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  1. :lol: Unfortunately....or is that fortunately...it only covers windows.
  2. Lever will not be animated by your extension. That would rather apply to stand alone machines which do something like turning wheels, moving stuff up and down and the likes. As for the editor. Id only implemented the W32 version IMO. Maybe they thought that most people will use Windows anyway and those who don't have GtkRadiant to do their stuff.
  3. Hy guys, I tend to hang around at TTLG.com and thus heard about this amazing project you folks are doing here. New Horizon said I should register here, as I'm considering joining your team, if you'll have me. ) Quick background: Professionally, I've worked as a full time C++ developer for over 5 years and have a degree in computing. As a hobby, I've been coding in C/C++ (and assembler!) since the 80's. Regarding Thief, I've been playing ever since TheDarkProject came out. I will say up-front: For various reasons (including Borland's lack of D3D support), I am only just getting into Direct3D. But I know quite a bit about 3D graphics (real-time & ray-tracing) and have written my own real-time 3D rendering engine: The whole 3D to 2D transformation, lighting and texturing is handled by my code. I only use the Windows API function 'Polygon' to draw a 2D polygon onto a flat device context. ( screenshots ). Currently I'm working on my 3rd Thief FM ("GoingDown") and am also writing an SDK for a generic file format called 'Dendros' which I plan to use for Gravel v3. I would have contacted you earlier and I did have a look at your 'vacancies' section a while ago, but I must confess that I didn't really seem to have any of the requested experience. However, if I can help you guys in any way (maybe even just writing simple tools which transform something from format X into format Y), I'd be happy to help because I think the DarkMod has great potential. EDIT: Switched off smilies in this post.
  4. As long as we are not using any Windows API calls (or Microsoft extensions to the language), it should compile on Linux without any problems. Personally I think we should concentrate on getting it all working at all (while keeping portablity in mind) and once we have a solid code base, we can think about other platforms.
  5. YEah, they're all great except the fire arrow ones, which could be kept as a specific sound effect for shooting fire arrows into windows, since doom has breakable glass anyway.
  6. Yeah, I think there are far too many crystal shard sounds. It sounds like he broke several windows in the explosion.
  7. Wow, I got my own thread. I am humbled. I really don't want to drag my personal life into this, so only a little background: *Old-die-hard-thief fan. I played it when it first came out. Somebody might infer a lot from the type of games I own, but then, I have also played games that I don't own and I own some games that I never played Anyway: http://digital-conquest.ath.cx/wiki/index.php/User:Tels * I am a full-time programmer by living. I code usually in Perl, but have done my share in C, XS, Pascal, countless other programming languages, assembler (back in "teh dayz" when you called yourself "coder", drank lot's of coffee and went to bed when the sun started to get so bright that you couldn't see the letters on the monitor anymore - e.g. right at dawn). However, the language you use does really not matter, because saying C is better than C++ or vice versa is saying that Russian is better than Esperanto. Use the right tool for the right job. * I gave up on windows a long time ago. (Before that, I used OS/2. Damn, now I feel really old * Beside programming, I also take apart other programs, fileformats etc. (See Cowgen Anyway, I am not qualified for C++ 3D coding. D3 scripting looks easy, though, after reading the tutorials. As soon as I get the dang radiant working I'll have a go One of the things that "bothers" me is that even nowadays, you always start mapping from scratch. I mean, you take an empty space, and add brushes. And if you want a staircase, you build it yourself, out of tiny, weeny, little solid slabs. Sounds manly, but boring - that is sooo 1995. I thought in the last 5 years people would have finally gotten the idea that doing this wastes a lot of time and automated the level creation process (see Cowgen, again . So currently I have the idea that I can write plugins/tools/extensions to radiant, that lets you automate boring tasks, like creating a staircase, or other often needed things. Another possible idea is to build "building blocks" like archs, staircases and have them as pre-made "stubs" that you can insert into your level as to not waste time just because you need a 12x8 staircase *now* Well, guess that doesn't sound all to impressive since I don't have definite projects or materials to show ) If you'd ask me what role I can see me in (in no particular order): Mapper (I love architecture, especally red brick churches , Scripter, Betatester extraordinaire. If I had to describe myself: "Hacker" (in the old-school sense Tels
  8. Err, ok. If you say so. Windows might not be the best OS but that's simply not true.
  9. THere's no way you can rely on just having something installed... you NEED the install disks, or whatever (inthis case, its the Steam servers as well). People with Windows need to re-format at LEAST once every 6 months, give or take depending on what you do with your computer of course.
  10. I know, I know. I'm still working to get the commode ingame properly and texturing atti's windows oDDity - if you've got some spare time (bad joke he?) can you take a look at it? I'm really desperate I asked at d3world.org for help, but everything I tried yet didn't work.
  11. AFAIK the editing tool sonly work under Windows. I don't really know if they will wokr under Linux. At least I haven;'t heard about GTK being ported to Linux.
