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  1. I usually have something playing on Windows Media player while I'm modeling, Radiant'ing, reading the forums or chatting on IRC. Ranges from David Bowie to Radiohead to music from the game Outcast, etc. etc.
  2. It was actually pretty interesting, Springheel. If it were better implemented, according to what Ishtvan wrote, I guess it would've been better. I didn't really pay too much attention to it, since I was already distracted enough by gameplay issues going on (3rd-person, clunkiness, etc.). Imagine a meter -- with meter levels of, say, 1 thru 10. Depending on ambient noise (machines humming, thunder claps, ocean shore, etc.) it would rate it on the meter. So, for example, if you're near a machine it may register as a 4 on the scale. "4" would get a bright blip on the meter. Along with this, the meter would also keep track of the amount of sound *you* made when moving around or dropping stuff, etc. If your sound output stayed below the "4", then NCPs couldn't hear you. But if you made too much noise and registered as a 5 or above, then NCPs could hear you. It made me think we might want to try to incorporate something like this for Dark Mod. Otherwise, there's no way to really know how *loud* ambient noises really are in the environment you're walking around in and how much sound protection they provide.
  3. The texture reorganization is now complete, everything is sorted into it's own folder and the material files have been written. The new setup is as such: All textures are now under /darkmod so people will be able to sort ours out from Id's without much searching. A main hierarchy that someone can click to load all the texture themes all at once (pagan), with sub folders underneath (pagan/doors). Not much different than the previous layout, but now they're not sorted into material types such as wood, metal, blah. Crypt has been removed, all the textures there have been moved to interiors/castle. The interior folder is for generic sets of textures, like mansion_clean or mansion_dirty, castle, cathedral, and the like. More specific textures will be moved into their own folder. If you have something builder or pagan oriented it'll go into /pagan or /builder. Texture names have been shortened considerably. Instead of mansion_wall_brick03 or pagan_floor_wood1, it's now manwall03 or pagfloor01. Each set and subset has it's own material file, so pagan walls and pagan floors will be seperated. This way it's easy to add a texture type and keep everything organized. You have a pagan floor you wanna add? Throw it in the pagan floor material file. All _ed files have been removed totally, as have _d textures. Now both use the same texture, for a mansion wall diffuse it'll just be labeled manwall01.tga without any _ tags afterwords. Bumpmap and speculars still use _s and _local. For now I want the new structure sitting alongside the old until I get the maps ported over. Since they're all under /darkmod they won't conflict, and you'll still be able to look at the old stuff.
  4. There's another guy on the doom3world forums with exactly the same problem as you. I notcied his doom path was C:/Doom_III/ If your path is anything other than drive letter:/Doom3/ then that could well be the problem.
  5. If it helps, idChain is defined in /src/game/AFEntity (It stands for articulated figure entity) Also an interesting function you might want to look at to make the rope is: void idChain::BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld ) Apparently it needs the density to do a realistic hanging chain (ie, chain with heavier links is going to hang differently). So if you want nice behavior, you should put in the density of rope. I don't know that number off the top of my head I think I posted the density of modern nylon ropes somewhere in our private forums, but you probably want the density of medieval ropes which I guess were hemp or something. Also, I think origin is where it hangs down from.
  6. I finally got Redguard to work on WinXP. I'm very happy cos i love the game . Here are 2 screens from the game of the same place but with a slight change - in one the character is normal Cyrus. But in the other i've changed his model to be a skeleton (duh!). But anyway, if anyone wants to know how to make it run on XP (or other windows for that matter) tell me, cos fishing for it in the TES forums takes quite a while. Oh wait, I got a link However, the only problem is that it's all over the place in that thread so read it if you're interested. But anyway, here's the pics:
  7. NO the texture doesn't matter for this part. here's the dll I use. You may as well try it, in case yours is corrupt or something. Clutching at straws now) I think you may need to try for answewrs at the doom3world forums, since I can't think of anything else that might be the culprit. MayaImportx86_Maya60.zip
  8. Don't know anything about this, but did you check this thread in Docs? http://forums.thedarkmod.com/index.php?showtopic=1485
  9. What I'm saying is: putting the items at the side is pushing it in terms of size of 1 object. The larger the central object is, the more likely it is to block something out in the center (where people are usually looking, be it high up center or low down center). I think that's why a lot of HUDs put things at the corners. You don't often rely on looking at the corners of your screen, but I often like to see the whole center swath. It's also a priority issue: lightgem in the middle, where your eyes usually are looking: high priority information. Items at the corners: low priority information.. you don't need to check what items you have ALL the time, so you might as well put them somewhere you don't usually look at but can glance at quickly. The center (whole center swath I would argue) is somewhere you look at pretty much all the time. Why put relatively low priority indicators there? Another example of using the bottom center of the screen is seeing what surface you're walking on. Say there's a line of carpet on a tile floor, and you want to look up and watch AI's (who might even be higher up than you), but also in your "peripheral" vision make sure that you're not drifting off the carpet so you don't make a loud noise. Again I'm fine with the lightgem+health bar + compass combo in the center because it's pretty compact. Adding item icons on either side of that tho is pushing it IMO.
