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  1. That problem already exists, as your hand starts out very close to the center of the screen already. In the example above, the problem is significantly reduced. Your hand is significantly lower than the 'target' (the blue dot). You would have to be lobbing the arrow really far to have to raise the hand high enough to block the target. Are these any different than the ones discussed here? http://forums.thedarkmod.com/index.php?s=&am...st&p=112160
  2. If you didn't work on them further, that's fine. I just thought they might have been partially done and forgotten about. I know some of our animators were looking for things to do...if that's still the case, we've been wanting to have a new bow animation similar to the one in this animated gif: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050 Basically, something that angles the bow like this: This change is meant to make sure the hand/bow does not block the player's ability to aim far away (in the example above, the arrow would hit the blue dot). It also ensures that the arrow is pointing towards where it will hit (to make it easier to aim). It may simply be a matter of moving/angling the existing fire animation, I don't know.
  3. Attention animators: This should not change things significantly for you, other than the name change to the export file: http://forums.thedarkmod.com/index.php?s=&am...st&p=189597
  4. Crispy

    Undead

    Eidos owns the copyright on burricks; therefore there are not, and will never be, any burricks in TDM. On a completely unrelated note, you may be interested in this search: http://forums.thedarkmod.com/index.php?act=S...ite=%2Bbelchers Belchers are on the "maybe v1.0" list mentioned earlier.
  5. The scripts are based on what was posted here: http://forums.thedarkmod.com/index.php?showtopic=7533 It's not like I have fully completed scripts sitting around hiding somewhere...I had to write them out in full when the opportunity presented itself. I'll be happy to do a couple more, thanks for the offer Gold. When do you need them by? Where is the outpost briefing, btw? I went through the .xd file while I was on vacation but I didn't see the briefing.
  6. There was this list from a while back: http://forums.thedarkmod.com/index.php?s=&am...st&p=149475
  7. Using first-person anims to help aiming is a tried and tested technique. I think someone mentioned on these forums a while back some game where you could use your avatar's left hand to help you aim grenades thrown with its right hand; it would basically point at the location where the grenade would impact. So if that can be done without too much issue then all the better. ^ However, I say the above not having tried combat recently, so take with a grain of salt.
  8. Dram

    Great job!

    Hello, welcome to the forums, and thanks for the encouraging comments The website is updated every now and then, usually when a lot piles up to update, while other things, like bug fixing, are not so interesting. As a little side note, it is now possible to have briefing videos (ala T1/2) before buying items etc. Should present some nice opportunities for great FM creators to pop in a video.
  9. Just so this isn't missed, there's an issue with the run animation and combat. AI can run while attacking, but the run animation makes them bend forward too far: http://forums.thedarkmod.com/index.php?s=&am...st&p=187521
  10. Dram

    Im new =)