  12. The bug trackers that I checked so far all lack the one feature that I would like to have. The only tracker that has this is a binary application for Windows only.
  13. i've again tried to do Uwvs.. i made the unwrapping and the high poly of the bathtub but somehow i didnt manage to make a good normal map.. i've uploaded the models(in .obj) the map and my bad Uwv(in case anyone could tell the mistake i made from that) in a rar to Ftp..(tried to upload it here but it didnt let me upload it nor in .rar format neither disguised as .max) it would be good if someone could finalize it.. i am getting back to work on the windows nice commode btw.. we have one that looks nearly like that in the house
  14. Seems you are talking in circles. The point was NOT that it can not be done, the point was that we provide ready made doors and windows and there is a reason to it. First, we need to set sound propagation values, and second this would ensure a consistent door and window size for most FMs. This will NOT prevent FM authors from making their own, though.
  15. And what exactly does that have to do with us providing preconstructed windows with shutters? I never was talking about resizing.
  16. You have to create doors and windows somehow. So you can create custom doors or not. That doesn't really change anything. And it has nothing to do with resizing.
  17. When designing the windows, shall we syncrhonize them to have similar width? IMO that will make it easier to apply frobable shutters (which already would work).
  18. Hey Dark, Very cool about the different levels of high airy stuff on the waves. That would work out great for being at different distances from the water! Another option would be to muffle it more through EQ and do the "underwater" effect cranking up the bass and low mids while sloping off the highs. Just another way of doing it, I guess. It's always good to have options! And I'm open to learning because we are always students of our art! The example file I posted in the T1/T2 Sound thread was actually a bit weird to show, sorry! It was a similar sound on both channels but with a delay so that's what made it look like it was off by a bit. Next time I'll pick better reference stuff! I did the same exact thing you did reversing one of the channels, but when I do it it sounds reversed... GoldWave seems to add some shimmer or sparkle to the sound when it does that. Maybe I'm just hearing things in a strange way, but that's what it sounds like on my machine???? But, it sounds like GoldWave and Sound Forge are extremely similar interface and featurewise so I wouldn't feel at a loss for not having a "professional" program. I have only used the Cakewalk Home Studio and Sonar apps. Many moons ago I used the Cakewalk basic sequencer that came with my old sound card on Windows 3.1, but it was terrible. The other products are excellent. Even the Home Studio version is extremely versatile and powerful. I actually do most of my sound design within the sequencer and layer different plug-ins/virtual instruments and recorded effects together to create the sounds I'm trying to get. I really like the sound you get in GoldWave, though. Have you tried Audacity as well? I've got it downloaded but haven't had time to try it yet. -sax
  19. The lit versions of the windows, have a painted light in it, don't they? Or did you make them partially transparent and place a lightsource behind it? But seeing the other shot on the outside walls, they look good. It's just strange to have these inside a room.
  20. I saw similar doors very often in T2... or am i false...? The 2 half circle windows are for fun inside... And for the middle window... IMO it´s a quite normal (o.k. maybe to normal) window that fit´s for many periods... that´s more the style from TDS or from my favorite FM Gati (Cosas)...
  21. The desk, chair, chandelier, and small props are beyond excellent, but the windows and door don't have the same feel in my opinion....like NH said they look too modern. The room itself almost feels Asian in design, with some Victorian influence thrown in for good measure. Some of this I'd use ingame, but other bits don't fit so well with the theme.
  22. I agree. windows like that would turn out much better as a model. I like the last one, but there shouldn't be any shadows on the window. remember: the game takes place at night, so the lightsource, that lits the window is behind it --> no shadows on the window
  23. So revised No. 1... to modern...? i would say more simple as the windows in T1/T2, where every window in every simple house looked like a cathedral opening... I´m outing me now as a fan from the look of TDS... more simple but more realistic... IMO... (still running... ) You know Warren Spector had also an architect on board... ?
  24. Clearly it's a hallway, adjoining two different sections of the mansion Maybe outside the windows, at either side of the "hallway," there are guards walking around in a courtyard. I love big rooms like this with rope arrows. Maybe some of the beams could be made of wood and when you get high toward the ceiling it's really dark. As well, maybe we could place certain artifacts (jewelry, busts, masks, etc.) around the perimeter of the room. And maybe at the top of the fountain, a couple gold coins; that are only accessible if you lower yourself down a rope from the ceiling. And if you have to play Donkey Kong, Jr. to get to a rope in the center of the room because the ceiling is so high, then so be it. Again, I love high-ceilinged rooms for purposes of rope arrows. EDIT: Remember these are concepts. We "imagine" the possibilities; not stunt the creativity.
  25. who here never cought itself analizing ways to break through some building, or looking for some wooden surface next to windows where you can put your rope arrow.... while going to the super market? entering somewhere and the first thing you look is for dark corners.. I felt so stupid! lol!
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