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  1. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  2. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  3. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  4. We won't be supporting multiplayer as it is currently the focus of the Night Blade Mod, another Thief style game. I'm sure fan mission authors could mod our tools once released and modify it to be balanced as a multiplayer though. As it stands now though, we are balancing the editing tools for classic single player missions.
  5. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  6. Ya multiplayer is good but then again most online players dont use stealth So it would kind of destroy the point.
  7. I prefer the doom3 multiplayer to the hl2 but i prefer the hl2 singe-player (playing just now ) although i recon they both have extremely boring starts
  8. Guest

    Comment And Question

    Hi there. Just wanting to add my praises, especially for the trailer-makers. Was wondering, if it is possible to implement (or atleast leave open for someone else to) multiplayer -possibility, like Thievery UT? If nothing else, I'd like to test myself against someone elses skills in thieving 101. Byes! See you soon!
  9. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  10. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  11. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  12. Yes sparhawk, you can deactivate your own mines in T2 open up T2, drop a mine, sneak close to it and lean forward with your lockpicks until it lights up. Then start lock-picking. Saved me many a wasted mine. Would be really good in Multiplayer. Can't it just be a collision detection between the mine and the AI? TYROT and oDDity's posts make sense. A land mine hardly seems like the tool of a cat-burgler. And yet, what New Horizon and others have been saying is also true - we want to make a game familiar to Thief fans. I agree with TYROT; keep the mine, but make it harder. Here's my suggestion Yes, Guards can see mines, making it useless against guards, period. If they see it, they go into search mode, and will never go near enough to set it off. Even if it means standing on one side of it in a narrow hallway, cursing at you while you are safely on the other side. But It stays useful for the things I found it useful for - non-humans, specifically robots, and undead. Let's assume that those creatures don't have our level of perception, and will never see a mine. Those creatures are very strong and very dangerous (if they're not, we should make them moreso). So even though the mine may wake up everyone in the building, you might find yourself in such a dangerous position that you will want to use one against one of those creatures.
  13. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  14. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  15. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  16. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
  17. If we're going to be straying back ON topic, we should move back to the dev forums....
  18. ok it's on the ftp now. (/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase ""/bookshelf1_d.tga ""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that the finished game models directory is ok so far, but we should keep the same structure. here's the thread with the structure. I think we agreed on that: http://forums.thedarkmod.com/index.php?showtopic=496
  19. here's the concept art i did involving the sac and stuff http://forums.thedarkmod.com/index.php?showtopic=175 Just my personal opinion, but your (excellent) model looks a little... evil. I never saw the burricks as evil, just innocent stupid creatures who didn't know any better than to attack anyhitng that came near it.
  20. that's nice ! I'd love to texture this can you please upload it ? check out this thread for the ftp data: http://forums.thedarkmod.com/index.php?showtopic=609
  21. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  22. Hi Atti, Just looked at your newer pictures. The weapons are quite decent. We are going to need to have some weapons modeled soon, actually, and some plants as well. If you've got some free time to dedicate to the mod, we're happy to have you. edit: You should have access to the team forums now. Take some time to read through the forums, especially the 3d Models forum, and then let me know when you're ready to go.
  23. Guest

    Doom3world Hacked Again

    there are 4(!) meta refesh tags in the source, though only 2 are in valid places, it looks like every instance of the string "doom3world" got replaced by it and the text "Fags Got Pwned doom3 Is gay!!!" doesn't leave much to the imagination some valve-fanboi-CS-1337-mYg0t-script-kiddie who thinks that he's funny, someone ought to give him a spanking
  24. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  25. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
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