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  1. Good job, LB! You must have a microphone/recorder set-up of some sort. That's cool I'm not sure if these are tests, or finals... but if I may?, some constructive feedback real quick... * The popping sound at the beginning of 'thief gulp test' (which I assume is a cork being popped off a flask?) sounds kind've cartoony. I like the sipping sound. The gulping sound at the end doesn't sound realistic. * The more prevalent cicada (or whatever) sound on top of all the other sounds in the 'grasshopper' clip has a pretty repetitive frequency. If we were to use this in-game, I think it would be cool to just have the grasshoppers in the background be the general atmosphere, and then randomly add a few cicada clickson top... and then remove them for a while, and then add them back in for a short duration, etc., in a random fashion. But then again, maybe that's not how nature works. But then again, also, a game player would pick up on the repetition of it and hear that it's a loop eventually. The better you can hide the fact that it's a loop, the better. * The running horse could be usable, but depending on how it's used or what the horse is running on, could benefit by having some underlying bass tone stomps added for each step, thus making the horse seem like it has more mass. * The 'door open' sound is pretty creepy. I like it This creepy one should probably be used sparingly if we're ever going to make a campaign. I don't think I'd want to hear that loud of a sound every time a door opens; well, especially since we're a sneaky thief. We should make a few door sounds to choose from, some more subtle sounding. I'm sure you already had thought of most/all this stuff. Just wanted to mention. Thanks for your hard work so far!! I really like the 'Factory' sounds too! Good job.
  2. If I ever manage to get some extra time between all the mapping, texturing, and bossing people around with impunity (haHAAA) I might consider helping make a town map or dungeon for you. I love me some Secret of Mana, and it'd be fun to do a little something for your mod later on down the road. Just keep an eye open for potential copywrite infringements. Square-Enix shut down that really cool Chrono Trigger remake recently, and they might eventually look your way if you stay too close to their material.
  3. Hiya! Hmm... not sure what's up with my personal site. If you just click on it it should open up in your default player tho.
  4. mixture of efx and ambient sounds crickets and grasshoppers factory grasshopper the shore people in town walking through water footsteps on stone horse running open door thief gulp test (recorded on lower quality mic, the ahhh will be left to new horizon )
  5. Well, if it's parchment we should stay with a sepia tone, but we can always increase the contrast. I don't know if everyone is determined to go with a parchment theme or not, but that seems to be the consensus of the people posting. I'd be open to other ideas, but like I said earlier, we have to be in agreement so that the various menus go together. (I actually had envisioned something like a glowing clock face surrounded by machinery, with the menu options in the center of the face). Maybe I'll do a couple very quick mock-ups of other theme possibilities.
  6. I've taken the liberty of procuring some...ahem...preview copies and I can tell you right now that they won't be useable right out of the box. Cept for vols. 3 & 5 they're not much different than what I'd find off of any high quality free texture site. They're HUGE, like 1600x1200 or bigger, most are non tileable, and they're open for extensive editing. The big advantage of using them is that you have loads of textures in one easy to find spot, but cept for 3 & 5 (which are great for detaling, and would be the ones I'd definately buy) we could do the same with steady camerawork and creative Photoshop useage.
  7. Brr...you must run these things by me first, and instead of an open free-for-all thread, you must assign individual tasks by PM using the format detailed on the sticky thread link, after people have volunteered. Since you are concept art, each task reference should have the following prefix: ACn followed by a four digit number, for instance: ACn0001 might be the main menu concept, etc. etc. And then you have to PM ME with the tasks so that I can keep track of who's doing what. Don't fall out of line, please. It's so difficult to keep things organised.
  8. sparhawk

    3ds Max

    I think if you have some experience with Maya then you will adapt more easily to blender then with other animation packages, at least from the interface. Well, I only knew Maya, Blender and Cinema 4D so I don't have that much expierence. Anyway. Blender is Open source is now my prefered tool for animation. Not that I'm the creative artists guy . But I must say that Blender was the first Program I ever used, that I couldn't do ANYTHING with without a manual at first.
  9. Fingernail

