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  1. BrokenArts

    TTLG

    I still play Thief, so, the FM forums, Thief Gen, are the civilized places, and the editors guild. Don't diss the whole community because of comm chat, thats where the BS is, it can be brutal at times. Depends on your cup of tea, pick your battles. Sometimes its fun, and amusing too. I go in there, I pick and choose what I post to, and stay out of the BS. I know better. ~m2 hosts the server here, but, TTLG needs more overall. ~m2 probably couldn't handle the amount TTLG really needs. Its also The circle as well, not just TTLG.
  2. Quite so! I was never a fan of TTLG forums anyway. Around these parts, people are civilized.
  3. Maybe it's not a bug, but just a missing "feature". It could be that id Software just didn't think it would be useful to have ragdolls react to the player's movement. Or maybe they even left it out because it caused problems. I think obihb on the doom3world forums did some cloth-like ragdoll setups for his Wolfenstein Project some years ago. Those did also only react to shots, iirc.
  4. greebo

    TTLG

    This is the point where we should appreciate modetwo hosting our forums. There's been hardly an outage over the years.
  5. BrokenArts

    TTLG

    Here is the rundown from Daveh himself, admin of TTLG, he posted this on Eidos. Lot of people hang around Eidos Thief forum, even more so now that the forum is down. In the meantime, it doesn't look good, but, they will be back. Here is the thread to check out. http://forums.eidosgames.com/showthread.ph...5602&page=4
  6. [transferred from 'itches' thread going off topic] (subject: name of doc on bloodgate) Yes but TDM consists of a lot more than just entities and materials. I was thinking maybe Dark Mod Entity Reference (Entref for short) but if other types are added then I would say Dark Mod Assets Reference (DMAR) or Dark Mod Resources Reference (DMRR) A candidate for extending it is the models. See my old thread http://forums.thedarkmod.com/index.php?showt...ObjectsList.htm It became rather unworkable as a web page and I was hoping to provide the program but have not had time to progress it. The old zip file is still there for reference though. The main element is keyword index by meaning so if a mapper wanted a chain he could enter 'chain' in your search and hopefully find all the chains in the dungeon folder, plus the ones in doom assets (which I know you want to kill off) plus maybe you could include prefabs which serve a similar function. If a mapper wants a table there are prefab choices as well as models.
  7. After reading this guie it appears you also must enroll in an Ubuntu beta programme. Oh well. https://help.ubuntu.com/community/EC2StartersGuide Btw, I think the DR compiling thread should me moved out of this thread into its own thread. Could some admin please do this? Edit: See http://forums.thedarkmod.com/index.php?showt...st&p=174843.
  8. I am not sure you can do this with the commandline version but I might be wrong. I personally would use: * KDE: kftpgrabber * Gnome: use "Places -> connect to server" or use Nautilus as FTP client (I don't have Gnome, thats what I found in 5minutes reading the ubuntu forums http://ubuntuforums.org/showthread.php?t=241559 There is also "ncftp" (commandline version). You can also use "Midnight commander" (package "mc"), if you are working a lot on the console, it's a must-have,anyway and it should do a seamless "remote directory", I just haven't used that feature yet Last resort: I tried it with Firefox, but it doesn't seem to work at all. Edit: Found this one: http://mipagina.cantv.net/lem/perl/ftpsync (save as) it is a Perl script that can sync directories from server <-> local. Should come in handy
  9. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  10. Until I get more internal access (source code, forums), I'm tinkering with those Rope Arrow issues through the provided .script.
  11. @OrbWeaver: somebody on the public forums asked for a .deb package. Do you have time to assemble this for the most recent DarkRadiant 0.9.9 versions?
  12. It can be a bit overwhelming getting started. We have to set you up as a contributor and give you our mod source, then to atually test the mod source you'll need the mod itself, which is a huge download that takes a long time on our server. The whole process can take a few days. I think New Horizon was going to set up a contributor thread? Until then, you can get the Doom3 SDK and make sure you can compile it, if you haven't tried that already. There are various guides to getting started and what you'll need to compile the SDK at Doom3 modwiki (www.modwiki.net), and the Doom3world.org forums.
