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  1. Hey, New Horizon, sorry for not putting this on TTLG forums, but I thought this might be a quicker way to get to you. I'm strongly considering installing the Minimalist Project mod, but I'd like to know something about the visual/sound/tactile acuity of the guards. Do you think you could give me an approximation? I use Thiefbot, so if you could try using that scale, I'd appreicate it.
  2. We need to mobilise and get some animators. Post E3 convention, this is the perfect time, because 3 major titles are lined up to use D3 technology, and people are likely to want to get familiar with the tech and animating md5s and stuff for future modding and game development. And people are beginning to see the lovelyness of the engine, too. So, we need to hit all the forums, polycount, cgtalk, everything really.
  3. I have very limited experience with GTK radiant, but what limited experience I do have suggests that you havn't set it up to find the textures of whatever Quake 3 engine game you plan to edit with. I tried GTK to play around with MoH, and found it to be a very awkward and unintuitive piece of software, with a very steep learning curve. If you don't have any Q3 engine games installed, you could try making your own texture set, not sure how you would do this. To my knowledge, GTK Radiant does not come with any textures, they are supplied by them game(s) you are editing. Doom 3 support for GTK radiant seems to be at the alpha stage at the moment, so don't expect too much, and I don't honestly think it would be any better than the native D3 editor (but I havn't used either, so that is a bit of a guess). I would suggest that you go to the quaradiant website and see if you can post on their forums, I have a feeling that everyone here is either using the native D3 radiant, or have only used Dromed or UnrealEd if they have been messing about with Thievery. Sorry, that's all I can tell you, unless you want to know about UnrealEd
  4. Definitely kickass. We should get these up in the screenshot section of the website for people that are too lazy to browse the forums.
  5. Macsen

    Episode Iii

    I frequent two other forums beside this one, Politics Forum and Maes-E, and pretty much everyone on both of those loved it. Maybe there's something about this project that attracts the hypercritical. :lol:
  6. hehe...fair enough! Maybe we should start international forums..... or not
  7. Hello "Régebben irtal egy topicba, ahol modellezésről volt szó." hol? *Edit : jah leesett:)itt két lukkal arréb a jelentkezési oldalon.. "A beszélgetésünk megszakadt" tényleg nem emlékszem:) nah mindegy.. *Edit: Már emlékszem az SG.hu-n a Tds topicban szokott lenni szó a modrol,ott kérdezhetsz ugyis is járok oda. Ez az a topic amugy a forumon lehet privát üzenetet küldeni And for the others: This guy says we once spoken on a modelling related forum,and he wants to know some things about the mod but he is not too good in English..thats why he wants to speak with me. in my reply i told him about a hungarian forum where there are other people interested in the mod and that there he can find information translated.. also told him there is a Pm service on these forums..
  8. @ topic starter get off my forums plz
  9. According to GBM over on the T2X forums it's already on it's way up. All we have to do is wait for them to finish the upload and find a few dozen mirrors to help host it. That could take a little while, so, like GBM said in the same post, expect it about midday tomorrow.
  10. Ok, I'll make another file that's got no compression (still a JPG so you can just copy it off the forums)
  11. thx finger you posted the normal of the thief 2 style wallpaneling on the beta-forums - is this the final version? if it is I'll pick it up and combine it with the photoshoped normalmap.
  12. I don't really have a problem with a poll, but most forums don't take it well if your first posting is a poll.
  13. I think we're in relatively good shape for the milestone, in terms of props. We still have about forty models that need to be skinned and put in game, but we at least have enough to fill up a room. There is one model that still needs to be finished for the first milestone though: A door handle. Deep Omega modeled a few but I don't know that he ever put them on the ftp site. If he did, they still need to be skinned. Odd is busy with characters and animations, so Atti, Diego, Corth, or Fingernail, if you guys could get one handle in game that would be great. Am I correct that we can get them in-game now and animate them (for opening and lockpicking) later? Here are the ones Deep O did. http://forums.thedarkmod.com/index.php?showt...t=0entry18624
  14. We want to keep the website pages manageable in terms of size, so we don't always post everything there. Some is just a reward for those willing to hang around the forums.
  15. Im making some of the architeture with object's as the bsp seems to freak with some complex brushes(I dont know why) One object I made in max that shows what I mean is here http://forums.thedarkmod.com/index.php?showtopic=1845 Im just using one of the wall textures and applying it to my objects. The arched celler shown in that thread comprises of 9 objects with each of those having about 50 subobjects making the whole. While alot are the same shape and can share the same uvmap alot need a different uvmap. The reason Ive moved from max to lightwave, is the formats. The ase file for the whole celler comes out at 25mb where as the comparable lwo is 2mb (from a converted 3ds) Also as far as I can find I can only have one uvmap assigned to a surface.
  16. Hey all, long time thief fan and loved the dark mod from its very birth. Im Dram's brother. I saw the new bow cos my brother showed me, and i didnt like the way the fire arrows drop, the way all the arrows move very fast and the slanted angle and lack of aimer on the bow. Im sure you guys already argued this to death on the dev forums but i dont see much taken on board from the community here. The new bow and arrows are not much like in thief, i know its based on the real speeds of a medieval recurve short bow, but i for one really prefer that the bow had an aimer, that it drew back slowly, that the fire arrows flew straight and slow, and the way all the arrows flew slower then in real life - they feel like bullets now! a lot of people whined when thief 3 did this - i didnt like what thief 3 did either, but a lot did - it would be nice if we could get some public polls on this, and maybe on other major design decisions - these things are important to me and others who want to play the dark mod. Oh btw i really really love how its going - the music is great and the atmosphere is already feeling very thief like - i love the sound prop! i think most games underrate the importance of this! cheers --Tommo
  17. I can't begin to fathom how you can be part of any of the discussions that go on in the dev forums and seriously believe that we aren't making this "for the fans".
