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  1. I'd never actually do it. I was just talking out loud about an idea. I can't imagine any kind of scenario, even in the context of really challenging the most elite of Thief players, where ultra alert enemies would be fun. I kind of liked the humorous possibilities of a warehouse full of jittery guards hyped up on caffeine but it would suck to have to actually play through something like that. I think one has to be extremely careful about "being cruel" to the player. It can be done and can be fun if well thought out. I think of all those bad FMs I've played where the designer makes a chest with a lock that takes forever to open and it turns out to be empty or contain something heavy that makes a loud noise when dropped or explodes or something like that. Just the designer's cruel little joke. Ha ha. What fun. One of my favorite "cruel" tricks ever played in a computer game was the original NOLF. In an area with an object protected by laser sensors, each pathway you traversed contained increasingly more complex moving laser beams. The first one was a breeze, just hop over one or two and turn the corner to the next passage where there were a few more lasers that were a bit harder to get past. The next to the last one was a torment. You had to time things just right, hop over this laser beam just when that other one was spweeping away from you. Took me a long time until I finally made it to a safe place. Then I breathe a sigh of relief, turn the corner, and there is the last passageway, filled with an INSANE amount of lasers sweeping up and down, across, intersecting in dozens of places--completely and TOTALLY untraversable. I just laughed so loud when I saw that. Oh you have GOT to be kidding me! I can imagine some poor players trying to get past there time and time again until they noticed, hours later, the secret panel in the floor just under their feet. Now THAT was cruel in a fun way.
  2. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  3. Hi Komag Your welcome mate, it was designed to make a point, I thought you might like it. So what execly is involved in doing a contest then..? would I be able to do it for you on your behalf etc, or is it far more complicated than that..? btw. ever thought of putting a forum on your website..? a nice simple one, no gifs/images/smiles etc so as to keep your bandwidth down etc.. I did think of this, but I didnt think you would have the editor ready enough for this..? Yet more support 4 u komag http://www.ttlg.com/forums/showthread.php?t=109033
  4. To save you the trouble of looking for it, the link to the full text of Abelard's memoir is here: http://www.fordham.edu/halsall/basis/abelard-histcal.html Aside from being helpful, I just enjoy the surreal aspect of linking to a 12-century tract as a way to "contribute" to a thread on the evolution of the eye. Gotta love these forums.
  5. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  6. Hi Komag The word is spreading about the contest on ttlg. http://www.ttlg.com/forums/showthread.php?t=108995 So far 64 people have voted to say they think komag should keep doing what he does best :-) And the following threads in the ttlg mission section, classic :-) http://www.ttlg.com/forums/showthread.php?t=109045, 109046, 109037, 109033 , etc biker
  7. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well. Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details. Don't worry too much about making great textures for the model, I can always go over and improve them later.
  8. Just one thing though, can he assure that he won't disappear without a trace like he did back then? He was'nt on the forums for almost half a year. Not being an ass, it's just annoying seeing people join and then disappear.
  9. Yeah he posted about applying a while back on the public forums, good to see he finally applied I remember those shots and they were quite good imo, he has my vote
  10. http://ttlg.com/forums/showthread.php?t=108785 Some free app to help make plants.
  11. See here for update on next due date http://forums.thedarkmod.com/index.php?showtopic=4285 I made some progress, I'm making a set up so that they can all be the right size according to the chart Spring made. Also I'm trying to streamline the workflow so it's easier to export models. Currently, you have to manually edit the MD5mesh files to point the each material to the correct entries in the mtr file (time consuming...), but I think I can set it up so this happens automatically on export.
  12. Alright I'm going to make re-sizing the next thing I do. It's in my schedule. Check my todo list for update. http://forums.thedarkmod.com/index.php?showtopic=4285
  13. I just browsed Doom3world and there I found this sad news: http://sapphirescar.marsmodule.com/forums/...opic.php?t=1652 Well, the link is to the SS forum, but I found it on D3world first, in case you are wondering. Saphire Scar announced that they will stop production on their mod, which means that yet another one of the big mods is down.
  14. Ok, so far we have the following tasks that need to be done, before we can start doing any new animations. Domarius has volunteered to do everything that anyone else doesn't sign up for, but with only one person working on these we won't be done until a year from now. Any other volunteers? 1. Current models need to have heads separated. http://forums.thedarkmod.com/index.php?showtopic=4331 assigned to: Domarius. 2. Current models need to have hands replaced with low-poly hands. http://forums.thedarkmod.com/index.php?showtopic=4330 assigned to: nobody 3. Models need to be resized. http://forums.thedarkmod.com/index.php?showt...=4222&st=25 assigned to: Domarius 4. Weapons need to be removed from models. http://forums.thedarkmod.com/index.php?showtopic=4332 assigned to: nobody 5. Robed characters need feet added. http://forums.thedarkmod.com/index.php?showtopic=4333 assigned to: nobody 6. AI models need to be split into submeshes for armour detection. http://forums.thedarkmod.com/index.php?showtopic=4335 assigned to: nobody
  15. I'm having some problems too, everytime I want to Post or Preview in the Private Forums, a message occurs. Edit: forget it, it's resolved now (the server or the server does not like the term "g plus plus" (the compiler name with the actual plus characters)...)
