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  1. I like it, too -- has the T2 feel to it. It looks a little awkward, though -- as maybe he'd tip over on his head. But maybe that's what's giving him character? I just see a baancing issue. There was an idea to give bi-pedal bots an extra joint -- similar to how an animal's hind legs work. Not sure what everyone else wants though. I admit my sketch here isn't the best, and we all agree it shouldn't look like he's wearing Nike's®, but maybe this helps to show you what I mean: Source: http://forums.thedarkmod.com/index.php?showt...indpost&p=32776 I also feel your bot should have bigger, more stable foot pads.
  2. I'm loosely a fan, read some good stories like At the Mountains of Madness and Shadow over Innsmouth. My gf is a lovecraft uber fan. She hangs out as a regular in the Call of Cthulhu: Dark Corners of the Earth forums. Ia Ia Cthulhu ftagn!!
  3. Hm my post didn't go through? Wierd. I was saying we should move the discussion here http://forums.thedarkmod.com/index.php?showt...t=0entry37402
  4. I was just following the description, is this link the most recent information concerning necromancers? http://forums.thedarkmod.com/index.php?showtopic=2089
  5. oDDity

    Weapons

    I don't know how prop attacthments are handled in Doom 3, I suppose I'll have to check at doom3world forums to se if anyone has any info, but there are lots of prop attachments like cups and spanners that the ai can hold, I'd guess it's just attached to the hand bone. I'm not sure why you'd want a city watch to be using a hammer, or a servant using a sword anyway. I think it's much better to have diversity in the characters than have them all use the same skeleton and animations. That means I have to start bulding them all around a seketon template like in Nightblade, which kills creativity.
  6. The mod's obviously don't want a shit throwing contest, so I'll defer to them. As a matter of pride, I will say that I'm not finished argueing, but I'll only respond to one final thing: That is precisely my point. Outside isn't a game, which is why it's reality. Although the statement itself is, I admit, narrow, it was (I thought) sufficient IN GENERAL TERMS to explain my thesis. Realism is an ABSOLUTE representation of reality, as was the holodeck...though I will remind you that the holodeck, as well as star trek itself, isn't real. When we as a species can create a fully realized, three dimensional game world that can be recognized by all five senses as being indistinct for reality, then I will be more than happy to defer to your arguement. I will also say to Mr. B that although my tone was obtuse, I was not outright insulting. People on forums have a tendancy to say things to a faceless name they wouldn't normally say to a nameless face. Keep that in mind next time you throw feces at your monitor. Sorry to derail the thread. Hylix.
  7. Egads. I hadn't seen this until just now. Yes, remove any mention of "Thief" or "Garrett" in relation to Dark Mod. If you're using it on other forums, remove the "Thief" title from there as well. We are more than happy that you are eager to help promote us but this kind of promotion will get us shut down and the last year of work will have been for nothing. As the others have stated, this is not Thief. I also mentioned in a previous post that we can not have the name Garrett associated with this mod, so please do not refer to the character as such. We appreciate the enthusiasm but careless disregard for someone elses property will get us slapped with a court order faster than you can say.... Edit: Signature removed until it has been edited.
  8. I'm not sure about the latest animation. It seems like a much too agile jump for someone in restrictive armour. My suggestion would be to make it more of a lean-step than a jump. It doesn't have to be quite that fast either. The idea is that the AI will use this when a character points a bow at them, so it's not like they're trying to dodge an arrow already in flight. I'm going to start a thread elsewhere about the weapon issue, since we do need to decide how that's going to be done. There is a thread for installing CVS, http://forums.thedarkmod.com/index.php?showtopic=359 but most people have run into problems at one point or another, so don't be afraid to ask for help.
  9. BT, I would hold off on converting the textures to JPG. I need to make sure everyone has read this thread. http://forums.thedarkmod.com/index.php?showt...=25entry36852 ...and this. New Texture Guidelines I would like to keep the texture process as uncomplicated as possible. We have to consider that we will want to keep a back up of the super hi-res on CVS as well as the TGA RLE versions. The Ultra hi-res respository would only be accessed by texture artists who are uploading. [this just needs to be setup as a separate repository like Darkmod_Src] The TGA RLE compressed repository would reside within the mod...or at least that's what I'm suggesting...as it would be a seamless transition and I've finished cleaning up the repositories this week. [i have completed this transition as of yesterday] If we're still considering a JPG repository, then that will mean three versions of the textures on CVS and I'm not sure that's the best use of our resources. The TGA RLE versions have brought the entire mod down to a managable level and doesn't require any filters or reconfiguration.
