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  1. I just noticed that apparently a new Might & Magic is in the making. That is good news, if they don't screw it up like MM9. Bad news is that they will use the source engine from Valve 2 which means Steam. I guess this will be another anticipated game going down the drain for me then.
  2. Saw this over on TTLG community, but the only time I ever even look in there is if the currently showing topic is interesting, so I thought this might be a good place to echo it for those who do the same. You know, to inform the masses. Spread the word. Read and get angry. http://www.sysinternals.com/blog/2005/10/s...tal-rights.html From operating system "activation" to Steam to WoW spyware to controlled music content to Starforce and beyond, people really need to stop tolerating this kind of stuff before it's too late. Looks like They want war. Are you game? *gets arrested for inciting within the police-state*
  3. One of our biggest problems is getting our models skinned. The only members who can do it well are busy with their own models. We've had models sitting on ftp for half-a-year waiting to be skinned. NH and I have set up an exchange idea with ttlg. In exchange for texturing one of our prop models, we make the model available to use in the T3 editor. This way we get our props modelled, and the T3ed guys get something as well. When the mod is eventually released people will be able to use them in other engines anyway, so why not try to get some benefit from it now? So Atti and Diego, could you guys check this list? If you could go through any models you've done that aren't on the list and make sure they're on the ftp site with a high and low poly version (unless too small to need one), that would be great. Please let me know anything you upload so I can update the list.
  4. Finally I got what seems to be the last kink out of the thing. As some of you know a few months ago my 3 year old E-machine finally keeled over for good. Unable to scrape the money together to get a new system anytime soon I slowly had to get a part at a time to build my own. I thought it would be a while before I could pull it off, but after nearly being driven crazy by my old HP (1 gig athlon, 256 of ram and WinME ) I bit the bullet and now have finally got the thing together! I used: Codegen atx case Gigabyte motherboard 512 stick of Corsair Ram Athlon 2800 XP processor Sony Dvd Rom Seagate 7200 rpm harddrive sony floppy disk drive (reused old keyboard, mouse, speakers, monitor etc) Here it is! Special thanks to the Eidos Tech Forum and Maximum pc forum, newegg.com. I'm financially broken right now so it will take some time before I can make further upgrades or buy back Doom 3 and the other games I had, but I plan to get a Cd writer drive first and some other things. Right now I'm in the middle of putting together another Dromed FM that I started on while I was marooned with an old PC, but maybe I can start back on Radiant around the end of the year when that project is finished.
  5. Ok, I cannot find anything on the net about this new game called GUN, its a Western FPS and it looks pretty choice. I believe it comes with an editor too. I was just down at the local GameStop and was reading a gaming magazine, not PC Gamer, and it had a big cover pic and article about the game. My goodness, Spaghetti Western Video Games, I think I'm going to faint.....
  6. i justed wanted to say that i love the new look of the website - very concise and easy on the eyes! also i'm most impressed with the artwork and screenshots - is the one on the roofs (first one top-left) new or did i not see it up until now for some reason? anyways, congratulations and keep up the good work! kind regards gleeful
  7. I realize this is essentially stealing the idea from games such as Dungeons and Dragons and the like, but I'm curious of what you all would think of this type of game play mechanic adding a little more to the formula. In games such as this, the rogue takes on a role that involves disarming traps for his party. He has the ability to detect traps which become marked on the map, either on a stretch of floor that when walked upon springs blades, or flame, or ice, and the like or the same deal except on an object. Yes, there have been traps in the thief universe in terms of puzzles, but I think this could present a much simpler type of trap. For a trap indicator there are many options for a good rogue. Perhaps the floor around the one that is trapped sounds slightly different, warning the perceptive player that he may be in danger. Perhaps it would be textured differently or have a glint to it of some sort? Trapped items may do the same. However, this "trap" wouldn't do anything more then to deal damage of some sort to the player, restricting the wary player's movements across a floor if they try to avoid the trap, and keeping the player on his toes about grabbing all the gold in sight if he sees that it has a shine differently then others. Grabbing the gold would spring the trap if left armed. In the case of a chest, perhaps the player might be alerted that the chest is trapped simply because the lockpicking sounds (clickety clackety) just sound hollow, different, distant. They might know that after they lockpick the chest, they may want to open it from the side as to not spring the trap on their person, but upon thin air, safe from harm. Disarming the trap could perhaps take a more unrealistic route and just require you to use your lock picks to "magically" find where the lock on the track is on the floor or the object and disarm it. Another route for disarming could be throwing an object that would spring it a safe distant away from ye. This may have been discussed before and if so, I apologize, but it could add some flavor to some missions if used correctly (sparingly enough not to make the player overly cautious, but a few well avoided traps would reward the player for his cleverness). Thoughts?
