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  1. 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.
  2. 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?
  3. Moved from Voice set Design Document Thread Dark Mod Voice Set: As of January 12th: 2005. This is a key to what types of noises will be available for The Dark Mod. The first several lines are a description of the sounds. Following this is a number. This is the approximate number of wav files associated with the particular type of sound. The last line is the suggested name for the first wav file of that series, a number at the end will indicate which number it is when more than one is recorded (example: builder1sleep_1, builder1sleep_2, builder1sleep_3, etc.). Beneath the names for the files is an example for each line. They will be improvised under my direction to ensure a wide variety of distinctive, yet appropriate, voice sets are achieved. Sleeping Sounds: Make a noise like you're snoring. (This should preferably be long, perhaps 20 - 40 seconds breathe slowly). Number of Wavs: 1 builder1sleep Greeting: You meet up with a buddy and greet them. Number of Wavs: 5 builder1greet_1 "How art thou brother?" ConversationA: General scripted conversations to add realism. Conversation A will be a general greeting. Number of Wavs: 5 builder1conversationa_1 "Greetings" ConversationB: General scripted conversations. Conversation B is a general question. Number of Wavs: 5 builder1conversationb_1 "Dids't thou partake in the holy ritual this fair eve?" ConversationC: General scripted conversations. Conversation C is a general answer. Number of Wavs: 5 builder1conversationc_1 "Nay." Relaxed: These are your humming, whistling, and mumbling noises. Mix it up by talking to yourself in some files, whistling a tune in others, coughing in some, sneezing, singing, etc. Your humming and whistling might be of religious hymns. Number of Wavs: 10 - 15 builder1relaxed_1 "Nothing but contempt for the Builder in this town I tell you." At Alert 0: On the job. Number of Wavs: 10 - 15 builder1a0_1 "Heathens would be wise not to tread in this place this evening." To Alert 1: You notice something, but you're not sure what. This should be general, such as "what is that?" etc. Number of Wavs: 3 builder1t1_1 "Hm? What?" To Alert 1 + Heard: Same as above, only this one means you notice something auditory. This should be specific, such as "I thought I heard something." Number of Wavs: 4 builder1t1h_1 "Twas that a sound I heard?" To Alert 1 + Saw: Same as above, only you notice something with your sight. This is also specific, such as "I thought I saw something." Number of Wavs: 4 builder1t1s_1 "Didst I spy something there?" To Alert 1 + Company: You notice something general when you're with your buddy and you ask him something. Number of Wavs: 3 builder1t1c_1 "Didst thou notice anything?" To Alert 1 + Heard + Company: You notice something auditory with your buddy. Number of Wavs: 3 builder1t1hcompany_1 "Didst thou hear that?" To Alert 1 + Saw + Company: You notice something visually amiss with your buddy. Number of Wavs: 3 builder1t1scompany_1 "Sawest thou anything there?" To Alert 2: You notice something general, and it caught your attention enough to warrant an investigation. (note, you're not investigating now, but will be right after you say this) Number of Wavs: 3 builder1talert2_1 "What was that, that didst disturb the Builder's hallowed ground?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. "I heard that! Come out!" Number of Wavs: 3 builder1t2heard_1 "Who maketh such sounds to disturbeth the Builder at this hour?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. "What's that in the shadows? I see that!" Number of Wavs: 3 builder1t2saw_1 "Whatever manner of creature be there in the shadows, come out now or be smote." Investigate General: You're wandering around looking for some kind of intruder. Number of Wavs: 8 builder1investigate_1 "I shalt spy thee, whoever thou be." Investigate barrel Number of Wavs: 8 builder1investigate_1 "Better check behind those barrels." Investigate chair: Number of Wavs: 2 builder1ichair_1 "Better check behind that chair." Investigate couch Number of Wavs: 2 builder1icouch_1 "Better check behind that couch." Investigate crates Number of Wavs: 2 builder1icrates_1 "Better check behind those crates." Investigate desk Number of Wavs: 2 builder1idesk_1 "Better check around that desk." Investigate door Number of Wavs: 2 builder1idoor_1 "Better check behind that door." Investigate ladder Number of Wavs: 2 builder1iladder_1 "Better check around that ladder." Investigate machinery Number of Wavs: 2 builder1imachinery_1 "Better check behind that machinery." Investigate shadows Number of Wavs: 2 builder1ishadows_1 "Better take a peek in those shadows." Investigate shelf Number of Wavs: 2 builder1ishelf_1 "Better check behind that shelf." Investigate statue Number of Wavs: 2 