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  1. Springheel

    Menuing

    Or... If you'd rather, you could work on the Objectives gui. It's quite easy and I can give you all the relevant graphics. You'll have to import a new font though (but wait until we're sure which one). http://forums.thedarkmod.com/index.php?showtopic=3808 What's your preference?
  2. After you have patched it to 1.3, you can apply my patch to update the functionality of the Doom e inspectors window. Just a simple fix to let you minimize it. http://forums.thedarkmod.com/index.php?showtopic=3086
  3. Springheel

    Menuing

    Well, you could work with Ishtvan on the Mission Statistics gui. I posted the concept in that thread. http://forums.thedarkmod.com/index.php?showtopic=3800 It uses the same background as these main menus, but you won't really need the graphics in order to start it, right? edit: Don't you have ftp access? I think that's where drumple is posting the menus.
  4. I don't have any particularly clever GUI ideas right now for a Mission Stat screen. I think once upon a time we had talked about doing something similar to a pirates-style summary, complete with graphics: http://forums.thedarkmod.com/index.php?showt...=618&hl=pirates That might be a little overly ambitious now. edit: Actually, scratch that. I DO have a clever idea. I'll put a mock-up together shortly. Ish, what mission statistics do we record?
  5. Here's the original thread that shows the comparison shots: http://forums.thedarkmod.com/index.php?showt...roadhead++arrow None of the screenshots showed the fletching of the new arrows which was why I missed them. I do like the shape of the head better, but I'm more comfortable with the size of the original arrow model. Resizing Dram's model might be the best option.
  6. FYI, we got a response from Randy in the other forum: http://www.ttlg.com/forums/showthread.php?...488#post1462488 I've (or at least a post of mine) never gotten a direct response from a dev, so sort of cool. Sounds like he's not as bitter in retrospect as I had expected. E.g., he recognized that other guys had gone on to do successful things, so it wasn't so much an inevitable clash of personalities but more situational. (I get the feeling he's maybe talking about Spector here? I'd agree it's hard to pin that guy down.) Sounds like a healthier attitude, anyway. He really does come across as sounding like he was going to bat for the fans and the situation soured against him. Something to keep in mind, I guess. I get the feeling the team we have here, for as boorish as it can be at times, has a much healthier environment than was the case for TDS (not a high bar to top, maybe). Not having the market/time pressure and having such a better engine to work with I'm sure helps, but probably also not letting your ambition run away to lose track of what you're doing.
  7. Dram

    Alot Of Topics

    Hello, and welcome to the forums I'll try and answer a few of your questions: If you liked Thief 1/2 (some parts of 3) then you'll like this mod Generally speaking we all loved Thief and are trying to recreate something similar in the D3 engine. Basically, we're making a Thief-ish mod for D3. I'm not sure if we discussed this on the dev forums but I think that if we added shields it would be a bit too much (it's bloody hard enough to hit the guard in the face etc with an arrow as it is). We don't have the random deformation water ala HL1 but we do have water like in HL2. The water effect atm looks very nice and because you'll be easily able to modify the textures etc, you can change the water to look different if you wish etc. Also, there's several types of water, or "liquids". You can easily make your own and this will be in a tutorial. While most people did have swords or whatever in the medieval ages, to see a thief suddenly pop out in front of you is very unnerving, plus he might look like an assassin to you, so you might just get scared shitless. Otherwise, it might be law that no swords to be worn in the street, who knows? In Thief 1/2 there were the Hammerites, which forged their own hammers etc. They also DO swing their creations at you In the DarkMod, the similar faction is Builders. While we are making a campaign later on, we're first releasing a toolset, so it'll be up to FM authors to create levels. So it's up to the FM maker to decide what happens Though we will release a few sample maps to try out an play. I'd love to see some daytime missions, but again, it's up to FM authors to make missions once the toolset comes out Yet again dependant on the FM creator, though we will provide a vast variety of meshes etc that you can use, such as wheelbarrows, etc. It is very easily possible to make a large city map though, so you can easily have several missions happen in the same map. With the sillhouette, don't know how feasible it is or not. The guards' acuity also depends on difficulty, so if you choose Expert, expect nasty surprises > Well we discussed this problem and I believe we came to the conclusion that AI will not climb ladders because it would be a bad idea (in their mind), such as the Thief can wait at the top and kill the guard as he climbs up. There were arguments for it of course, but I think the main issue was balancing it, so we decided against it. Expect better then Thief AI > The mod will be open-source, so you'll be able to mod in whatever you like. Though it's of course limited to free projects, so you can't make money from our free work Hope that answers it all for you
  8. Currently there is a problem with implementing items like torches as prefabs because names are preserved, thus messing up triggering. See: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=70114 Even if the torch problem is fixed in a programmatic way (*crosses fingers*), it would still be useful for other, non standard items, if DarkRadiant had logic built in to preserve assocations/relations, instead of names. E.g., a prefab made up of: torch_trigger_1 torch_light_1 would be "intelligently" duplicated as: torch_trigger_n torch_light_n Where I suppose n could be consecutive numbers within the map (perhaps the first lowest instance among all items within the prefab could be determined), or failing that, perhaps just a random number or string. For instance, "torch_trigger_356a" would rarely collide with another entity of the same name. If it did, the user would only need to generate another. Disclaimer: I don't know for sure this isn't already in GTKRadiant, as I don't currently have it installed.
  9. Just for pak, the two ambients I posted in the Team forums: http://208.49.149.118/TheDarkMod/audio/amb..._greenhouse.ogg http://208.49.149.118/TheDarkMod/audio/amb...s_cementary.ogg
  10. New Horizon