  8. I've reached the point where I can't stand the idea of playing ANOTHER shooter or ANOTHER strategy title. I'm not quite there with RPGs yet, but it's getting close. They bore me now, I feel I've seen it all before, only with slightly diffeent graphics and a slightly different plot. Yes, we've seen attempts at cross breeding genres to make mongrel hybrids, usually with genetic flaws, but are we ever going to see some fresh new genres - something we've never seen before or even thought of? Or, on the other hand, is this it? The genres we currently have are all we're ever going to have, and for the rest of gaming time, we're just going to suffer these same genres regurgitated endlessly. THe stealth genre is under-represented at least, so it still has some milage left in it, but the big three - FPS, RTS and RPG -ane bustng at the seams, one more generic title stuffed in there and it'll blow - and take half the planet with it as well.
  9. Ok, I know you guys don't want to switch to the Source engine because of many different reasons but I just had a great idea. Then I realised it can be done in TDM because of the D3 expansion - Resurrection of Evil. Why not give the Thief glyphs that he can use like the Gravity Gun from Half-Life 2? It would rule!!!
  10. I am currently taking all of the old Thief 2 textures and converting them for use with the editor. That means I'm adding shaders for each and every "Family". I have 30% completed. I know I can't Give you the textures, but you might be able to give me some advice. Oh and by the way the textures need to be resized. And even though the old textures are OLD they kick butt in the new editor with shaders applied. E-Mail me if I can be of use. I build maps as well- only stuctures for now I will try to put up pictures some time later...
  11. Alright, sorry for starting a new thread, but the old one was getting kind of clogged and off-topic. I have a different question now, this time about movement options. I'm going call into attention the game Metal Gear Solid 2 (blaphsemy!) for a moment. Now, I didn't love the Metal Gear games--in fact, I never finished them--but one of the they had a few neat bells and whistles that I enjoyed a lot. For one, you could crawl, enabling the player to hide in small spaces, like under tables or other low objects. I also liked the fact that you could "tap" on a wall to get a guard's attention, although they did tend to forget about you rather quickly after that. The ability to hang over ledges was kind of neat, too, if not particularly realistic. So, are you considering implementing any of these features into your finished product? Or, maybe a better question, might any of these even be possible using the D3 engine? I hope you guys (that is, "the team") doesn't mind that I'm pumping you for information--I'm just really excited about this mod and eager to see how it turns out.
  12. Well, I'm finally down to replacing my Mobo as a way to fix my longstanding computer problem. Unfortunately I've been having a hard time finding something that will support all my other components (775 socket, pata drives, AGP video card). I've managed to find one that is supposed to be good, but it's listed as Micro-ATX Size, 244mm*244mm. Anyone know if this would fit in a standard ATX case?
  13. I'm buying a new PC so that I can play Dark Mod FMs forever more. I'll never need to upgrade again!* :lol: I'm a retard when it comes to PC bits and bobs. Any advice on what runs the Doom 3 engine at its best? *Until Dark Mod II on the Quake VIII engine...
  14. Thief 2X has some new screenies to keep us busy while we wait for release. Only five, but thankfully something to give us a peek. I don't think there have been new screen shots in well over a year and a half.
