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  1. That's not possible, sorry. But yes, the database-based marked-read system is awesome. I've upgraded the BCG Forums to vBulletin 3.5 which has the same feature, and now I can't live without it. AJAX is really usefull aswell (e.g. inline post editing).
  2. IPB (Invision Power Board) 2.1 Final was released 15 minutes ago. I'm going to upgrade this 2.04 forum to 2.1, as this will get us loads of new cool and reworked features. However, we will have to re-do the skin as there are so many template changes. Just keep that in mind, the forums might look a bit odd the first couple of days. I'm not sure when I will have time to perform the upgrade, might happen tonight or tomorrow. Discuss in this thread.
  3. IPB (Invision Power Board) 2.1 Final was released 15 minutes ago. I'm going to upgrade this 2.0.4 forum to version 2.1, as this will get us loads of new cool and reworked features. However, we will have to re-do the skin as there are so many template changes. Just keep that in mind, the forums might look a bit odd the first couple of days. I'm not sure when I will have time to perform the upgrade, might happen tonight or tomorrow. You can discuss this here.
  4. We don't have a rope arrow model yet. I've just updated the concept art: http://forums.thedarkmod.com/index.php?showtopic=2479
  5. In T2, there is a mention of a "Spiral Lamplighter" in a journal. I didn't know what a lamplighter was, so I Googled it. I can't find a 'spiral lamplighter', but I did turn up these for 'lamplighter'. It seemed like a cool idea of something we could implement for town scenarios. Civilians (or some guards) could walk around lighting lights as darkness falls (no pun intended ). I like the top picture best... http://www.junipercivic.com/berry/0303/lamplighter.html Of course, with some of the cool gas lights found in the Thief universe, lamplighters (the people) could actually also turn on the lamp gas and light the weird gas particle-effect balls that feed the lights rather than the actual lights... if that makes sense? T2 Book Entry: Source of this book quote and all others in T2: http://www.ttlg.com/forums/showthread.php?t=70803
  6. Lets you leave sitcky notes al over the internets!!! The guy who made it and the link to it and whatnot: http://www.penny-arcade.com/forums/viewtop...=197947&start=0 Go!
  7. Welcome to the world of us cheap Blender-heads! The Blender section of the Doom3world forums is great. There are also a lot of good tutorials you can link to right from the Blender website.Blender3d.org Also, check out elysuin.comhttp://www.elysiun.com/forum/index.php?sid=a63f5e236397f6d540aa72af74a929db there's a really good forum there, too. The learning curve can be pretty high, but if you're a good learner and put the effort into it, it shouldn't be too much of a problem. As for other open source shareware type of programs, you might want to look into gimp. I don't know too much about it as I have photoshop, but from what I understand it works well and does a good job for making textures and such. gimp
  8. The best place for you would be the Doom3world forums. You'll get all these answers and the hundred and one other quesitons you'll likely have. Blender has its own subforum there. Yes, you can use belnder to make your own models and put them n doom, but I'm not sure you can modify the existing ones and then expect them to flawlessly use the same default animations agian. It depends if the blender md5 importer imports the vertices in the correct order. I know the maya importer does not.
  9. mrdes

    Boiler Bot

    Damn I remember reading a huge discussion on CGTalk forums about how something just like this would walk properly but it was a long while ago and I forget it all heh. Not too sure if I could find it. I'm also disconnecting my internet tonight because I'm moving back into a dorm for the year tomorrow. Been really busy with packing and getting ready so I haven't had time to do much of anything lately.
  10. I've just discovered that the server seems to not send outgoing emails for whatever reason. This is obviosly bad because people signing up to the forums can't activate their accounts etc. I'm looking into it. If you are having problems (re-)activating your account, please email me: modetwo [at] night-blade [dot] com
  11. Just got back on the forums again..... Nice creepy ambient...... Especially the background moans/groans. The backwards voices sound like something that should be in "The Cradle." This would even work in an area that was just outside the city gates, or in a creepier part of town. Maybe even in a wooded area.... I can hear it breathe!!! Nice production, too! Good stuff! Very Thief-y!
  12. sorry, forgot my <sarcasm> tags! I actually like the idea of water beasties, although it's unrelated to my views on swimming guards.
  13. Be sure to check out this thread for needed animations: http://forums.thedarkmod.com/index.php?showtopic=1650
  14. Yep, we're already going to do this: http://forums.thedarkmod.com/index.php?showt...indpost&p=11432 (That's a private board, someone can quote it if they want) Yes you'll never get rid of all exploit's 100%, but you need to minimise it, and some of us feel this would be too big an exploit. In my opinion, the goal of any game where you have an opponent is to look for weaknesses in your opponent and exploit those weaknesses. In a real life sport game, the rules of what you can and cannot do are clearly defined. In a video game, you are left to your own devices to work out what you can and cannot do, and this is where I think a lot of fun comes from. You won't know it's an exploit till you exploit, so you can't blame people for looking for exploits because I think tha'ts what we're supposed to be doing in a game. For me, every additionaly exploit I have to ignore makes me less immersed.
