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  1. No kidding I was reading about this on ttlg: http://www.ttlg.com/forums/showthread.php?t=109239
  2. Exactly. The levelling system is the single most stupid decision in the elder scrolls games. And, most everyone on their own forums bemoans it, too. Tons of mods attempt to fix it. But will they do it yet again in Elder Scrolls V? You can probably bet on it. Most places should be off-limits to n00bs. You should have to work up to it, otherwise where is the challenge and reward? Where is the sense of "wow, he kicked my ass... but I'll be back later and he'll be sorry!", or "I can't wait to see what's in that mountain"? It's all about stupid "open endedness" (lame wording for chaotic haphazard design) and reaching broad audiences with "let me have it NOW!" gameplay. The fact that you can go into an Oblivion gate and actually face similar level things and get out alive, as a first level character, is so moronic that it should automatically bring down all review scores by 20%.
  3. Is anyone taking care of these? http://forums.thedarkmod.com/index.php?showt...amp;#entry87842
  4. Doesn't work (package is not found/known) , that's why I compiled it myself in the first place. I will do a search on ubuntu forums and see if there is anything useful. The Synaptic package manager doesn't list anything like that either. edit: Ok, I found this package on a debian site and could install it after installing the dependent gtkglext1 package. DarkRadiant is booting now, seems like I can be coding again soon.
  5. I just got my mail and opened up the import box sets I ordered from UK - the Icewind Dale "3 In 1 Boxset" and Baldur's Gate "4 In 1 Boxset", so now I have them all! should I play the BG series, or IWD series first? I'm leaning toward BG Should I use the BG1Tutu deal? Are there any problems with that program? Is BG2 engine/graphics really that much better, or what would I be missing/getting? From reading their forums and stuff it seems that it works pretty good but is not perfect.
  6. Yeah, I'm keeping a list of problems & stuff as I find them: http://forums.thedarkmod.com/index.php?act=S...t=4651&st=0
  7. Also I'm not really in favour of locking thread just because they go offtopic. I always hate it when this happens in other forums, but human discussions are not as narrow minded as a forum tries to induce.
  8. There should be a separate mage character, though I can't remember what stage he was at in development. This isn't an in-game shot, by the looks of it. There are three mage*.lwo files in Odd's pack. http://forums.thedarkmod.com/index.php?showt...411&hl=mage There's an eliteguard.lwo was well, along with all the textures. He's the one on the middle in this in-game shot: http://www.mindplaces.com/darkmod/guards.jpg Oh, and I forgot to add the noblewoman to the list. She was already in-game with a couple animations at one point.
  9. So yep, to sum up - she can check the forums in the evenings, and she's given an email address and an MSN chat ID, which she's on most of the time too (outside of office hours). Plus she sits next to me at the office. So she's pretty contactable.
  10. You can use mine if you want, but I warn you; they are really not that small. Assume 1024x1024 min, some are a little smaller, but most are bigger. You can find the link here: http://forums.thedarkmod.com/index.php?showtopic=4622
  11. I submitted an article to Digg.com about the Dark Mod and I really need everyone's help to get this on the front page. If we can get TDM on the front page of digg, that means hundreds of thousands of people who didn't already know the mod even existed will now know.... including people that could assist in the development of the mod. Which means we may get to play it sooner.. and could end up being 100x better. So please... DIGG IT (link fixed, thanks Vadrosaul) http://tinyurl.com/mle5v Now I'm off to the Eidos forums to post the same thing. UPDATE: I guess there isn't a timeframe on Digg... but I read the TOS and I must have read it wrong... digg says it's still there after 1 day and 5 hours. I guess they just meant there must be activity on the topic within 24 hours. It's still going strong after 30 hours!! Keep them coming guys!! Keep digging it until it can't be dugg anymore
  12. Hi, I am working some textures that may help. They should be uploaded soon. http://www.ttlg.com/forums/showthread.php?t=109122 I had intended them for Thief DS, but I suppose they will work for The Dark Mod. I was going for the 1600-1800 look that was used in Thief 1. Take Care, BrendaEM
  13. You might find this thread useful: The Short List: the Best Gaming Videocards for the money - Tom's Hardware forums Obviously, you'll need to go for one of the AGP ones if you want to use it in your old board, and AGP cards are something of a dying breed now. All the newest inovations are PCI-E only.
  14. Ok, will try with one of those. I already read that thread as I can see those internal forums (since Wednesday I think). At first I thought I could have a try at Task No. 5 (Addition of "all light volumes" toolbar button), but it may be safer if I tried my marvellous skills at something that's not so mission-critical.
  15. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  16. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
  17. demagogue

    Bioshock

    Yes, I was just thinking how it's just like a dev to be dying to play his own game: http://forums.thedarkmod.com/index.php?showt...ost&p=85370
  18. demagogue

    Bioshock

    They've released another trailer for Bioshock and it's looking very good: ms.groovygecko.net/groovyg/clients/xbox/xbox_hb.wmv?wmcache=0 It's about 37 minutes in (right after the also very good looking Assassin's Creed demo, which is entirely in-game). for the ttlg thread on this: http://www.ttlg.com/forums/showthread.php?...447#post1506447 The Bioshock movie is prerendered, so you know; I'm not sure how much of it will make it in-game. But it's awesome nonetheless.
  19. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  20. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  21. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  22. 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
  23. 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.
  24. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  25. 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.
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