builder1istatue_1 "Better check behind that statue." Investigate table Number of Wavs: 2 builder1itable_1 "Better check under that table." Investigate curtains Number of Wavs: 2 builder1icurtains_1 "Better check behind those curtains." To Alert 3: You notice something general which makes you just know there is somebody snooping around. You haven't spotted the player exactly, but you're sure he is there. Number of Wavs: 3 builder1talert3_1 "Ha! Tis an intruder that doth call me to my arms tonight. Come out at once!" Spotted the Player: You see the player and are preparing to attack. Number of Wavs: 5 builder1spot_1 "The Builder shall strike thee down villain!" Spotted the Player with a Body: You see the player carrying a dead or unconscious person. Number of Wavs: 3 builder1spotb_1 "Unhand that faithful servant and prepare to meet thy doom!" Spot player distant - rafters: You see the player in the rafters. Number of Wavs: 3 builder1sdrafters_1 "There's someone up in the rafters!" Spot player distant roof. You see the player on the roof. Number of Wavs: 3 builder1sdroof_1 "There's someone up on the roof!" Spot player distant steps. You see the player on the steps. Number of Wavs: 3 builder1sdstepss_1 "There's someone on the steps!" Spot player distant street. You see the player on the street. Number of Wavs: 3 builder1sdstreet_1 "There's someone out in the street!" Charging the Player: You're going ballistic and running straight ahead at the player. RAAAAAA!!!!! Number of Wavs: 3 builder1chrg_1 Shooting: You're shooting arrows at the player. Number of Wavs: 3 builder1bow_1 "Builder guide my arrow!" Frustration: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and frustrated. Number of Wavs: 3 builder1frst_1 "Thou art a craven to shy from thine punishment! Come down here!" Throw Object at Player: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and throw something. Number of Wavs: 3 builder1throw_1 "Thou shalt come down and face me fiend! Take THAT Craven!" Running Away for help: You're scared and running like a sissy. Call out to your brothers for help. Number of Wavs: 3 builder1run_1 "Brethren! Help me!" Return with help spot player: You have returned with help and found the player. Number of Wavs: 3 builder1sphelp_1 "Believe me now? I told ya there was someone here." Return with help lost player: You have returned with help but the player is missing. Number of Wavs: 3 builder1lphelp_1 "There was just someone here...I swear it!" Tell by Revelation: You have been searching for the player with the help of your other Hammerites, and suddenly found him! Number of Wavs: 3 builder1rev_1 "Twas I right brothers, we doth have a Thief!" Tell by Confirmation: You saw the player, lost him, began searching for him, and now found him again with your brothers close by. Number of Wavs: 3 builder1conf_1 "The Builder hath guided me to thee again! Thou canst hide!" Tell by location alley: Saw the player in the alley and you tell your comrades. Number or Wavs: 3 builder1alley_1 He's in the alley! Tell by location atrium: Saw the player in the atrium and you tell your atrium. Number or Wavs: 3 builder1atrium_1 He's in the atrium! Tell by location bathroom: Saw the player in the bathroom and you tell your comrades. Number or Wavs: 3 builder1bathroom_1 He's in the bathroom! Tell by location bedroom: Saw the player in the bedroom and you tell your comrades. Number or Wavs: 3 builder1bedroom_1 He's in the bedroom! Tell by location basement: Saw the player in the basement and you tell your comrades. Number or Wavs: 3 builder1basement_1 He's in the basement! Tell by location chamber: Saw the player in the chamber and you tell your comrades. Number or Wavs: 3 builder1chamber_1 He's in the chamber! Tell by location chapel: Saw the player in the chapel and you tell your comrades. Number or Wavs: 3 builder1chapel_1 He's in the chapel! Tell by location courtyard: Saw the player in the courtyard and you tell your comrades. Number or Wavs: 3 builder1courtyard_1 He's in the courtyard! Tell by location hallway: Saw the player in the hallway and you tell your comrades. Number or Wavs: 3 builder1hallway_1 He's in the hallway! Tell by location inside: Saw the player inside and you tell your comrades. Number or Wavs: 3 builder1inside_1 He's inside! Tell by location kitchen: Saw the player in the kitchen and you tell your comrades. Number or Wavs: 3 builder1kitchen_1 He's in the kitchen! Tell by location library: Saw the player in the library and you tell your comrades. Number or Wavs: 3 builder1library_1 He's in the library! Tell by location outside: Saw the player outside and you tell your comrades. Number or Wavs: 3 builder1outside_1 He's outside! To Alert 0: Relax. No need for alarm after all. It was just the wind. Number of Wavs: 6 builder1t0_1 "Twas surely the work of a Heathen to get me riled up." Lost the Player: After seeing the player, the player slips off into the shadows. You