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  1. The title may mislead a bit, so let me expand on what I mean exactly. I've had this problem for a long time. When designing a building, I usually don't know exactly what to put inside it. For example, if I'm designing a police station, I know it takes interrogation rooms, a mess hall... office booths... cell blocks... and I'm already running out of ideas. It surely takes more stuff than that. I've been trying to design a museum and I'm having a bit of trouble deciding what to fit in it, besides the art galleries. I met a guy once who's job was specifically to plan this sort of thing out for architects (I think), basically listing them what a functional building needs to have inside it, but I don't remember what the job was called. Googling isn't helping me much, so far (I'm trying different search terms). How do you people do it when you aren't sure of what to make of a building?
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  2. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  3. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  4. Building a FM. Expected duration of task: couple of hours. Reality: tens of hours.O Lord Builder please help thy servant avoid silly mistakes.

    1. Show previous comments  2 more
    2. Bastoc

      Bastoc

      I've no problem making my own stuff because of what you said Sir Taff. I just mean sometimes I waste so much time and think "If only I had done that!"

    3. Xarg

      Xarg

      I don't mean fully kitted out rooms, just the basics. 4 walls/floor/roof, maybe a bed and a fireplace. Would also be useful for new mappers to get a feel for the scale of a mission, especially if that room had a neutral unarmed guy in it they can drag around to fit geometry to.

    4. Sir Taffsalot

      Sir Taffsalot

      @ Bastoc: Don't worry. It's a learning curve. Your first FM will always be your most challenging. When you complete your first FM mapping becomes a lot easier.

  5. Hi Guys, thanks for your hard work on TDM! I'm a SW developer working mainly on Linux and have a lot of experience of building from sources on Linux and Mac OS X (including D3 and the current TDM). After noticing http://bugs.angua.at/view.php?id=3227 I decided to join in and spend some time on fixing the building and running of TDM natively under Mac OS X. If there is nobody else willing to do that, please, let me try. Best Regards, Alex
  6. So once these architects, builders and various other labourers have finished building the secret room that houses all the valueble treasure in the rich lord's manor, what do you think the rich lord does with them? Give them a large purse full of coins and a pat on the back? Somehow I think it's anything but that.

    1. Show previous comments  7 more
    2. Sir Taffsalot

      Sir Taffsalot

      Now if I were a rich lord I would have two secret rooms. One with all my loot in and one with a trap where spikes fall from the cieling or something. Then I'd leave lots of readables around my manor hinting at the room with the trap. Stuff like "Caught the maid cleaning the bookshelf by the fire place again. I told her not to do it again or shes sacked. can't have her accidentally finding the secret thing!".

    3. jay pettitt

      jay pettitt

      I like the way you think.

       

      But you'd have your priest hole built by someone sympathetic to the pope.

    4. jtr7

      jtr7

      Looks like someone actually poked a hole with a finger through a painting covering a view into the Baron's secret room. Damn maid! And chopped a hole into the storage container device holding the Heart of the Lion to get at the cmob lock! LOL

  7. Another cool building tool in VoxelEngine:

    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  8. Thank you for the work everyone involved in the project has done. You have made something very cool. I am a little obsessed with the oculus rift (I don't own a developers kit, because I'm not a developer and the allure of 1080p consumer model has me holding out). Does TDM use the vanilla doom 3 gpl engine or has it already branched off significantly from doom 3? Are there any thoughts about either switching to the gpl bfg edition or merging the code responsible for Oculus Rift support into TDM's engine? If this has been answered in another place just link me to the forum or wiki post. I have a weird suggestion and I'd like to hear your opinions about it. Has anyone thought about contacting the Oculus Rift staff and asking if they could help code support for their device into TDM? TDM's tense stealth moments would be wonderful to experience with the Oculus Rift. I've watched videos of people playing games like Dreadhalls and there are moments in TDM that rival it. It doesn't hurt that Carmack is there now and that guy is a friend to open source world and that your game is based on an engine he is probably largely responsible for. The benefit for the OR folks would be giving customers a full'ish free game to play on day one. The consumer version of the rift could even come with TDM and some of the best fan missions on a DVD. The benefits to TDM would be expanding the community by being bundled with a potentially disruptive and successful product. Since TDM is based on ID tech 4 there are probably not a huge amount of hurdles to support the rift. Another company to potentially reach out to would be Sixense, the makers of the upcoming STEM system. A similar argument could be made that if they coded support for their device into TDM, then they could distribute TDM with their product. I know TDM isn't cutting edge in terms of game engines or graphics, but device manufacturers might be interested in TDM as a playable and free example for what their products are capable of. Plus are a lot of gamers that care more about gameplay than graphics. A great deal of the work done by companies supporting projects like Linux is making the drivers to make their devices work with linux. It would be cool if the same became true of open source games. I'm interested in hearing what you think and what challenges there would be.
  9. Hey, I had a thought how to make nice terrain for TDM. I'm not sure if it would work technically, so I'll post it for perusal for people more clever than me in modeling. 1) model a terrain, say 500m x 500m in blender (faster and easier than in DR) 2) draw a custom texture for the terrain. Fields, roads, cliffs, all are painted into the texture. 3) In blender, UV-unwrap the custom texture for the terrain model. 4) export ase, make the material for the custom texture and use it DR and in TDM. This should allow really flexible terrain generation, without the need of doing vertex blending: you could make any kind of terrain and draw any kind of texture for the terrain piece. The thing that worries me is the maximum texture resolution for TDM. If I make a 500 x 500 meter terrain, the texture is bound to be huge if it was supposed to look good when the player stands on it! But would it really matter if the mission came with a single really big texture? Are there any technical limit for texture resolutions?
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  10. Hello, I am trying to build the latest svn and it seems that I do not need Quake Doom 3 for just trying out a level? However the wiki is outdated, http://wiki.thedarkm...mpilation_Guide, so when I compile and run the Engine project I got an error that it cannot found the default.cfg. I found the said file, but it is empty! Do someone have an idea?
  11. I'm taking a vertical approach to city building in my current map. Not only does this create the illusion that the city is bigger than it really is, it requires lots of narrow staircaises and tunnels which are easy to to visportalize and provide the player with some nice claustrophobic encounters wityh unfriendly AI

    1. Show previous comments  2 more
    2. GameDevGoro

      GameDevGoro

      This was kind of my approach with my mission "Lockdown". But I only had some rooftops that were climbable and stuff. Looking forward to it! :)

    3. Sir Taffsalot

      Sir Taffsalot

      This is no thieves highway. Nevertheless, trying to maintain a realistic looking skyline with out going crazy with buildings is quite the challenge for the vertical building approach.

    4. Obsttorte

      Obsttorte

      Is this a small map you are aiming for or do you build 200 meter high buildings. Just curious.

  12. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

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