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  1. That's not possible, sorry. But yes, the database-based marked-read system is awesome. I've upgraded the BCG Forums to vBulletin 3.5 which has the same feature, and now I can't live without it. AJAX is really usefull aswell (e.g. inline post editing).
  2. We don't have a rope arrow model yet. I've just updated the concept art: http://forums.thedarkmod.com/index.php?showtopic=2479
  3. Lets you leave sitcky notes al over the internets!!! The guy who made it and the link to it and whatnot: http://www.penny-arcade.com/forums/viewtop...=197947&start=0 Go!
  4. Welcome to the world of us cheap Blender-heads! The Blender section of the Doom3world forums is great. There are also a lot of good tutorials you can link to right from the Blender website.Blender3d.org Also, check out elysuin.comhttp://www.elysiun.com/forum/index.php?sid=a63f5e236397f6d540aa72af74a929db there's a really good forum there, too. The learning curve can be pretty high, but if you're a good learner and put the effort into it, it shouldn't be too much of a problem. As for other open source shareware type of programs, you might want to look into gimp. I don't know too much about it as I have photoshop, but from what I understand it works well and does a good job for making textures and such. gimp
  5. The best place for you would be the Doom3world forums. You'll get all these answers and the hundred and one other quesitons you'll likely have. Blender has its own subforum there. Yes, you can use belnder to make your own models and put them n doom, but I'm not sure you can modify the existing ones and then expect them to flawlessly use the same default animations agian. It depends if the blender md5 importer imports the vertices in the correct order. I know the maya importer does not.
  6. mrdes

    Boiler Bot

    Damn I remember reading a huge discussion on CGTalk forums about how something just like this would walk properly but it was a long while ago and I forget it all heh. Not too sure if I could find it. I'm also disconnecting my internet tonight because I'm moving back into a dorm for the year tomorrow. Been really busy with packing and getting ready so I haven't had time to do much of anything lately.
  7. I've just discovered that the server seems to not send outgoing emails for whatever reason. This is obviosly bad because people signing up to the forums can't activate their accounts etc. I'm looking into it. If you are having problems (re-)activating your account, please email me: modetwo [at] night-blade [dot] com
  8. Just got back on the forums again..... Nice creepy ambient...... Especially the background moans/groans. The backwards voices sound like something that should be in "The Cradle." This would even work in an area that was just outside the city gates, or in a creepier part of town. Maybe even in a wooded area.... I can hear it breathe!!! Nice production, too! Good stuff! Very Thief-y!
  9. Be sure to check out this thread for needed animations: http://forums.thedarkmod.com/index.php?showtopic=1650
  10. Hi there. I'm in a fairly good mood right now, and I thought that having a public discussion directed to all these frequenters to the Dark Mod forums about the missions that I know we are just itching to start on. I'll begin with my own plan. Mission Title: "Opening Night" This mission came to me one late night with a friend when we were musing--after playing a mission by the name of Equilibrium--what the perfect Thief mission would be. We were particularly taking it seriously, but our little brain storm hatched an idea. Setting the Stage: We felt that the horror of the mechanist's impact on the City was left relatively untouched by the main story. We wanted to tell a story of the breaking of a man, of oppression of the poor the mechanists exerted, and the height of their power. We thought about whole neighborhoods in the slums being closed off, the people either arrested in their homes or wiped out to be carried into carriages to later be turned into servants. While this wasn't necessarily discussed in Thief 2, we felt that it gave a different picture of the Mechanists. The tightening of curfews and laws, and with Truart out of the picture, the Mechanists take advantage of the opportunity to directly close an iron fist of control around the poor classes. Thus, the story is how the main character, forced into thievery because of poverty, finds his wife dead, his neighborhood smoldering, his home ruined, and everything he knew finally destroyed, and thus the path of the destruction of his own soul. He eventually is approached by an interesting entity with a simple proposition: the infiltration of the new Opera house, and the assassination of the diva at the climax of her performance from one of the box seats with a crossbow, the girl who happens to be Karras's beloved niece. However, the consequences of the action sets a new stage: the final breaking of Karras's sanity, and his impending rage against this world--leading up to the decision to destroy it. The Mission Itself: The entire mission was supposed to draw direct references from musical, opera, and theatre lore--the mission design based upon the most famous opera house in the world: La Scala. With heavy Italian architecture, and references to the Romantic period of the 19th century such as The Count of Monte Cristo, Chopin, Beethoven, and many others. Incidentally, we were planning on using snippets from the opera "Robert Le Diable", the first romantic opera, that would set a small soundtrack for the level as the player sneaks his way through. We planned on a secret tunnel that leads down into a sewers like system in the basement, and thus a new optional objective "Steal the phantom's mask". I'm sure you will understand this reference. Some of the other interesting quirks of the mission will be eavesdropping on the conversations that run behind the closed doors of the balconies. We imagined a frustrated conversation between Karras and a work bot to lighten the mood. The Climax, as this is a drama naturally, would be the escape. After the diva is shot with the arrow, fall dramatically on stage, the player will have many escape roots that lead to the roof. Probably one of the more dramatic being using the chandeliers hanging from the roof as rope arrows and swinging up to the glass dome while guards fire arrows after you. And finally, once on the roof, the player goes roof hopping to reach the docks, where he has prepared a ship to leave the city finally, and the mechanists decide that their new firework display, designed as a surprise to the attendants at the end of the performance, would be better suited to try to fire at you. Full of triggers, I know that Dromed could have handled it provided that we divvy the mission up into two parts (Opening Night, and the escape). However, I'm worried the Doom 3's detail will severely limit the ability to make this mission run smoothly (I imagine that it will have to be partitioned in several places). This probably isn't the time to mention I don't have level building experience lol. What are your mission ideas for The Dark Mod?
  11. Yep, we're already going to do this: http://forums.thedarkmod.com/index.php?showt...indpost&p=11432 (That's a private board, someone can quote it if they want) Yes you'll never get rid of all exploit's 100%, but you need to minimise it, and some of us feel this would be too big an exploit. In my opinion, the goal of any game where you have an opponent is to look for weaknesses in your opponent and exploit those weaknesses. In a real life sport game, the rules of what you can and cannot do are clearly defined. In a video game, you are left to your own devices to work out what you can and cannot do, and this is where I think a lot of fun comes from. You won't know it's an exploit till you exploit, so you can't blame people for looking for exploits because I think tha'ts what we're supposed to be doing in a game. For me, every additionaly exploit I have to ignore makes me less immersed.
  12. There were a few different exploits, but those weren't the only considerations. There would be a tremendous amount of work involved. I know we've discussed this already in the public forums, but to briefly summarize: There are lots of pathfinding exploits. AI is halfway down ladder, thief blocks ladder at bottom. What does AI do? Or the AI is just at the top, but the thief stands in the way. AI is still on the ladder so cannot draw a weapon, so what do they do? AI catches thief while both are on ladder. What does AI do? Combat on ladders would require an entirely different set of coding and animations (two sets, actually one for going up and one for down). There's the kill/ko guard while on ladder exploit, as you mentioned, which can be used against multiple guards. Many types of ladders require the player to turn around and jump off at the top to reach the next level. How does the AI handle this? Anyway, that's several of the problems. Solving them seemed to require either a large amount of work or an immersion-breaking 'fix'. As for mantling, I don't know how difficult it would be to program.
  13. The domain will be transferred in an hour or so and the forums will be closed until the new DNS settings have kicked in.
  14. I like it, too -- has the T2 feel to it. It looks a little awkward, though -- as maybe he'd tip over on his head. But maybe that's what's giving him character? I just see a baancing issue. There was an idea to give bi-pedal bots an extra joint -- similar to how an animal's hind legs work. Not sure what everyone else wants though. I admit my sketch here isn't the best, and we all agree it shouldn't look like he's wearing Nike's®, but maybe this helps to show you what I mean: Source: http://forums.thedarkmod.com/index.php?showt...indpost&p=32776 I also feel your bot should have bigger, more stable foot pads.
  15. I'm loosely a fan, read some good stories like At the Mountains of Madness and Shadow over Innsmouth. My gf is a lovecraft uber fan. She hangs out as a regular in the Call of Cthulhu: Dark Corners of the Earth forums. Ia Ia Cthulhu ftagn!!