are mad you lost him. Number of Wavs: 3 builder1lost_1 "Tis surely pagan shadows that envelope thee, coward!" Notice an Extinguished Torch: You notice that a torch is out. You complain to yourself about it. Number of Wavs: 3 builder1torc_1 "How canst we expect to be holy with such unreliable mechanisms lighting our way. Bah!" Relight Torch: You notice that a torch is out. You relight it. Number of Wavs: 3 builder1trelight_1 "This is the last time I relight this thing tonight!" Refuse to relight Torch: You notice that a torch is out. Refuse to relight it. Number of Wavs: 3 builder1ntrelight_1 "To hell with it. I'm sick of these things sputtering out. Someone else will get it.!" Notice Suspicious Item: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a door is open and it shouldn't be open: "Hey, this isn't right."). However, you're not going up to max alert. It just seems strange to you. Number of Wavs: 3 builder1susp_1 "Hm, tis odd that." Found Body: You found a body on the ground. Number of Wavs: 3 builder1bod_1 "Thou shalt be avenged, fair servant!" Found Something Missing: There is something mission that shouldn't be. You've been robbed and you know it. Number of Wavs: 3 builder1mis_1 "Huhhhhhh! Tis gone! We have a thief amongst us!" Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your brother that there is an intruder and that you have seen him. Number of Wavs: 3 builder1rsaw_1 "Stay sharp brother, we have an infidel amongst us." Recently Found Body: You recently found a body and are relaying the information to your buddy. Number of Wavs: 3 builder1rbod_1 "Be careful brother, one of our own kind has just been slain!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 3 builder1rmis_1 "Fellow brother, didst I just see an artifact go missing in the other room. Be on the lookout for a thief." Attacking and Not Losing: These are general combat grunts that occur during fighting. These usually occur just as you're swinging your hammer (remember you're using a hammer and not a sword). They can also be taunts that occur as you swing, such as "Take THAT!" Number of Wavs: 8 builder1atnl_1 "HIYA!" Attacking and Winning: You're grunting and attacking, only now you're a bit cockier because you're winning. These can be grunts, like above, but can also be cocky remarks you spout out as you swing your hammer. Number of Wavs: 4 builder1atw_1 "Take this!" "Hiya!" Attacking and Losing: You're grunting, but now you're worried because you're losing the fight. These occur, as above, just as you swing your hammer, and should basically be the same in nature. However, you probably want to sound a little more strained... you're exerting yourself as you swing your hammer. Number of Wavs: 5 builder1atl_1 Hit the Player: You just thwacked the player with your hammer. Celebrate and ask him how it feels. Number of Wavs: 4 builder1hp_1 "One lump or two, thief?!" Hit the Player + Company: Same as above only your fellow Hammerite is nearby. Brag about hitting the player to your brother. Number of Wavs: 3 builder1hpc_1 "Look how he bleeds, brother!" Blocked the Player: You blocked the player's attack. Respond with a cocky remark. Number of Wavs: 5 builder1bp_1 "No skill of the Trickster canst match my hammer!" Blocked the Player + Company: You blocked the player and a fellow Hammerite is nearby. Tell your brother the player can't fight worth a crap. Number of Wavs: 3 builder1bpc_1 "Look how he fails! Tis poor fighting indeed!" Hit By the Player + Hi Hit Points: You just got hit, but you still have a lot of energy left. This is a grunt of pain as you get hit with the sword. Number of Wavs: 5 builder1hhi_1 "Ow" Hit By the Player + Low Hit Points: You got hit by the player, but now you're feeling some pain. This is a grunt of pain that sounds more strained. Number of Wavs: 5 builder1hlo_1 "OW!!!" Hit By the Player No Damage: The player tried to blackjack you after you'd seen him. What an idiot. Number of Wavs: 4 builder1hnd_1 "Thou canst not defeat me with such a weapon!" Blocked by the Player: The player blocked your attack. But he can't block them all. Number of Wavs: 4 builder1bbp_1 "Thou werest lucky thief!" Blocked by the Player + Company: The player blocked your attack, but you still have the advantage with a friend nearby. Number of Wavs: 3 builder1bbpc_1 "Help me get his guard down brother!" Player Tried to Block: The player is trying to block your attacks, but isn't doing so well. Laugh at him or make fun of him. Number of Wavs: 3 builder1pnb_1 "Thou arst no warrior!" Player Tried to Block + Company: The player tried to block and failed. Your friend is close by, so brag about it. Number of Wavs: 3 builder1pnbc_1 "he failed to stop our blow! We canst not be beaten!" Ambushed: You got hit in the back while you weren't looking and are feeling the pain. This is a grunt of pain, but also might be a remark to the effect that the player is a dirty backstabber. Number of