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  1. *leaps back in to the forums* Are you guys getting paid by ID software for this shit? Because when you guys get a release date for it, I'm buying The Dark Mod. I might play D3, for a short while, but this is going to be the reason for it. Couple of things: Loved the trailer overall - esp. rope arrow swinginess and mantling. Bit jerky in places, physics were kind of weird, but as you say, this should be fixed later on. Make sure you get your old english perfect for the real thing. Anyone who's sung hymns has an almost intuitive grasp of that stuff. However, the quotation at the start was gut wrenching in its back-hearkening. And, if smooth highlighting is possible, it should be included for the polish it affords. On/off snapping of highlight will only remind people they're in a game - nothing in real life truly snaps instantly - even lights have a just-discernible period of brightening/fading. (I guess computer monitors and suchlike are exceptions )
  2. I have just discovered the other forums! It seem I have to reload the page to get them to apear? Anyhow, I've been working on some castle stuff as N.H. suggested, and yes, I will have a rumage through my older assets and upload stuff that seems to be in keeping with the spirit of the mod.
  3. Do you have access to the texture/models forums, Modern? Your stuff looks fantastic, and if you're willing I'd love to import some of those textures/models from your screenshots into the game right away. Specifically we've been wanting to get some more plants and old worn statues into the mix, and I noticed that you already had some excellent ones. And those bricks were great! Anyway, don't feel you have to stay here in the contribtor forum. Jump in!
  4. Oh god, not this again..... We already discussed this in the Dev forums and I believe we concluded that we won't be using fuck etc. I really don't care if they say fuck or damn, but I'd say using damn makes the game sound more sophisticated then fuck.
  5. I don't know whether it's available for the free video tutorials from: http://www.3dbuzz.com/vbforum/sv_dl_tr.php Scroll down. The forums may help there too. These may be of some use: http://www.newtek.com/lightwave/tutorials/
  6. Well, you'll have to tell him that. I'm just restating what he said here: http://forums.thedarkmod.com/index.php?showt...=3723&st=25 (near the bottom) Is this something that you know how to do, Dom? It's become quite important that we get it sorted out, especially for the player model, and I know Ish has at least four other things on his plate besides figuring out a resize hack.
  7. The company I'm hosted with is migrating all their servers from one datacentre to another. Instead of leasing servers from ThePlanet, they've now grown so much that they're able to buy their own hardware. This means a faster server for me at the same price. And because they change datacentres the hosting staff also gets physical access to the servers 24/7 - no more waiting for ThePlanet engineers to reboot a server if something goes awfully wrong (not that it ever does). I've already recieved the new account, and within 3 weeks I will have to migrate the websites over to the new server. This shouldn't have much impact on these forums tho, as I'm going to move everything over before I change the modetwo.net's IP-address. A few hours downtime at the most. This is just a heads up. I'll update this thread once I have an exact time I will do this.
  8. Considering MRYS' last post is here: http://forums.thedarkmod.com/index.php?s=&am...ost&p=64924 Coming up on three months ago, I guess we lost another one to the board monster? I think PinkDot is a friend of Bukary; might you have any information? This is really getting ridiculous and frustrating with so much talent signing up lately to just quit/vanish/get eaten/whatever.
  9. Hmm, something interesting. I haven't been able to do anything with zombie_base yet. Well, that's not true, I can import him into the game with a D3 brain, and he acts like a zombie--though he looks more like a skeleton. He doesn't have a head and I haven't been able to figure out how to attach one. The zombie_base def file also seems a little unusual--doesn't have a lot of the typical stuff. Well, then I noticed that a lot of the zombie models had red bits showing through in the editor, but didn't when you saw them in game. Turns out the red bits are the zombie_base model showing THROUGH the other model. (check out the pic at the top of this thread: http://forums.thedarkmod.com/index.php?showtopic=3944&st=0 ... you can see the red bits of the zombie_base model showing through on the chest and head, yet in-game those don't show up) Any guesses about what this means? It makes me think that zombie_base really is some kind of base class for zombies, containing all the generic animations (it is the only zombie that I've found with "get up" animations, and I know for a fact I saw other types get up during the game). I've kind of run out of ideas about how to test this hunch, however. Anyone have any ideas? At the very least, I'd like to be able to attach a head and include the zombie_base model/animations as another AI option, because this is the last zombie that looks useable for us without a lot of work.
  10. Damn, my christmas-special avatar is still here. That really shows after how many days I'm visiting these forums.
  11. We are currently drooling over your stuff in the contributor's forum. See if you can access this link: http://forums.thedarkmod.com/index.php?showt...amp;#entry74525
  12. Wow, those look really cool! Are they boths supposed to be valuable loot objects? Or is just gold supposed to be loot? Only asking because early on, we decided to add a little more specular sheen to objects (or most objects) that are supposed to be loot. This way they would stand out just a little more than just using color differentiation. I might be wrong, but both of the examples above look as though they have the same specular settings. Just thought I'd mention. Since they both have such exquisite appearance, and the silver's specular is comparable to gold's, so they both look valuable to me and I'd expect I could take both for loot Having added specular sheen to loot objects would help loot come in different colors, including silver -- not just gold. PS: I don't know if 'speculars' is the right word. Regardless, here was the previous conversation on it, for quick reference. http://forums.thedarkmod.com/index.php?s=&am...post&p=4249 I know you know what you're doing, BlackThief. Your objects look great and you participated in those past conversations; so you're probably 'on it' already
  13. I suppose it doesn't matter much if he can't see this thread anymore, but can someone give him access to the modelling and texture forums? He's working on a model right now and really should have access so he can post shots and ask for advice.
  14. I don't know what the proper permissions are...it doesn't make sense to have a contributor status that doesn't let them see the applicant forums though.
  15. Domarius