  15. @Oddity: I would like to do a CVS update very soon that will include your Revenant models. In the zip file you have on ftp, they are put in the directory "darkmod/models/mymodels" Is this the location you modeler guys want to have them in CVS? Or should we add a new folder like models/characters (/char for short)? Also the same goes for the "mytextures" folder in textures. I have no idea where this stuff is supposed to go, and I want to put it in the right place when I update CVS, so we don't have to remove them from CVS and re-place them later. What's the SOP on this? Also, it would be awesome if you could put a .zip file on the ftp with all the necessary files in the correct paths, once we decide what those are. But if you don't have time to do that, you guys can just tell me the paths you want and I'll put them there. ALSO: Any news on what frames in the animation should have footsteps? I can try and judge it myself, but this will take type, and I'm no animator/sound editor, so the sync up to the animation may be crap But once I know what frames to put in the footsteps, adding footstep sounds for the Revenant will be a a very simple matter of editing only 2 or 3 lines in the def file. I want to get footsteps on them so you can hear them move around as they patrol (although NH's Benny humming impersonation is doing a pretty good job of that right now
  16. My previous: Thousand Yard Stare: And My last: Portrait of a Fallshirmjäger Tell me what you guys think Cobra 6
  17. Finally!! I can get back into the swing of things. Ever since a stick of my ram died, running windows server 2003 on 256 megs of ram has sucked. Can't really do much of anything. Today though, my two 512 meg sticks arrive and I'll finally be in the 1 gig club. Ahhh, the simple pleasures.
  18. Some new soundeffects: arrow_broadhead_wood1 arrow_broadhead_wood2 sword_unsheath sword_sheath material_wood_destroyed2 material_wood_destroyed3 material_wood_impact1 material_wood_impact2 material_wood_impact3 They are now on CVS as well. Together with the bow_sheath, unsheath and draw sounds which you have heard before some time ago but wasn't uploaded (for some reason) All the sounds can of course be revised later on if we make better versions of them. Oh, and we're in the lead fellows! 18.4% vs the programmers lowsy 18.3%! EDIT - In case anyone was wondering where material_wood_destroyed1 is, it has already been on CVS for some time.
  19. Spent about 4 hours playing different guitars in the Spanish Guitar Centre, London yesterday - and this is the result: http://www.finefretted.com/html/antonio_picado_model_62.html (only pics I could find on the web. Mine's less red on the back, more subtle brown, and has a "double back".) W00T! :lol: I'm so happy, I just wanna play it all the time. Got the price knocked down by £500 so WIN.
  20. Many of you know that one of my harddrives died some week ago which is why I haven't really done anything lately. (No darkmod files were injured! Promise!) I will pick up a new one tomorrow and install it this weekend, so I should be back in action, providing door sounds, by then.
  21. Just thought i'd come on and say happy new year to everyone hope you have a good night and all
  22. With the 1.3 patch, which I havnt heard off, it must come with the expansion? Here is the link for the win2000 drivers they are dated apr 5 http://uk.europe.creative.com/support/down...me=Windows+2000 the udate includes
  23. http://www.thief2x.com/default2.asp Its sat in my download que atm, So I havnt had a chance to look at it. But Ive been looking forward to this mod for a while.
  24. Not sure if you all are interested, but a new version of the D3 SDK was released http://www.3dgamers.com/news/more/1096480321/ It adds support for vehicles! Now, rideable burricks would be cool!
  25. Some chants: chant1 chant2 chant3 Several ambient hums that loop seamlessly rated at subtle, medium, and intense. About 4 or 5 of each. hum_intense1 hum_intense2 hum_intense3 hum_intense4 hum_intense5 hum_medium1 hum_medium2 hum_medium3 hum_medium4 hum_medium5 hum_subtle1 hum_subtle2 hum_subtle3 hum_subtle4 Some longer ambients ambient1 ambient2 ambient3 ambient_alienbirds I separated the following previously submitted themes from their background hums. They were also improved somewhat. These themes work well with any ambient hum but also by themselves. There is alot of space in them, which can be effectively subtle. Here are EXAMPLES of hums and themes mixed - hum_subtle2+musicbox1 hum_subtle3+creepypiano_strings hum_medium5+bell_banging_swells Everything can be found in /TheDarkMod/audio/unfinished/muze/ Here are links to the unmixed themes: musicbox1 creepy_piano_strings bell_banging_swells
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