  13. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  14. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  15. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  16. This relates to this thread http://forums.thedarkmod.com/index.php?showt...st&p=173836 I can now duplicate this and have committed test/texture_loss.map. It contains just a patch mattress and pillow as a single func_static. It was created with the six sides of the mattress textured with sack1 and the pillow with singlebed1_mattress_grey. Both show fine in DR. I've tried to save selection as prefab, save selection as map, and also just save the map and all saved with the texture replaced by _default. But I suspect there are other factors. In other tests in a bigger map it was intermittent and sometimes just some sides replaced. And a simple brush cube would not lose this texture. I'll add to bugtracker.
  17. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  18. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  19. I just read this after my post from here: http://forums.thedarkmod.com/index.php?showtopic=8767 I think that's the cause, after making tga files instead of dds they look better. Again, nice textures, I'm sure using more from the master builder store in the future.
  20. Squill, you didn't update your changes to humanoid_base.def to SVN did you? I'm having the following problems: http://forums.thedarkmod.com/index.php?showtopic=8764
  21. Ohh yeaaah. The game is starting to shape up and looking better than anything before. Can't wait! http://forums.eidosgames.com/showthread.php?t=80886
  22. The nice thing is that you will be able to if YOU want to hug the wall Metal Gear Solid style and switch to third person. This is simply to get a better view sort of like Thief: Deadly Shadows. You don't have to do that though you can stay in first person. Checkout this FACTS thread so you get the run down on what we know. http://forums.eidosgames.com/showthread.php?t=80786
  23. I agree with most of your concerns. However was hiding in the shadows really realistic? Hopefully the cover system might be better but I will definitely miss hiding in the shadows. At least the sound propogation is still there. As for the auto health regen that is something I really didn't like seeing when they first posted it. That's the decision they have made though which does suck. Hopefully it won't be as bad as it sounds. For the weapons they got this to say. CHARACTER/AUGMENTATION DEVELOPMENT You do gain experience points throughout the game which you can use to either upgrade yourself or your weapons. It's a choice. There are many augmentations in the game so like the first one, you can choose how your character (Adam) develops I just want to see the demo in February, that will give us all a better view of everything. I already have a picture of my head in the game though with everything that's been revealed. EDIT IMPORTANT: Just got a reply from one of the Eidos staff. It appears I was mistaken by an article so the demonstration might be for press only and not shown to the public till later or at all. However I am pretty sure the press will write about said demonstration. (Feb 2009, date subject to change but so far on schedule, no intel to the contrary) P.S. Check out some new shots here. The sniper rifle looks sweet. http://forums.eidosgames.com/showthread.ph...886&page=19
  24. Some more work on the JS GUI for the doc, this time also updated the online version at http://bloodgate.com/mirrors/tdm/pub/doc/ * the entity list now has links to each entity * such a link leads to a new tab, which displays this entity with the spawnargs * this view also contains an inheritance chain showing the inheritance So now the new interactive version can do all what the old can, and more The new view has still some WIP issues: * the chain can overflow and this is not yet handled properly, also the list "entities that use the current entity" is still missing. * no inherited spawnargs are shown yet Anyway, comparisation between old and new: http://forums.thedarkmod.com/index.php?act=a...ost&id=2900
  25. Yes, there must be several ways. Just a quick look and I see there is s & r to spawn an entity and that has randomness - though I've not tried that particular effect. Just been wandering through your map. As you say, very basic but it's a good start of the learning process and even though small, you have made a complete map with the limited Den resources. This is the ideal size to start with - not too ambitious. Hope you persist, and with some guidance here, will improve. Not sure if you want a critique but it's boxy, too open-spaced without interesting architectural features but the layout is OK. Texturing scale can be improved here and there and so on but all that will come with practice and guidance. If you are interested in proceeding with mission-making in earnest then now is the time to start building FMs for the future. The Saint Lucia mission provides a lot more resources. The emphasis on beta mapping is coming to an end and we are now looking for real missions to be built! What is your inclination? Do you want to complete this mission with help? We can make suggestions. I would recommend it so you have some simple objectives, small story and one or two readables to carry it. Or begin anew? Have you followed the A-Z complete guide to mission building at http://wiki.thedarkmod.com/index.php/...uide_Start_Here! And of course the editing forum at http://forums.thedarkmod.com/index.php?showforum=54
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