    Pushing

    Spring already mentioned the problems with AI waking up, and it is very much a programming issue...as much as a mapping issue. In addition to those problems, you're further encouraging the player to kill..because if the AI won't stay down, they're sure as hell not going to dick around with guards they supposedly knocked out and have to knock out repeatedly. The guards who wake up, would likely also bring in backup...so again, the player is slapped in the face for being stealthy. Knocking out guards is supposed to be a gameplay reward, for using stealth...over..murder. It also throws a wrench into the whole 'no kill' objective that crops up in higher difficulties...what if you're in a heavily populated map and the awakening guards make it next to impossible to finish without becoming completely frustrated? Yes, I know that this can come down to mapping as well, but it's pretty obvious that the gameplay would become severely unbalanced with re-awakening guards. The choice you make...regardless of how miniscule it might seem, is the difference between you being a Thief and a cold blooded killer. Killing AI is louder, more messy and (at least in TDM) more of a hassle...for those who are a little more determined to be a killer, they will just try harder. Blackjacking can still be tricky, but it is encouraged more because it carries moral implications...and the stats will let you know it...or a Failed Mission screen on higher difficulties. At any rate, we discussed the pros and cons to death within our internal dev forums. It's bad for gameplay. Sure, the initial waking up might not be hard...but the introduction of such AI behaviour creates a veritable hell storm of 'extra' gameplay issues to balance. It changes the nature of Thief style gameplay more than you might think...and balancing the system we're already familiar with is going to be challenging enough. It's a 'cool' idea, but not necessarily a good idea for what we're trying to accomplish. Maybe for a different type of game, but not for a Thief game.
  11. No it wasn't...I took it while playing around with the AI. (and it's there to show AI in action, not the map) There's discussion about head-turning here: http://forums.thedarkmod.com/index.php?showtopic=3705
  12. Oh jeez, I didn't mean to start WW3... Look, I just made the assumption, that since you a ) are promoting TDM as a freely available toolkit for making stealth based games and b ) have a public forum where non-contributing parties may discuss the mod, that there was an implicit invitation for ideas, comments, suggestions and criticisms, which I have obviously been making. Now if I am wrong in that respect, it begs the question as to why you have a public forum at all, after all, if you have discussed it all internally and made final decisions, discussing things on a public forum would seem to be a waste of your time, and you might as well close the public forums and just post progress updates on the website. And as Sparhawk says, why would I wan't to go through the process of putting a team together and starting my own project from scratch when there is a free toolkit in development which looks like it will fulfil most of my needs? And since you appear to be inviting public input, why wouldn't I make suggestions for things that would mean less work for me? I don't expect you to follow them up, but it would be nice if there was some serious discussion, not out of hand dismissal, or deliberate misinterpretation of what I am suggesting to avoid a properly considered response. @Domarius, at the risk of causing you a great deal of offense (and I promise you I don't mean to, I really have nothing against you personally), I have to agree with Sparhawk in so far as to say that you do come across as someone who has been formally educated in the creative arts, and it has been my experience that this type of education instills a certain mindset that does come across in your comments. I dropped out of a Fine Arts degree and switched to Science very quickly when I realised how quickly the formal Artistic education was eroding my creativity and ability to think outside the box. This type of education teaches you The Way as though you could formally define artistic works using a formula. this is why most of art, music and computer games come across to me as being formulaic. Don't get me wrong, I'm not trying to say that a formal education in Game Design (for example) is inherently bad, just that it teaches you a certain skills at the expense of some other skills, which are often more important for certain endevaours than the ones you may have been taught. I'm not saying that this applies to you, I don't know you, but I can only go on what you have written in these forums, and all I'm saying is, your comments are consistent with a certain school of thought which I have some difficulties with.
  13. Excuse me? Sorry, but that ticks me off a little bit. This is a Thief inspired toolset, and we appreciate fan input, but I personally don't appreciate people coming into our forums with an agenda and trying to force us to incorporate ideas, that we've already discussed and voted down years ago, in hopes of just being able to walk in after we've done all the hard work...just so you can 'test' some ideas. The Doom 3 SDK is openly available...and for that matter, the full Quake 3 source code is now available. You could gather your own team and create the technology by rewriting the engine with your own team...instead of pushing ideas on us. We've got a big enough workload without this crap. Sorry, I don't mean to be rude...but it really upsets me.
  14. Schatten