    Zombies

    It's been de-railed long enough. Take it here http://forums.thedarkmod.com/index.php?showtopic=3778
  16. I think TTLG's biggest problem is its age. Some people have been around for 7 years, and this shows especially in the lore related forums. At some point, you've seen the new threads that pop up all before. Another thing is that TTLG has, like every board, its own memes. Older members like to make reference to fun stuff of the past, or fool around in general - not very translucent for new members, who neither know the meme nor the member. I think a lot of the percieved aggression in ComChat originates in that. The actual number of the "omg stfu j00 suck l0l!!!!" people on TTLG is very low. At least of those who mean it like that - I'm getting somewhat tired of the (mostly) predictable LOL FUNKY INSIDE REFERENCE responses, too.
  17. yeah, it's the people once you get in, you can't stop also I find that no other forums can compare in the same way, somehow.
  18. I tend to agree. It's a long time since I remember there being any interesting dicussion on TTLG, either in the Thief forums or the general ones.
  19. oDDity

    Ttlg Down?

    Who gives a fuck, there are a million forums on the net, a lot of them better than that one. Take your pick.
  20. Hello there! I go by the nick Spitter in TTLG (and in your darkmod forums) and I'd be interested in joining your team as a beta mapper. My previous work with dromed can be previewed from my site http://thief.interstellarburst.com/levels/, with the T2 FM 'Saints and Thieves' being my most recent and showing most prominent signs of my skills as an editor. I've used Dromed since 1999 or so, so I have my share of editing experience with it. However, I'm quite sick of it by now so it's time to move on. As for Radiant, I picked it up a few months ago and I've been practicing it in form of a deathmatch map. I've reached the stage of an early beta release on it and I must say my interest in it is starting to fade, considering that the doom 3 deathmatch isn't exactly the sport of kings. Screenshots can be viewed here: http://www.interstellarburst.com/doom3/dm_totty.html and the beta itself can be downloaded from http://www.interstellarburst.com/jani/baet...totty_beta1.pk4 (just place it into /doom 3/base/). A word of warning: it IS still a beta, nevertheless, and it needs some cleaning up if I ever bother to actually release it. Hence there are some issues, namely odd disappearing brush surfaces (yeah thanks a lot for that, doom 3), no clip brushing (have your noclip ready if and when you get stuck), no sounds (it's a bit quiet) and the lighting in the yard needs work. Oh, and it doesn't really show up in the Create Server screen which is really odd and I have no idea what I fucked up in the .def file. All in all, however, it was great practice and I now feel very comfortable with Radiant. Waiting to hear back from you! Spitter jani@interstellarburst.com
  21. Hey, if they want to go ahead and draw lots of things with no expectation that they'll ever be used for anything, feel free. They can post their work in the public forums or you could post it for them here if you'd rather.
  22. Highres? I'm actually not sure whichever one is the real one. Isn't the highres stuff the really big bloated stuff? Like, 4Mb textures we panned a long while ago due to ridiculous sizes? Also, should we separate this stuff out of this thread and give it its own? Hold on, let me find where we jumped off the tracks. Edit: it looks like everything from here onward (or perhaps the next, but this is what started it): http://forums.thedarkmod.com/index.php?s=&am...ost&p=73270 is safe to move into a separate thread. If anyone would be willing/able to do that, of course.
  23. I'll help with textures! Look see, http://forums.thedarkmod.com/index.php?showt...=1878&st=50 I will make you textures! No maps or anything, but I can help in some way. The ones I made today are remincent of Thief Gold. A bit like the floor in http://www.mindplaces.com/darkmod/screen24.jpg. (I felt a "noes! I am guilty and must help these poor burdened people!" I just really want TDM to be as good as possible). And I will learn to map. Ordered D3. I'm no programmer though.
  24. That's no surprise, silly. http://forums.thedarkmod.com/index.php?s=&am...ost&p=64447 It's weird how after most kills, or physics actions, there is always a brief fraction-of-a-second pause, where either the model repositions itself or something intensive calculates, or something... is that a side effect of Havok or just in every Valve game ever? I remember HL1 suffered from terrible stuttering. Either way, looks great, as expected from Arkane. Too bad about you-know-what.
  25. Ishtvan, in case you didn't see this: http://forums.thedarkmod.com/index.php?showtopic=3965&hl=
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