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  1. Ok, I'm uploading part one 'laying out the basics' now to the Darkmod/tutorials' folder on the FTP. It's 30 minutes long and going to take about 4 hours to upload, since it's 60 mb and I'm still on this damn 56k:/ I encoded it as an swf flash movie, since it's half the size of an avi encoded with xvid and better quality. Just click on the html file to view it in a browser. The main point at this stage of the modleing is to keep the meshes as low poly as possible. Part 2 coming to a theatre near you soon!
  2. I personally found the fact that you couldn't blackjack a guard with his sword drawn in T3 annoying, and I don't think I was alone in that opinion. It was done right in T1&2 - as long as he doesn't know you're there, you should be able to jack him. (circle-strafe-in-dark bug not included)
  3. Just to prove to spar, it doesn't matter what you do with models, as long as they are triangles doom will accept it. Here's half the belcher model I thew in ((to textures yet) just to show you.
  4. Uh oh, I think you're getting a little too realistic for my tastes, Springheel I much enjoyed launching arrows across courtyards to take guards out from long distances. It was fun to draw the arrow back, aim high and hope you hit the dude from 200 feet (or whatever) away. That kind've stuff is fun for me in games. And I don't want to have to wait forever for the arrow to be drawn, etc. Taking everything away and making it a pure bow & arrow sim doesn't sound fun for me. As with most things, though, it all comes down to actually trying it. But on the surface, I don't think I'd like it.
  5. I agree with TYROT. I don't think any aim device is requied , not even a crosshair. THe crosshair stays in the center of you monitor anyway, it's not that difficult to imagie where the centre of the screen resides, now is it? I generally what this to be a hardcore mod anyway, though I understand it has to appeal to your generic neanderthal FPS fan, who probably can't be bothered dragging himself away from shooters long enough to shave the palms of his hands, nevermind appreciate a good stealth game. Trying to appeal to this type of gamer is precisely why T3 sucked.
  6. I proposed the idea of not having an aiming guide long ago, but was shot down. I think the majority of the people want it.
  7. dear oDDity, Man i was really dreaming this for so long Steve Worley + newtek = realtime Rendering within software...He is really a genius. Although proton is not giving so much secret about it but i sensed that they are much closer than ever... We can really hear shocking news from lightwave side.. Actually they are already about to update the rendering ..in 8.2 Im eagerly waiting.. Dear Sparkhawk Actually i was thinking the same thing.. I mean i never found any pictures or painting that archers were using a targeting device.. I mean may be we dont need it..in our version... The top of the arrow can give us a approximate targeting...What do you guys think? I mean should we stick with Thief 1 - 2 weapons or should we change them little bit. Everything is fine with me....Im just asking... best...
  8. :lol: That's hillarious. That has got to go into the quotes!! On the topic of the Belcher head. WOW! That's one scary ass beast. We had a discussion a long time ago about Belchers having a sac that inflated under their neck before they belched out the gas. Kind of like how a frog inflates. Just wondering if that's still on the table. It would look great on this creature.
  9. The performance hit is surprisingly little for transparency. I mean yes, if you created one long corridor with 200 gas lights in, you might get some stutter, but not with about 10 at once (and that's quite a high number to be onscreen at once).
  10. You could, but you wouldn't have to. I don't think Thief windows have every had curtains, have they? Something we can think about including, maybe. Shutters might be good, as long as they didn't obscure the view too much. We'll have to see what looks good when we put it together. But first I'd need a fully-furnished mansion room.
  11. As long as we don't make the run-of-the-mill lightning strikes stereotype.
  12. Jó napot kiwanok. Is that correct? It's quite a long time. Perfect. No problem We can use all kind of modelers so you don't need to do humans if you can't don't want to. I can't find any links to your artwork though. Can you provide some? Thanks!
  13. Yeah, I thoght about something like that too, but was afraid it might make the animation too long. But we could probably do the sounds in just a few seconds, then cue music. I like it.
  14. I doubt that they can copyright such single lines. As long as we record them ourselve it shouldn't matter.
  15. Are we allowed to use lines form original thief, as long as we record them ourselves? Lines can't be copyrighted, surely? There are some great classics like 'Come out out! We won't hurt you....much. We all have our favourites.
  16. I was just woindering how they can get away with using THief elements in their game? So, as long as you make a game using the Dark engine it's ok to do antything you like, but if you use another engine to make FMs then it's illegal? Has anyone actually contacted Eidos and asked them about this, or are we just assuming they wouldn't allow it? If they said it was ok, would you guys actully want to start using Thief names and laces?
  17. Basically the animation would happen over top of the text. The text would disappear as the animation began and appear as it finished. Since the animation is very fast (1 sec long) the eye won't really notice the change. NH, didn't Sledge say something about this at one point? Actually, I realized as I was typing that above that I wasn't assuming we would have the Thief's hand visible turning the page. That would increase the complexity a little bit and probably add a half second or so, but might be more reasonable, especially if he is supposed to be holding the book up in front of him. Thoughts?
  18. The books are interactive. After all the user must be able to turn pages when the text is to long. And one thing would be nice if we could add this. If we could include images into the book.
  19. Springheel

    Plate

    As long as we can make is shinier with a specular map, then that will be great!
  20. well I think we should first agree on one final structure - then I could manage this stuff as long as renz is not around. I could structure it on the ftp, but I won't upload everything in a rar - my bandwith and my traffic is still limited. would be great if someone else could do that from time to time for the 56k users - tgas compress VERY well !
  21. True, but while actually playing it wouldn't be in that position for very long. Also, this is an unskinned model. If the gem were skinned it would definately show up better than it is here.
  22. As long that the fileformat is understood by all our apps AND it can transport all the information that we will need, I don't care which one we should use. The only problem I see is if a fileformat doesn't support some specific things that may be supported by others.
  23. I think there may be some misunderstanding as to what Sparkhawk is proposing. In this instance the default straight on playerview would still be angled to appropriately see the northern tip of the compass. So when we're walking around it would look like this. It would only be when you looked up or down that the compass would tip accordingly. It shouldn't pose a problem really. It should work nicely I think as long as the underside of the compass and gem are detailed.
  24. As long as the gem is visible on the underside of the compass it should be fine. Having the compass identical on the bottom as it is on the top should solve that.
  25. It has to be lit from a non-game source, otherwise you wouldn't be able to read it in the dark. I'm not exactly sure how this is done. Perhaps it will be lit with a fullbright shader or something. I don't know. How are the little inventory items and healthbars going to be lit? I don't quite know what you mean. Do you mean for the turning of the compass? I suppose it could be done that way, as long as it isn't too jerky. You'll have to talk to Sparhawk about how that would work best. It depends on how he plans to code it.
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