  18. When did we ever give the indication we wanted suggestions about the bow? The public forums are here for the express purpose of giving the public a chance to talk and give their opinions on things. But the idea that we should be polling the public before making "major design decisions" is ridiculous. The aiming guard was removed because it was modern and unnecessary. Bow zoom was kept because it simulates greater concentration as you aim (although I'll be turning it off). The bow is slanted because it is easier to knock and fire that way in real life, and it obscures less of the area you are aiming at on screen in the game. The speed of the arrow, time of the draw, etc, are all customizable and have not been tweaked to their final values yet.
  19. This forums' smilies are rather rubbish though. They convey a very small range of emotions. I usually just use the Thief smily because it's so ambigious.
  20. Heh, as far as Brian at Id is concerned, 'id makes games first, engines second'. Doom - the game. is beneath my contempt, it falls off the scale, it's underneath the barrel trying to scrape it's way in, so I won't bother. I already had a good go at it over at the doom3world forums anyway, so I'm cool now. Among other things, I accused shooter fans of being so dumb, they have to use pheromones to communicate. I enjoyed that one. Arguning with doom fans on a doom forum that doom isn't any good:lol:
  21. well if ever there was a forum on TTLG, we'd all need to be admins there to prevent a T3 flamewar and the fact that we actually KNOW what we made ourselves. IMO, it is somewhat better letting us handle it. But that's not to say I don't want the TTLG folks to be CRAZY MAD IN LOVE with Dark Mod, I obviously do; they are our main audience in one respect. But the forums as a whole are part of a much larger community, and we have to respect the Admin's wishes.
  22. You have a couple of talented art guys here. So they can reply to. But I can see why you guys think it is odd. But I collect feedback on about 5 forums so dont worry. One of them dedicated to WWII plus on deviantart. Cobra 6
  23. I also find it a little odd, given the sheer number of art forums out there. What kind of feedback do you expect to get here that you wouldn't get from an art forum? We only have a handful of 2d artists here. Thiefish art, or even generic fantasy, I could see, but WW2...?
  24. Jeez, haven't you considered that he prob has posted in dedicated art forums, but wants as much feedback as possible.
  25. Evil Avatar has an interview up with Emil Pagliarulo (amongst others), designer for Thief Gold, Thief II and T:DS and now the Elder Scrolls:Oblivion. here's the most interesting part for stealth-fans: "Jashin: Stealth, tell me about stealth in general. kathode: I'll let Emil handle this one, he's the Thief guy after all Emil: Well, the most important thing to remember about stealth in Oblivion is that, unlike in Thief or Splinter Cell, your ability is based as much on your skills (or more so) than it is the darkness level, or the sound you generate... Jashin: But darkness and noise level is still a factor, is it not? kathode: Absolutely, they are still factored in. But like combat, your character's skill plays a big role as well. Emil: If you approach a guy in total darkness, wearing soft leather boots, and your "Sneak" skill is 5 out of 100, he's going to see you, and he's going to kick your butt.... We've also given the player much better audio feedback for stealth. NPCs will react as they do in Thief or Splinter Cell, with unique spoken dialogue for spotting the player, THINKING they spotted the player, losing the player…that sort of thing. It's tough, you know. I'm playing Splinter Cell: Chaos Theory right now and it so, SO much like the classic Thief gameplay. Shadows and darkness are all important. But both Thief and Splinter Cell are games with one core gameplay mechanic -- stealth. Yeah, there's combat, but the game's primary development was in the area of stealth. In Oblivion, we need to deal with magic, dialogue, skills, etc. etc. In an RPG where you can play as ANY type of character, it's tough. bapenguin: It also becomes a balancing issue. If you focus too much on stealth, stealth may become too powerful, right? Jashin: Stealth is a game by itself. kathode: It can get that way, you're right. It doesn't mean we intentionally hobble it though. It just means that if stealth is really cool, we've got that much more pressure to make combat and magic really cool as well Emil: Yes, exactly. If we had a stealth model as good as that in Thief, where shadow was all powerful, an Orc in platemail could sneak up on a master assassin. One of the things I've been doing is utilizing the other core Oblivion systems to compliment the actual sneaking...let me explain. In Thief, Garrett doesn't talk to anyone in the world. Ever. He picks their pockets, knocks them out. But in Oblivion, the player can join the Dark Brotherhood and play as a character who CAN engage in dialogue. So what would you say to someone you need to kill? How could you use dialogue as a weapon, to intimidate, to trick, etc. I've been having a lot of fun doing stuff like that, and I'm really hoping the player will enjoy that type of flexibility in Jashin: Can I bluff and use my poker face? Bluff and get the best of a higher level character for instance? Emil: Possibly. All of that dialogue is unique, so it depends on the quest, the NPCs you're dealing with, etc. But you'll always have a few dialogue options. Jashin: Wow, the next Deus Ex, perhaps? bapenguin: As long as it's not Deus Ex II. Jashin: I can't imagine what you're suggesting. Emil: hehe" you can read the whole interview right here: http://www.evilavatar.com/forums/showthread.php?t=1356 kind regards gleeful
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