    Bioshock

    Just wanted to say, the TTLG staff has been granted an interview with Irrational and is collecting questions for them in a thread in the BioShock forums.
  15. Aww. http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=62289
  16. I've posted some concept art for this: http://forums.thedarkmod.com/index.php?showtopic=3760
  17. Welcome to the forums (8?]=
  18. Hmm, I don't know of a list, unless you're referring to BT's mansion floorplan post (which I doubt). http://forums.thedarkmod.com/index.php?showt...1038&hl=mansion
  19. ah, do you have that list of rooms requried in the mansion? Its hard to make a floorplan without them. I remember seeing a list somewhere (and i'm sure i printed it out), i hope its still on the forums.
  20. I was being silly. To tell you the truth I am unsure about the vibe of the forums, whether they are light hearted or serious. It is childish that comment I made. And I apologise. Sometimes I feel like my back is up against the wall here and I resort to what the great Japanese sword saint Miyamoto Musashi says with regards to dealing with multiple oponents. I have to check the graphics card at home. So loading is the only issue? Surely the more powerful the system, then shouldn't be affected by the loading times so much?
  21. First rule of Thief related forums: Don't take ZylonBanes comments to heart. He is always like that. Most of the time I like his comments though, because they go usually straight to the core.
  22. As I said I took ZylonBane's one personally, not anyone elses, and I was making a comparison, not a generalisation, as not all American teenagers are spoitl. Good for you if you're an American. Pity you obviously can't accept other people's opinions just like ZylonBane. Good thing Domarius and some of the others can. Ombrenuit, we were having a proper discussion about 3rd person modding, difficulty etc until it got sidetracked. Obviously there are a lot of jerks on these forums, you included mate. It's good to see that some of the folk from a certain country getting defensive and taking the whole thing personally, then changing it to race etc. I apologise to the good people from that country who've added to this topic in a thoughtful and nonabusive manner.
  23. We have the arrow models in Odd's pack, so perhaps someone should give them to drumple to use (or do we still need the low-res versions made?)? If we're going to be putting arrows into the game they might as well be the right ones. Here's the high-render shots (I think the gas arrow had been replaced with a cylindrical canister instead): Drumple, since you're playing around with the bow, any chance you could look into modifying the position of the hand/bow so that it doesn't block the spot you're aiming at? http://forums.thedarkmod.com/index.php?showtopic=3611 edit: Ah, here's the updated gas arrow and noise arrow:
  24. It's an honour to have Dom, Isht, and spar actively engaging in this thread. By the way, to humour you, I'm reading darkmod forums in Links after getting tired from learning bash scripting (I don't have X installed, nor do I really want to into my 32M of mem.) and it's nice to be able to quick reply and see that these forums are Links friendly.
  25. For anyone that doesn't know, Fingernail -- the guy at the top of the team listing here (ok, everyone should at least know that much, although I haven't seen him post so much in the public part of these forums lately, but anyway...) -- Fingernail valiently represented the UK guitar-players in fine style yesterday at the European UK young musicians competition and only missed winning by a clearly fixed vote , everyone I know that saw it agreed he was tops (all biased, of course) . He also happened to play some of my very favorite music in the world, manoche genteel aristocratic style classical guitar. So I thought I'd pop in the OT forum here to give a good shout out: Good show Fingernail!
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