  16. I remember coming across glossmaps on the doom3world forums & they got it working I think . I need to follow up on that to see if they actually did get it working. I was wondering if speculars could be other than grey scale I'll experiment with those.
  17. Thank you Sparhawk and the rest, once I get back from work I'll try and use your suggestions. If you hear a loud bang that's my C drive bursting...
  18. Well basically, having worked in companies before, I'm naturally mindful about saying anything about the project - because you're essentially speaking on behalf of the team, which you may not be in a best position to do. To be on the safe side, I don't consider myself that way at all, and leave it to NewHorizon. Never had a need to speak publically on the forums about it. Only to people I know personally. It shouldn't be too hard to realise you're speaking publically and use the "-like" and "inspired" suffixes.
  19. I don't think that any laywers are lurking here right now (well I probably wouldn't know it if he is smart). But in worst case it might happen that the forums have to be opened for them, so you shouldn't assume that this is a safe haven where you can say whatever you want. If the intentions of the mod have to be proven in court, a judge might easily order that the forum has to be made accessible.
  20. Obscurus, I had a collegue in one company who also was an ehtuisast for bikes, and the picture you draw here, is pretty much the same that I learned from him as well. So even though his is enthusiastic about it, he still managed to give me the fear of the price tags and I must say I believed him. He also told me, that he drove without leather often in the beginning, but then he had an accident, where he had it on, and he said, from that day on he would never go without it. If he hadn't had it strapped on that day, he would have a lot of injuries, so I wouldn't really go without it, but that's also quite an expensive part.
  21. I think the reason why some people (including me) are so fussy about it, is that if we're not it might get used on the public forums (ours and others) and that might be trouble.
  22. The Thief Universe is the single point of reference we are all familiar with, so it's only natural to refer to it in conversation. If you can imagine it there, you can imagine it in a Dark Mod universe. I used it to help try to drive my point home, since it wouldn't have the same impact or meaning if I said, "Imagine this hammer/gear in The Dark Mod!" Oh, forget it, why am I bothering. For any lawyers that may lurk in our internal forums and who may potentially whistle-blow us, I would like to take the time to clarify that any mention of "Thief Universe" is meant to be "Thief-like Universe." The Dark Mod aims to be a dark and moody stealth game inspired by the Thief series by Looking Glass Studios. It is not Thief and will not be Thief.
  23. You guys seen these for inspiration? http://www.ttlg.com/forums/showthread.php?t=108516
  24. It seems too active and loud for a stealth game and even a flythrough. I think having a zombie means lets have haevy metal...? Then again gleeful may like the music
  25. They do have a specific function (or nonspecific depending on your point of view). They can be used for meshes or walls which can't be said for the rest of tdm's textures, with a few exceptions. Sorry guys, but I'm going to rant . . . [rant] There's other reasons for pushing this idea though. A lot of people working on this mod do not have the skills to have a clean uvw map & this kind of urks me When I started looking at the textures for the models, I was astonished on how messy the textures looked, especially the characters. Another reason is I can't apply another skin to a model because the texture is model specific & if I don't like the look, I'd have to figure out how that modeler mapped the mesh & create a new texture and skin. With this idea, all I have to do is apply another gen* skin to it. The problem with a community mod is the skill levels of each person vary so the quality of the work varies. Some people submit textures that don't tile and others submit broken models. This causes grief down the road because someone has to take the time to fix these things which delays more important tasks. I can't imagine how much further this mod would be if things were close to being right the first time. For example, the character models are being redone so we can have facial expressions. This should have been brought to the table in the first place. Another thing that urks me are decisions that could have been made on certain features are not in the mod yet because people disagreed about it. UI design and the back story are a couple of those "features" that's been delayed due to disagreements. Either vote on it or just implement one of them until a concensus has been made.That's why most forums have voting features & I wonder why voting isn't utilized more often in this mod. I went against the design documents for the noisemaker because I didn't look that the design documents (I should have). But when I presented the new noisemaker design, the mod team liked it. That's one example of implementing something, without all the discussion/voting, that actually worked. It definately doesn't work all the time but it's something to keep in mind. *Good grief I have to stop complaining here, but here goes . . .* The Dark Mod is held in high esteem & high quality is expected by this mod. When those expectations are not met, people can be total asswipes: Sure were not going to please everyone but when any "pros" take a look behind the scenes, then we'll definately hear about it. I'm not saying GBM is a pro btw In short, I think we should be more consistant with voting proceedures because a lot of discussions so far have been counterproductive. Either that or just implement the damn thing. Don't get me wrong on community projects (or this one for that matter), I love them, but these problems rub me the wrong way. Sorry to keep being a thorn in the members' sides. [/rant]
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