill' objective that crops up in higher difficulties...what if you're in a heavily populated map and the awakening guards make it next to impossible to finish without becoming completely frustrated? Yes, I know that this can come down to mapping as well, but it's pretty obvious that the gameplay would become severely unbalanced with re-awakening guards. The choice you make...regardless of how miniscule it might seem, is the difference between you being a Thief and a cold blooded killer. Killing AI is louder, more messy and (at least in TDM) more of a hassle...for those who are a little more determined to be a killer, they will just try harder. Blackjacking can still be tricky, but it is encouraged more because it carries moral implications...and the stats will let you know it...or a Failed Mission screen on higher difficulties. At any rate, we discussed the pros and cons to death within our internal dev forums. It's bad for gameplay. Sure, the initial waking up might not be hard...but the introduction of such AI behaviour creates a veritable hell storm of 'extra' gameplay issues to balance. It changes the nature of Thief style gameplay more than you might think...and balancing the system we're already familiar with is going to be challenging enough. It's a 'cool' idea, but not necessarily a good idea for what we're trying to accomplish. Maybe for a different type of game, but not for a Thief game.
  15. No it wasn't...I took it while playing around with the AI. (and it's there to show AI in action, not the map) There's discussion about head-turning here: http://forums.thedarkmod.com/index.php?showtopic=3705
  16. For anyone that doesn't know, Fingernail -- the guy at the top of the team listing here (ok, everyone should at least know that much, although I haven't seen him post so much in the public part of these forums lately, but anyway...) -- Fingernail valiently represented the UK guitar-players in fine style yesterday at the European UK young musicians competition and only missed winning by a clearly fixed vote , everyone I know that saw it agreed he was tops (all biased, of course) . He also happened to play some of my very favorite music in the world, manoche genteel aristocratic style classical guitar. So I thought I'd pop in the OT forum here to give a good shout out: Good show Fingernail!
  17. Excuse me? Sorry, but that ticks me off a little bit. This is a Thief inspired toolset, and we appreciate fan input, but I personally don't appreciate people coming into our forums with an agenda and trying to force us to incorporate ideas, that we've already discussed and voted down years ago, in hopes of just being able to walk in after we've done all the hard work...just so you can 'test' some ideas. The Doom 3 SDK is openly available...and for that matter, the full Quake 3 source code is now available. You could gather your own team and create the technology by rewriting the engine with your own team...instead of pushing ideas on us. We've got a big enough workload without this crap. Sorry, I don't mean to be rude...but it really upsets me.
  18. Schatten

    Bioshock

    Just wanted to say, the TTLG staff has been granted an interview with Irrational and is collecting questions for them in a thread in the BioShock forums.
  19. Aww. http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=62289
  20. I've posted some concept art for this: http://forums.thedarkmod.com/index.php?showtopic=3760
  21. Welcome to the forums (8?]=
  22. Hmm, I don't know of a list, unless you're referring to BT's mansion floorplan post (which I doubt). http://forums.thedarkmod.com/index.php?showt...1038&hl=mansion
  23. ah, do you have that list of rooms requried in the mansion? Its hard to make a floorplan without them. I remember seeing a list somewhere (and i'm sure i printed it out), i hope its still on the forums.
  24. I was being silly. To tell you the truth I am unsure about the vibe of the forums, whether they are light hearted or serious. It is childish that comment I made. And I apologise. Sometimes I feel like my back is up against the wall here and I resort to what the great Japanese sword saint Miyamoto Musashi says with regards to dealing with multiple oponents. I have to check the graphics card at home. So loading is the only issue? Surely the more powerful the system, then shouldn't be affected by the loading times so much?
  25. First rule of Thief related forums: Don't take ZylonBanes comments to heart. He is always like that. Most of the time I like his comments though, because they go usually straight to the core.
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