    3ds Max

    Either get Blender (free, open source), or use some P2P to...umm...find out how to get 3DS Max cheap. There is some good advice on emule, for instance.
  10. Honestly, I didn't even think about the hand motion. I probably would suggest not even worrying about it because once you go that far you get into ...why doesn't he reach out to pick up loot and other things like that. Probably more trouble than it's worth. Things that are eaiser to control...like the holding the sword, arming the bow and arrow, lock picking....easily setup in a controlled environment. Anyway, just shooting the breeze and it would be fun to open a drawer.
  11. Ahh, good point. I'm mixed on this. I think moveable drawers and swinging cupboard doors would be a nice-to-have. If we're to make a campaign, tho, I think we should try to avoid putting mission critical info in the drawers. I hate having to open every drawer or cupboard to complete a mission or risk missing out on key story information. Maybe just have 'extra' things (miscellaneous loot, miscellaneous background story notes, very unique non-mission critical weapons or tools, etc.) in them if they're implemented?
  12. Hmmm, I"m not a programmer...just the sound guy, but it sure would be cool if you could open drawers and find loot or letters inside. Something I was expecting for Thief 3 but it never happened. Not sure how hard it would be.
  13. Here is a low-detail concept sketch for our Builder guards. Their armour has more metal in it than any other group, which I think is appropriate. This is based heavily on the concept sketches for T1. I still need to come up with the symbol for the chest plate...I'm trying to combine a hammer with either an anvil or cog. If anyone has any ideas, I'm open to suggestion.
  14. they don't just guard temples. They enfoced the laws within the city b4 the police was formed. They also used to be the most powerfull foce in the City, long ago. very arcane, very precursor, very heavily dressed on the shoulders your concept sketch is wonderfull for a city guard, but a Hammerite has to have a more arcane uniform, with a square, or more open mask, a red cloak and shoulder armour.
  15. Am actually home for the weekend right now, so I'm not gonna get any more work done till I get back to my dorm. But on the plus side, I think I've picked out the hardware for a new-ish computer - a 2.8 GHz Xeon machine with an open slot for a second SPU when I scrape the cash together, and 1.5 gigs of RAM. Awwww yeah. Once I run this by a few of my friends who are better with hardware, I'll order it and put it together. BTW, Springheel - awesome sketch of the face, it'll be great for what I need.
  16. I have no doubt about that. And while seeing a full courtyard through a transparent pane of glass is undeniably cool, you always have to take performance issues into consideration. You might have so much detail down there that an opaque window would be the better option. I'd rather go with highly detailed areas that are somewhat closed off from each other, IE you can't see inside a house from outside or outside from the inside, than sparse open areas. Visportals can help with this a little bit, but a few sacrifices will have to be made to make sure it runs well for everybody. I'm not saying we can't use transparent windows, we'll just have to be selective about how we use em. I remember a map for Vamp I made that had almost 2000 brushes on display in a single screen...ran great on my comp, but it crashed the game for alot of other people. Since then I've tried learning how to keep something that looks good in check with it's performance.
  17. Ok, I'm not a team member but I had a looky and noticed that the thread was closed - which is a shame because some further clarification might be needed. I havn't read the terms and conditions yet, but as far as I know Doom 3 and Id's Doom3 SDK are not released under the GPL. Id only release their code as open source (quite a different thing from letting people play with the source code) several years after release and the shelf life of the product has expired. Neither is GPL a 'non commercial' or 'free' license, it just happens that a lot of free software uses GPL. Meeting the (fairly hefty) requirements of the GPL will almost certainly infringe Id's own copyright as you will be granting the right for anyone to distribute the code commercially (doh). And, just in case you havn't got the gist of this post yet, the GPL has been designed exclusively for the distrubtion of software code. It is next to useless for licensing creative content such as audio, textures, level designs and so on. The deeds offered by Creative Commons are much better suited for that kind of thing. In short. GPL is wholesome and good, but unless you specifically know otherwise, steer well clear. Id will probably mention terms and conditions for distributing Mods in one of their readme files.
  18. I agree. Call me a nerd, I dont care, but I play D&D. And out of all the thieves I have played and played with, none have ever used a sword or anything bigger then that. Its just not the way of the thief. AND since we are basically recreating T3, which had a dagger, should we include that in our mod. I mean think about stealth. How stealthy are you with a big blade out in the open glinting any available knife vs. the use of a dagger covertly tucked away from all view. Plus a sword is a little bit conspicuous when you are walking around town. Think about all of the movies you have seen with thieves....how many can you recall sneaking around with a big sword?
  19. Oh, Agreed. For sure. I thought this was fairly expected of most Mod projects, especially considering we would be using an open source SDK, and indeed creating for the specific purpose that people create custom content (levels mainly). But I will spell it out. And I think GPL would be a pretty good way to go.
  20. GPL mean that EVERYBODY can use it. They are not allowed to seel it or sell derivative work from it, but they can use it in a commercial product. If you don't like this then now is the time to leave the team. That's exactly why I raised this subject NOW instead of when we are finished. If they are using it in a commercial product then they will have to make this also open source. Or at least the part that contains the GPLed stuff.
  21. We need the following boards: A general discussion board Design issues Development related discussions (not programing but in general) Programming (general) AI Sound (programming) Soundeffects (for the soundengineers) Special Effects (Water, particle etc.) Art (Textures, images, etc.) Level creation/Plot/Objectives (for the level designers) Modelling (Characters) We DON't need a seperate Lightgem board. It's either art or programming. What would be a good idea is to have a read-only report board. This should contain: Design decisions (no discussions only the conclusions from the design discussions when we agree on something), Allowed tools (or list of tools so we know what is available), A list of available services (like FTP, Webpage, IRC information, CVS server information, etc.). This board can also get links to concept Art for easy reference as soon as we agreed on something and we don't want to change it anymore. So for example, if we agree on a final image for the lightgem, we should post it there so everybody can see it and can easily find it. Another read-only board would be good as announcment board: This should include who is working on what, if a new release has been released, weekly(?) project progress, new members and other stuff which is not open for discussion.
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