    Hello, welcome to the forums Just a question, did you wish to help with the Dark Mod by being a programmer? Please clarify. Otherwise, if you are new to Dark Mod then feel free to check out the website for details and screenshots etc. http://www.thedarkmod.com
  11. It's strange that I never saw this. Because I'm always in cg forums and googling references in a daily basis! Just fixed that! It's one of the problems of detailing the parts separately, you lose notion of scale.
  12. Wow, I finally have a few minutes to hop on the forums and make this announcement to you guys. Milly gave birth to our first born, a son, on Sunday, June 7, weighing 8lbs 14 oz, and 21.5 inches long. We had a home birth! So our little boy was born right in our own bed in our new home which we only just moved into one week ago! I know it sounds sorta crazy, but we really were careful to research the risks and benefits of hospital birth in the US versus a professional midwife attended home birth, and it turns out that if you are a healthy woman with few or no risk factors, that a home birth is equally safe. (The hospitals here often actually introduce complications, leading to our ridiculously high 30% cesarean rate for instance) Now, his name ... you MUST believe me that this has NOTHING to do with Thief, and I even resisted it a little on that basis, but in the end Milly and I decided on "Garrett Sterling Ramsey". I know some of you are laughing your butts off over that, and I can't help but realize that it DOES look awfully funny for a huge Thief fan to name their kid after a computer a game, but the truth is that we like the name and I even almost decided against it due to the game, but then I just figured "Hey, we really like this name, and who cares what a few Thief fans online think", so we went with it. But we all know I'll still be calling him my sweet cute little thief.
  13. So if you just install D3 under Windows 7 64, it runs but with heavy flickering and sluggish control input (flickering is not fixed by turning vsync on). I read some forums, and saw various suggestions like run in compatibility mode, update drivers, etc. When I updated to the latest Catalyst, it wouldn't run at all complaining about "can't launch OpenGL." The suggestion I saw that did work for me was to install it in XP (already done on my old HD), then just run that executable from within Windows 7 (so no install under Win 7, no compatibility mode or anything). This worked. Hopefully this helps anyone else with that problem.
  14. Hi there, I downloaded Thief's Den and Tears of St. Lucia and started playing these missions. I really, really love them! Actually, I have nothing to complain, except this bloom problem (good things the forums exist so I know there's a solution) ... The Dark Mod has a true Thief-like feeling. I'm looking forward to try creating FMs...
  15. Neither the horse nor raven are really priorities for 1.0. There are still other animations needed for the human characters, aren't there? Last I checked we didn't have any archery animations yet. http://forums.thedarkmod.com/index.php?showt...;hl=draw++arrow
  16. Since you're a newbie then, I'll try to calmly explain something you might not fully appreciate regarding this: There is no such thing as "simply coding main game play mechanics". What seems at first like even the most basic mechanics, once you actually get into the code turns out to be something that will take months of hard, full time work, just to get it to do the job badly; then another few months to bug fix and clean it up. And that's just for one mechanic, when you need to have dozens on your list to do anything interesting. Once you get an appreciation for that, you start to realize just what you're really asking people to take on for your project. It's a tremendous amont of work even for the smallest thing. "Credit" isn't enough to motivate people. They have to share the same vision and be doing it for themselves, too. What you really want to find are a few people that are as committed and excited as you are to a new Deus Ex-type game, that are also newbies, but wanting to go on this journey with you too for their own reasons. Coming before some jaded old crusties like this group isn't the best place to start (who are anyway completely swamped with this mod!). Hit up some Deus Ex forums and find other people that have already thought of this idea. Because believe it or not, you're not the only one that's thought of doing this, and all of you need to find each other so your enthusiasm will all be pointed in the same direction. That's actually exactly where you should start; if you can't get something off the ground technically yourself, look for another Deus Ex Total Conversion mod that's close to what you're doing and start contributing your ideas and design plans, and build off their work. Edit: I should add a serious piece of advice. If you are really new at this, create a modest small mod you can do entirely by yourself, to learn the ropes ... a Doom 3 mod, a HL2 mod, a Deus Ex mod ... anything (preferably in the engine you want to do your TC in). And save your big ambitious plans for after you finish it off by yourself. You will be soooo much more experienced and know exaclty what the engine can do and what you're asking for when you make plans, that it will be 1000% improvement in your design plans. And you *can* learn every aspect of it to make a modest but full mod because complete tutorials exist for every engine. I'm serious about this. I wouldn't have known where to begin with some of my bigger plans now if I hadn't made some smaller stuff first completely by myself.
  17. Uh... good luck. The reality of the modding world is that whoever wants to get the ball rolling has to do the lion's share of work, especially at the beginning. And then if it's promising people will be attracted to that. You have to show them something first, not just ideas. That's not a criticism of your ideas; just basic advice. Yes the Doom 3 engine is very powerful and will be open source, so it's in a good position for doing total conversion types of things like you're talking about. Other engines might be good too; you have to research pros and cons. So if you're really serious about this, there are two roads, I think. 1. Lessen your ambitions to something you can do by yourself, like a Doom3 mod, HL2 mod, or Darkmod FM with some Deus Ex like features. You have all the Doom 3 scifi assets to work with, so it's not that crazy. Or a mod for another game. You'll have much better odds making something good from a basic mod than a total conversion. Very few ambitious TCs see the light of day. 2. Learn Doom 3 the hard way like we're all doing here, and make or design a big chunk of what you're thinking about on your own. Then when people see what you've done, they'll take you seriously. Or just the design outline of what features you want. The more technical specificity you go into, the more interesting it looks for other people. And there's no real shortcut to that. Download the SDK for Doom 3; get some Doom 3 mods to research how they did things; read the Doom 3 World forum. Everything you need to know is either documented out there somewhere, or is a new thing that you'd have to figure out for yourself anyway. Or make a few AI or objects on your own and post screenshots. I also don't think Darkmod code is going to be very helpful for your project either, since the games are so different. Even the expertise of the people that did it won't be so helpful for the same reason. To the extent they know some basic stuff, it's all documented in forums out there dedicated to it. And as for the Darkmod code itself, you'll be able to see it along with everybody else when it's released.
  18. Vista is known to run horribly on laptops...or just about anything really. It's a bloated hog. Get rid of it. If you can, install Windows Server 2003 sp2 and then run the server 2003 to xp conversion pack. http://www.jcxp.net/forums/index.php?showtopic=9290 That way you keep the stability and speed of 2k3, but the OS is then identified as XP...meaning no programs will refuse to run on it.
  19. I think we should set up an application thread. (just kidding). I'll update your permissions, so that you can access the member forums again. Note that we also have a bugtracker in the meantime, so you'll need an account there as well to see the TDM bugs. http://bugs.angua.at/
  20. Please see http://forums.thedarkmod.com/index.php?showt...st&p=186403 for why this isn't as easy as it sounds (it is actually easy, just a lot of work). It would also waste one extra entity per each candle/torch flame and I am not sure this is worth it
  21. Here we go: http://forums.thedarkmod.com/index.php?s=&am...st&p=142624 Those prefabs are still in the repo, and show how to use oscillating particles. Note that they appear to have the doubled light source and doubled particle issue (it'll be really bright and you'll see two particle flames; one moving, one not) which came up for some reason I can't remember (changed definitions?), but they're just an old prefab that shows how it works. Once we have a suitable, friendly, consistent candle system, we should get rid of the prefabs as they are former generation and buggy now.
  22. Here: http://forums.thedarkmod.com/index.php?s=&am...st&p=184930 Any developers know much about this? Could just try applying the rand_osc script to a particle; that might work. Or it might be barking up the wrong tree entirely.
  23. This raises the larger question...what standards do we use to decide which AI get released with 1.0? Do we release only characters that have been switched to the new skeleton? The builder priest and elite guard are not likely going to be converted in time, yet we have at least two maps (St. Lucia and Chalice, respectively) that use them. Do we switch those characters for something else to release (doesn't work well for St. Lucia)? All the A-Level characters on this list: http://forums.thedarkmod.com/index.php?showtopic=4712 will be ready, and maybe one or two from Level B.
  24. Discussed here: http://forums.thedarkmod.com/index.php?s=&am...st&p=185202 I had a go at this and I can see it working quite well, with a bit of tweaking and possibly a few different "frequencies" of cloudiness for ambients of different sizes. With a proper map the varied brightness could give the impression of general soft shadows that are not linked with any particular geometry.
  25. I don't have a maya version of the file. If you want to load it in Maya you'll need to download a md5mesh converter. http://forums.thedarkmod.com/index.php?showt...l=md5mesh++maya
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