Wavs: 4 builder1amb_1 "Ahhh! The trickster doth stab me!" Coming to assist: A comrade called for help and you are on your way to assist them. Number of Wavs: 4 builder1assist_1 "Hold on. I'm coming!" Ambushed + Company: You got hit in the back while you weren't looking. Why isn't your brother next to you doing something? Number of Wavs: 3 builder1ambc_1 "ARGGGG! I am ambushed!" Fatiqued: You are out of shape and have been chasing the intruder for too long. You really should get some more exercise. Number of Wavs: 5 builder1fatigued_1 Blinded: You have been blinded by a flash of light. This hurts, but try not to express it verbally. Number of Wavs: 5 builder1blinded_1 On Fire: You are on fire. Scream like a sissy. Number of Wavs: 5 builder1onfire_1 Gassed: You have been gassed. Cough, sputter and pass out. Number of Wavs: 5 builder1gassed_1 Drowning: You are drowning. Gurgle and choke. Number of Wavs: 5 builder1drowning_1 Plummeting: You are falling to your death. Let it be known that you don't like the idea. Number of Wavs: 4 builder1plummeting_1 Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 5 builder1diequiet_1 Die Loud: Yep. You're dead. Theatrics are welcomed here. This should be about 3 - 4 seconds in length. Number of Wavs: 5 builder1dieloud_1
  4. 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.
  5. 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?
  6. 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,
  7. 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.
  8. I understand this, but the point ive been trying to get across is that this is not the final tree!!!!. Of course it looks ugly, it was just created so i could show springheel the amount of branches i decided to go with. It is as far from what the final product will be as you can get. The 30 minute tree was the first rough attempt that i removed and put the newer pictures in its place (current tree took ~5minutes, as you will understand having used Zspheres yourself i assume). So please try to understand this was intended as a VERY rough guide of the general shape, nothing more. So please no more comments about the tree, at least until ive actually started it, then criticism is more than welcome . About Oddity's comment's, like i said i honestly am not at all offended, i just cannot understand why someone would start to critique someone elses work before its even started. That just doesnt help in any way at all. On the modeling program's, you might well be right, but we'll just have to see how i get on. But i hope you realise all im using Zbrush for is the high poly geometry for the normal maps, so tbh i dont see why it matters what program i make it in. If there is a difference that i'm unaware of then please let me know. But anyway, theres certainly no hard feelings on my part toward anyone here.
  9. 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]
  10. oDDity was very blunt. I personally think he could have been more diplomatic. That kind of tone would offend anyone. What I was thinking when looking at your recent tree, is that you haven't paid enough attention to how a tree really forms. It looks like it's been modled out of clay the way the branches all smoothly blend into the trunk. It also looks like you've gone for what you think is "generic tree" instead of finding a suitable spooky tree reference pic and using that as a guide. Perhaps one of our artists (Springheel himself if he has time) could actually draw him a quick sketch, that fits the theme of our mod, and see if he can take a shot at replicating it in 3D. oDDity, he might show promise, and if we end up being happy with how he develops, he could take the load off your hands with some of the less harder stuff. Don't be too quick to dismiss people offering to help. Help is good.
  11. ... which would probably need additional sounds. http://forums.thedarkmod.com/index.php?showtopic=864
  12. Thanks Ishtvan...we're discussing these very issues on the dev forums at the moment.
  13. 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?
  14. This is the thread I'm always updating; http://forums.thedarkmod.com/index.php?showtopic=708
  15. 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?
  16. It already is posted. http://forums.thedarkmod.com/index.php?showtopic=782
  17. I brought this already up in the old forums - unfortunately the majority was against it... edit: finger was right - I mixed in german word order
  18. 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
  19. 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:
  20. 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:\
  21. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
  22. 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.
  23. 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.
  24. 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
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