  16. Hm my post didn't go through? Wierd. I was saying we should move the discussion here http://forums.thedarkmod.com/index.php?showt...t=0entry37402
  17. I was just following the description, is this link the most recent information concerning necromancers? http://forums.thedarkmod.com/index.php?showtopic=2089
  18. oDDity

    Weapons

    I don't know how prop attacthments are handled in Doom 3, I suppose I'll have to check at doom3world forums to se if anyone has any info, but there are lots of prop attachments like cups and spanners that the ai can hold, I'd guess it's just attached to the hand bone. I'm not sure why you'd want a city watch to be using a hammer, or a servant using a sword anyway. I think it's much better to have diversity in the characters than have them all use the same skeleton and animations. That means I have to start bulding them all around a seketon template like in Nightblade, which kills creativity.
  19. The mod's obviously don't want a shit throwing contest, so I'll defer to them. As a matter of pride, I will say that I'm not finished argueing, but I'll only respond to one final thing: That is precisely my point. Outside isn't a game, which is why it's reality. Although the statement itself is, I admit, narrow, it was (I thought) sufficient IN GENERAL TERMS to explain my thesis. Realism is an ABSOLUTE representation of reality, as was the holodeck...though I will remind you that the holodeck, as well as star trek itself, isn't real. When we as a species can create a fully realized, three dimensional game world that can be recognized by all five senses as being indistinct for reality, then I will be more than happy to defer to your arguement. I will also say to Mr. B that although my tone was obtuse, I was not outright insulting. People on forums have a tendancy to say things to a faceless name they wouldn't normally say to a nameless face. Keep that in mind next time you throw feces at your monitor. Sorry to derail the thread. Hylix.
  20. Egads. I hadn't seen this until just now. Yes, remove any mention of "Thief" or "Garrett" in relation to Dark Mod. If you're using it on other forums, remove the "Thief" title from there as well. We are more than happy that you are eager to help promote us but this kind of promotion will get us shut down and the last year of work will have been for nothing. As the others have stated, this is not Thief. I also mentioned in a previous post that we can not have the name Garrett associated with this mod, so please do not refer to the character as such. We appreciate the enthusiasm but careless disregard for someone elses property will get us slapped with a court order faster than you can say.... Edit: Signature removed until it has been edited.
  21. I'm not sure about the latest animation. It seems like a much too agile jump for someone in restrictive armour. My suggestion would be to make it more of a lean-step than a jump. It doesn't have to be quite that fast either. The idea is that the AI will use this when a character points a bow at them, so it's not like they're trying to dodge an arrow already in flight. I'm going to start a thread elsewhere about the weapon issue, since we do need to decide how that's going to be done. There is a thread for installing CVS, http://forums.thedarkmod.com/index.php?showtopic=359 but most people have run into problems at one point or another, so don't be afraid to ask for help.
  22. BT, I would hold off on converting the textures to JPG. I need to make sure everyone has read this thread. http://forums.thedarkmod.com/index.php?showt...=25entry36852 ...and this. New Texture Guidelines I would like to keep the texture process as uncomplicated as possible. We have to consider that we will want to keep a back up of the super hi-res on CVS as well as the TGA RLE versions. The Ultra hi-res respository would only be accessed by texture artists who are uploading. [this just needs to be setup as a separate repository like Darkmod_Src] The TGA RLE compressed repository would reside within the mod...or at least that's what I'm suggesting...as it would be a seamless transition and I've finished cleaning up the repositories this week. [i have completed this transition as of yesterday] If we're still considering a JPG repository, then that will mean three versions of the textures on CVS and I'm not sure that's the best use of our resources. The TGA RLE versions have brought the entire mod down to a managable level and doesn't require any filters or reconfiguration.
  23. And see this thread. Renz normal mapped this and it looks like the mortar is protruding - and it was, it had to be inverted. http://forums.thedarkmod.com/index.php?showtopic=2137&st=100# It seems that renderbumpflat makes them look inside out, and renderbump and the nvidia normal mapper makes them look 'normal'.
  24. Heh, when you eventually get going, you really put some effort into it) YOu have a great feel for the style of Thiefy architecture. No one can upload to the forums BTW, that upload dialogue is as redundant as you appendix.
  25. Heres another city streets concept with a quick lighting study. Also: Does anyone know why I can't upload images to the forums? I have to link all of these to my own webspace to show them, which is fine, but I will run out of space someday.
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