  15. There were a few different exploits, but those weren't the only considerations. There would be a tremendous amount of work involved. I know we've discussed this already in the public forums, but to briefly summarize: There are lots of pathfinding exploits. AI is halfway down ladder, thief blocks ladder at bottom. What does AI do? Or the AI is just at the top, but the thief stands in the way. AI is still on the ladder so cannot draw a weapon, so what do they do? AI catches thief while both are on ladder. What does AI do? Combat on ladders would require an entirely different set of coding and animations (two sets, actually one for going up and one for down). There's the kill/ko guard while on ladder exploit, as you mentioned, which can be used against multiple guards. Many types of ladders require the player to turn around and jump off at the top to reach the next level. How does the AI handle this? Anyway, that's several of the problems. Solving them seemed to require either a large amount of work or an immersion-breaking 'fix'. As for mantling, I don't know how difficult it would be to program.
  16. "And in wars it seems that over 50% of soldiers ( I think it was even higher than that) do not shoot to kill." It is my understanding that they are not instructed to shoot to kill, anyway, as an enemy out of action but not dead requires less dealing with... or something. "Any object hitting the skull will generate a loud sound." As will any object falling on the floor, or on a table, or in the kitchen. The sound of a thump or bang is not going to attract much attention in a large house with all sorts of goings on. Even in a smaller house you don't get up at every bang and clatter, because things that go "bump" in the night are usually innocuous. Bull. Arrows are virtually silent in the air. From a high power bow that's been taken care of in order to be as silent as possible, the loudest sound is the arrow hitting the target, next a kind of spitting sound as the arrow leaves the bow. At point blank range, an arrow in the head would almost certainly be lethal. At more than 20 yards or so, less likely. However, if a Thief carries a bow, one can assume he is capable of using it. Otherwise, there is a lack of point in carrying it. And how many of those do you find knocking around a medieval mansion? Because you are now the master, you control these servants, and their lives or deaths. You know your violence has no real world effect, but it satisfies a need for vengeance, as it provides the same sensations vengeance would, only without the specific people in mind. When coworkers are getting it you, it really doesn't matter who it is - you are trying to switch roles with something, anything, and be master of it. It may not be productive but it gets some of the stress out of the system.
  17. Any object hitting the skull will generate a loud sound. Try it. A cosh soft enough to muffle the sound will be much less effective at inducing unconsciousness, and you might have a quiet whack, with a loud "ouch, that frickin hurt" to follow. Master bowman or not (and I think a master thief would have no need to be a master bowman), an arrow fired at point blank range will not guarantee lethality, even in the head. For a head or heart shot it might be 90 - 99%, anywhere else it will be a slow, drawn out, noisy death. Sure, you could be successful, but the risks that you won't, coupled with the cumbersome burden of carrying a bow and a quiver full of arrows mean that it would not be worth the thief's while to carry one. The sound of an arrow flying through the air is fairly distinctive - I have fired a few off myself, and the noise of an arrow in the air is pretty easy to pick, even from a distance (though granted, arrows can be made more quiet, but at the expense of accuracy). This is irrespective of the sound of the arrow hitting it's target. The point is that a real thief would not bother with a bow and arrow, because they want to be able to lithely slip between narrow objects, hide under beds and cupboards, and to do so without arrows and swords rattling around and getting in the way. They don't want to be weighed down any more than absolutely necessary so they can run like hell if they need to. A real thief would also drop their loot rather than get caught. OK, there are circumstances where a thief could get away with a stealthy kill, but a knife to the throat from behind should be sufficient, and while messy, the victim will only be able to gurgle and thrash around a bit - moderately noisy, but about as quiet as you can expect. The only weapon a thief should or would carry is a knife or dagger. Anything more is not only unnecessary, it is a burden that would detract from the main objective by increasing the risk of being captured and or killed. And the thief should not be able to carry 50 pounds worth of loot - maybe 15. Also, a real thief would be more inclined to pick up an object close at hand if there was no alternative to combat, and discard it after use. So I would rather be able to pick up a lump of wood or a metal bar to KO someone, then drop it afterwards, rather than have a BJ.
  18. Detailed instructions here: http://forums.thedarkmod.com/index.php?showtopic=1559 If it's not too difficult (and I suspect it's just a slight change in PS), could you include another colour or two? A neutral beige and perhaps a green would be good, just so authors can match the colours of other furniture. As for what to work on after that, our latest model request thread is here: http://forums.thedarkmod.com/index.php?act=S...st=0#entry35195
  19. The domain will be transferred in an hour or so and the forums will be closed until the new DNS settings have kicked in.
