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  1. http://www.cnn.com/2007/US/11/17/internet....e.ap/index.html Myself included. Considering in BCG forums I was not a good person and raged a lot. Will the internet ever have accountability? What would it take for such a measure to be passed? When is enough really enough? I guess you can say the freedom should never be taken away and the responsibility rests on the individuals and family. It sure does but could other measures be taken to protect people who are under 18 and really have a very limited view of what's out there? Should the internet be limited to those who are under 18 regardless of content for their own protection? hmmm
  2. http://www.ttlg.com/forums/showthread.php?...293#post1658293
  3. oDDity

    Beowulf 3D

    The CG isn't that good, in fact looking the trailers, a lot of it looks like the average level you see on forums like CG talk. The animation is good because its all motion capture and lip syncing. Judging only from trailers I've seen, I hated it, and never want to see it. It looked like dumbed down kiddies crap. I can't trust Komag's opinion since his ridiculous review of the Ice and Fire books.
  4. I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
  5. Dram

    Horse AF

    Well I've tried multiple times to set it up correctly, but now I'm just out of energy to try again. I'd love to animate the horse but unless the AF works correctly I cannot. I'm posting here in the hope that someone who knows how to set up the AF could take a crack at it so that I could finally animate the damned horse. Thanks to anyone who tries. Here's the link to the original thread, and it is also the direct link to the image of the bone hierarchy in the model: http://forums.thedarkmod.com/index.php?s=&am...st&p=130277
  6. The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
  7. Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
  8. Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
  9. Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
  10. add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
  11. I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
  12. I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
  13. There was, but there seemed to be a misunderstanding and he left to work on the opendarkengine project. From where I stand, it came down to complete and utter silliness. I messaged him at TTLG and invited him to work on the Dark Radiant renderer. His apparent assumption was that this meant access to the TDM assets, which it didn't. TDM and Dark Radiant are separate code bases, and you don't need TDM assets to work on the Dark Radiant Renderer...because it already works natively with Doom 3...which he obviously had because he was working on a doom 3 model something or another. If it was another part of Dark Radiant, like stim/response...then yes, I could see it...but not for the renderer. I know, I would like to see it improved too. I've been pouring over coding forums, it's not an easy sell.
  14. Hi! i did some search here on the forums and found nothing about the lock picking system, how is it going to be? sorry if it's in somewhere obvious, but I didn't find it.. lol i liked the way they did it in TDS, the originals were also nice, less fun though. oblivion on the other hand was really irritating, i always kept 200 lockpicks! and by the way, how do you guys feel about...hm.. I don't know if there's a term for it, 'modes'? ok, example. when you pick lock in TDS, the player enters in 'pick lock mode', climbing stairs are a mode, etc. thief games avoided whenever possible this modes, (tds had some.. but still few) wich is the most sensible thing to do, really! modes should be avoided. but used wisely modes can really add fun to a game. games that really abuse of this things are hitman, splintercell... and still they managed to came up with some nice improvements in gameplay that could be studied for TDM IMO. (obviously for future updates) there could be a special blackjacking (as an option to normal bj) where you would 'press/do/something' behind an enemy and it would knock him out already holding his waist and 'gently' laying him on the ground (by 'gently' i mean to avoid the noise of a giant guard fully armored dropping like a potato sack down the stairs).
  15. First off we have a new b trailer with lotsa nice gameplay. Mostly action with very little stealth though. There's only 1 vent crawl. http://www.gametrailers.com/search.php?s=b...movies&ac=1 (it's the 7 minute trailer I believe) Alternatively you can get it from fileplanet on HD make sure to run it on Divx if you do because windows media player lags like a bleep. Secondly I got this link from gamespot forums. It seems to be an online magazine featuring bioshock. IE 7 is ideal. Enjoy. http://cde.cerosmedia.com/f1c4558b762f5de9...7185c7f0117.cde Will check the magazine out later myself. Let me know what you guys think of this stuff. I found the 7 minute trailer to be very cool. I just hope that you can stealth through the game.
  16. Please also note that in f.i. Germany, the games are quite crippled/self-zensored, which means that you are basically forced to buy your Steam game via some foreign mercchant. (via an proxy in another country as Valve checks the IP!) However, do not try to get a refund for these games when you bought them via your credit card, as this will not only disable the game you bought (AND returned legally), but your entire account: From: http://www.slyck.com/forums/viewtopic.php?f=31&t=37355 So, they can simple turn around and deactivate all your bought games for no reason whatsoever. I think this is the reason why "software-as-a-paid-service" will fall flat on it's nose. Hopefully soon.
  17. Been lurking on these forums for about a year now and figured id sign up and offer to help in any way i can. Heres a couple of textures i've been working on, let me know if there any use to you mappers? Preview Download I know theres only 8 but i'll keep working on more if there up to your standards? Also i can model if thats any help, already done a few simple crates and world objects. I don't have any portfolio or anything, but if you wanna assign me a modeling/texturing test, fell free?
  18. Hey nightshifter, Welcome to the Dark Mod forums I'm glad you enjoyed the vid. Yes, please show us some screenies, I think anyone who had enough patience with Dromed will have more then enough for Dark Radiant
  19. The original was really only meant for me, but Dram posted it in the forums. There is smaller version available that is 50 megs. Coming soon.
  20. Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
  21. I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
  22. If what you've listed above is the same as the rgb/color keywords, then it won't really desaturate the colour, it will just move it closer to black (or white if you use an additive blend). It's definitely useful for creating new textures without the need for more files, however. http://forums.thedarkmod.com/index.php?showtopic=6170
  23. We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180
  24. *cough* Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there I think that would be quite damn good looking for display cabinets and stuff. Anyway - donno too much about shaders and the doom3 engine yet, but I will get there Just my 1.99c Serp
  25. Take a look at tdm_damage.def: there are a couple of damage types you can choose as argument of the response effect. For instance, a response effect to STIM_FIRE would take the damage_fire entityDef as argument. Or do you rather intend to define the damage entityDef on the stim itself than on the player? Well yes, I had this already implemented, but it was not accepted. I think it's in a thread somewhere in the Level Editing forum, but I might have to dig it up. edit: Here it is: http://forums.thedarkmod.com/index.php?s=&showtopic=5646 edit2: erm, wrong forum for this?
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