  10. You see, whatever link you click on the website, the url in the browser address bar stays http://www.thedarkmod.com. When you e.g. click on the Screenshot link, the url should change to http://www.mindplaces.com/darkmod/screenshots.php - but it stays www.thedarkmod.com. This means that the domain is masked. It's putting a frame around the website and loading content from mindplaces.com/darkmod. Read more here. It's no need to remove it, it's just a suggestion. However, when you click on the Forum link on the website, you are sent to the forums, but the url is still http://www.thedarkmod.com. This might confuse users who want to copy thread url's to paste elsewhere etc.
  11. Used to hang around ISA forums a while ago (ISA = Ion Storm Austin, right?). However that was before i played Thief 3
  12. We have both compasses. Just because one has been uploaded to CVS and the other hasn't we're suddenly not supporting it? http://forums.thedarkmod.com/index.php?showtopic=1192&st=100 It also doesn't make sense to change a decision reached over many, many discussions because one or two people restate their objections to it. Well, I'd like to hear what more people have to say about this. The last time we had this discussion there didn't seem to be much support for a combined lightgem/healthbar. I don't have strong feelings either way, although I don't care for the particular design you posted above. BTW, can I just mention how excited I am that we're arguing over the lightgem again? And here I was worried that we might have finally settled that issue.
  13. Not difficult, there is a freely downloadable version of it. You could also talk to der_ton from doomworld forums to get an idea of exactly what needs to be done on the coding, since he'd be able to save you a lot of time I'm sure.
  14. You should be able to see now the coding forums and documentation/design as well. If not please tell me. If it doesn't work right away, you might need to log out and login again to refresh your settings.
  15. I kinda finally realised, now that I have gotten back into fan missions for thief 1/2 and playing the first mission of CoSaS. I would be real kool to play the Dark Mod since the main character doesn't have a name or anything, game creators would have more flexibilty on thier missions as far as storyline (if there is one) would go, Their not tied down to using garrett thus use some other characters people come up with an creativitiy would go through the roof... or at least sneaking on the roof.......er whatever... I'd Imagine this has already been disscussed but hey, I absolutly CANNOT wait (well I can) for the Dark Mod to be released, cause it would be kick ass for a thief-oriented game for Linux! an it looks so damn good. So yeah.... can't wait to see Judging by te forums new format this game looks more or less like a dream come true! SO thanks Dark Mod team! (oh an yeah I kinda don't like the dagger in thief anymore..kinda promoted killing.. I got used to ghosting, an Oddity was right about that.) Roguetech
  16. This isn't really for the team's benefit, since we'll be on the forums no matter what they look like. But since we are starting to have more visitors to the public forums, it's nice to have the whole thing looking a little more professional.
  17. You'll notice some weird things happening with the forum colours for the next few days. The new website should be up in a matter of days, and I'm going to try to update the look of the forums to match. Unfortunately I can't preview changes before I make them, so if you notice some really, really bad colours, they're only temporary.
  18. Not many forums can have the luxury of allowing guest posting, and it's no wonder really. http://penny-arcade.com/view.php3?date=2004-03-19
  19. We have decided to disable guest's right to post on the forums. You can still view topics but if you want to post you will need to register.
  20. My opinion (though I'm sure it counts for little like most opinions) is that the release of the Deadly Shadows editor actually helps TDM. Why? well... Here's a quote from Krypt at the TTLG forums: I think it's apparent that no matter how great the future TDS FM's will be (and based on community precident, they will be great), the gameplay elements that were removed from TDS will be impossible to implement even WITH the SDK. Alot of people held high hopes for the TDS SDK not only for the ability to make brand new missions with the brand new engine, but primarily to re-implement gameplay dynamics (and some would call staples) of the Thief seiries that most believed the programmers were unable to fully realize due to time constraints, but that the elements themselves were still in fact latent in the editor itself. I think, even now with this new information, there are pioneering modders who are trying deperately to make a rope arrow or swim around. Unfortunately, water and rope arrows simply weren't programmed in at all. My point is that even if TDM is half as good as it appears it will be, it will feel more like Thief than it's Official sequel (TDS). People didn't moan and groan about no water and no rope arrows just because they wanted options, but because they wanted more of what they had come to expect...look how aggrevated fans of the Fallout series became when thier beloved RPG became a RTS sim. No matter how large the levels become, or how high-res you make the texures, it'll still be TDS. Once people start realising that they'll never have rope arrows and water and leaning forward etc, I think the community will be ready to try anything resembling a true Thief experience. Right now, TDM is our best bet. I think some of the TTLG crew bite at TDM because they care so much for the original programmers and creators of the "Official" thief sequel. Seems to me there'd be alittle trepidation at the thought a mod made by a bunch of guys on a game forum with no monetary incentive could make a better all around experience for free than a huge group of paid, established developers, many of which worked on previous iterations of the game, and force us to shell out $50 to play it. Just a thought. Or two. Hylix.
  21. There are tutorials on doom3world.org on how to get your own weapons into Doom3. http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 That is in the resource thread. If you don't have access there, Ive pasted my post here; http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, In-game models, etc.
  22. :lol: Just a few seconds ago I posted a similar thread in the models section. We should discuss this together, so we don't need to reorg every few months. http://forums.thedarkmod.com/index.php?showtopic=1335
  23. http://forums.thedarkmod.com/index.php?showt...indpost&p=19130
  24. In real life not EVERYBODY cries out loud. It depends on the circumstances how much noise is been done.
  25. How would you "see" me around EvilAvatar unless I registered? I don't think I need to post in the forums to be able to form a conscious opinion of the site.
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