  20. "A short sword is not going to be quiet in RL if you keep banging it on things when you are sneaking about in the dark" With the scabbard bound to your leg it won't flap around like a wet fish, and being covered in leather it wouldn't make much sound even if it did. I find it hard to believe a cosh hitting a skull produces a "distinctive" sound. More like a soft thump, perhaps something heavy onto a carpet, or a book onto a desk. "and thesound of a person collapsing is pretty distinctive." The devs say we'll have to lower bodies to the floor anyway. "The bow and a quiver full of assorted arrows is a most cumbersome and bulky item for a thief to be carrying, and magic arrows aside it is pretty useless. Shooting someone with an arrow is unlikely to be stealthy unless you are lucky enough to get a head shot, and even then that is a gamble - many people have remained conscious after larger objects have embedded in the brain." From shortish range, the likelihood of both death and accuracy is high. Remember this thief is supposed to be a master bowman, not some joe off the street. "Arrows make a faily audible and distinct sound." Audible, yes. Distinct, no. Hitting wood, they tend to make a loud bang, as if someone knocked something hard against a wall. An arrow from long range tends to sound more like a knock or clatter While I've never heard an arrow hit someone's skull, I imagine the sound is quite similar to that of an arrow hitting wood. You have to remember that while a Thief may be acting suspiciously, those in the household will be quite used to bustle and noise, and would not be suspicious unless something occurred quite close by. "Engaging guards in any form of aggressive way attracts all the wrong kinds of attention." Engaging implies tackling head on. The surreptitious taking down of guards who are alone is something quite different. Incidentally, I wonder whether loadouts would be a good idea? A player could choose whether to carry weapons, and if so which. If they take too much gubbins then they become slower, as you did on TMA/DP when you took out the sword or bow. I think the idea was that you hid your weapons beneath a cloak when not in use so your profile was less likely to catch attention, but whatever - it would be an interesting choice to have to make, and might encourage people to take the stealthier option. If you thought you could manage without gas mines and so on, perhaps you could move very very fast and quietly...
  21. A short sword is not going to be quiet in RL if you keep banging it on things when you are sneaking about in the dark... A blackjack will be very loud if it is actually used - a blow to the skull generates a fairly decent noise, and thesound of a person collapsing is pretty distinctive. All of these items are very bulky and create a fairly obvious profile of a heavily armed person,, even if you can carry them qietly, they will weigh you down unnecessarily. And I never said anything about the sack being huge, quite the contrary, it would be relatively small, large items would have to be carried by hand. EDIT: If you pack coins tightly enough they will not make any noise, and I also favour more realistic loot collection limitations. The bow and a quiver full of assorted arrows is a most cumbersome and bulky item for a thief to be carrying, and magic arrows aside it is pretty useless. Shooting someone with an arrow is unlikely to be stealthy unless you are lucky enough to get a head shot, and even then that is a gamble - many people have remained conscious after larger objects have embedded in the brain. Arrows make a faily audible and distinct sound. I can handle the thief carrying flashbombs, they make sense, as do gas mines. Real thieves travel light, so they can run/hide easily. Carrying a sword, even a small one is a weight you don't need. Carrying a bow and arrows adds to your profile, and makes it more difficult to slip into narrow spaces. Engaging guards in any form of aggressive way attracts all the wrong kinds of attention. A modern RL thief might carry a pistol (obviously I am disregarding bank robbers who go for the hold up with a sawnoff shotgun approach), but they would discretely conceal this so they could walk down the street without attracting too much suspicion.
  22. Let's see...blackjack: quiet. Short sword: pretty quiet. Bow and arrows: moderately quiet. Huge sack full of coins, plates and goblets: pretty damn loud.
  23. The problem I think is that there is no real difference between stabbing someone in the back and blackjacking them. From a purely aesthetic point of view, I like blackjacking better as it's far less stylish to go around murdering people, but we still could drop the blackjack and have barely any difference. Switching to the side where I spout what I've heard the devs talking about, I believe they're considering/implementing very loud screams/yells/gurgles for dying people.
  24. I like it, too -- has the T2 feel to it. It looks a little awkward, though -- as maybe he'd tip over on his head. But maybe that's what's giving him character? I just see a baancing issue. There was an idea to give bi-pedal bots an extra joint -- similar to how an animal's hind legs work. Not sure what everyone else wants though. I admit my sketch here isn't the best, and we all agree it shouldn't look like he's wearing Nike's®, but maybe this helps to show you what I mean: Source: http://forums.thedarkmod.com/index.php?showt...indpost&p=32776 I also feel your bot should have bigger, more stable foot pads.
  25. What happened now? I posted a JPG image using the IMG tags. Does it not show for you? It shows up for me as the JPG image. Here's the URL of the image: http://www4.worldisround.com/photos/3/234/160.jpg Maybe their site is like Angelfire where links to images housed on their free servers don't reliably show up in forums. But are other postings of mine doing this, too... like the Angel Statue thread? I posted a series of images in there. Sorry, but it sounds like a forum, browser or 'worldisaround.com' issue to me.
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