  10. And see this thread. Renz normal mapped this and it looks like the mortar is protruding - and it was, it had to be inverted. http://forums.thedarkmod.com/index.php?showtopic=2137&st=100# It seems that renderbumpflat makes them look inside out, and renderbump and the nvidia normal mapper makes them look 'normal'.
  11. Heh, when you eventually get going, you really put some effort into it) YOu have a great feel for the style of Thiefy architecture. No one can upload to the forums BTW, that upload dialogue is as redundant as you appendix.
  12. Heres another city streets concept with a quick lighting study. Also: Does anyone know why I can't upload images to the forums? I have to link all of these to my own webspace to show them, which is fine, but I will run out of space someday.
  13. One thing we shouldn't have done was mention that we got em for free outside of the dev boards here. If any of us have let that fact slip in any other forums, we should go back and edit em out...just say that we got a big pack of textures and leave the rest to the imagination.
  14. That woudld be a good ida. People can discuss it in the other forums, because this one is only for news updates.
  15. i want to use some images from your galary to make a sig with a Url to your web site for all the forums i use. it would look sweet and be a direct link to your mod on every post i make ( and well all no what a spamer i am lol ) it would give people who arent looking for a thief mod or even ever heard of thief to check it out.
  16. Are we able to? If so, I probably would've just did the CVS commits from my cable-ready friend's house. But I assumed we had to wait on this: http://forums.thedarkmod.com/index.php?showt...indpost&p=35777 Hopefully just posting this doesn't grind things to a halt.
  17. I left them exactly as is (even the directory structure, restored by hand, each folder... ugh - let me know if there are any errors), so that no one would have to spend more than a minute doing anything more than just unzipping them. The intent was to do it, since it was not getting done. Edit: To add, here was the comparison I listed before. The first JPG link seems broken for some reason I don't care to look into, but the second (rugs) work fine. Using Firefox's tabbed browsing, and the CTRL-PGUP and -PGDN hotkeys, I defy anyone to find any appreciable difference at all. http://forums.thedarkmod.com/index.php?showt...indpost&p=34309
  18. Ack. Nobody granted Beta Mapper permissions yet......and done. Gildoran, you should now be able to view the Beta Mapper Forums.
  19. Yo! Sorry all. I realized the next day after posting the zombie, when viewing from a different monitor, that it may have been hard for y'all to see. It sometimes doesn't help to Photoshop drawings while sitting in complete darkness So here are some brighter versions to review. I know we're not looking for zombies now... or maybe never. The only reason I did this is that I saw a post on the TTLG forums a long time ago, some dude asking for zombie concepts. I sketched something out at the time. I just recently got my scanner working again so I could scan it in and color it up real quick like. If this can't or won't be used for DarkMod, lemme know so I can use it for other projects. Merci! EDIT: I'm personally not very fond of this drawing. It was my first (and only) attempt at using alpha/RGB channels to try and do art. I hated the alpha/RGB channel experience, but I'll probably need to learn it some day.
  20. I think that require more that just new animations. I saw tutorial threads on how to do it on the doom3world forums a while back. Maybe they could also spin webs and drop down from the ceiling on a string of silk. THat would be a surprise to the player if he's been making too much noise. It would only be fair if their were indications of spiders in the area due to cobwebs, o the player knew to be careful.
  21. oDDity

    Sin 2 :)

    I enjoy arguing, but only with people who mean what they say, and you obviously didn't. You should visit the lifelesspeople forums, DF, in the 'our oratory' section - bashing the religious and pointing out their complete lack of reason and logic in the most cynical and sarcastic way possible is my all time favouite hobby, I already have two warnings from the mods and I only joined last week. Is anyone here religious BTW...?
  22. obscurus

    Sin 2 :)

    Ahh yes... I think I got a bit carried away there anyway... I have a tendency to fight fire with fire when I should just ignore things... Plus I have been very bored lately, and I tend to vent on forums when that happens... Now, back to Sin 2 - anyone think it will be any good?
  23. I can't find the other thread.* So, a new specialized one for just this topic. (sorry) Has there been any consensus on texture compression? Even if it was "for now" and / or high res versions were kept / offered / etc. I'm wondering because I'm trying to sync up to the new CVS and I'm downloading 20 minute texture files (3, 4 Mb for each piece). I don't remember the previous discussion details, but I remember that I was able to take one of our TGAs and save it to JPG with 10% compression (high quality) and the size was reduced from 4Mb to 180kb (!) with no noticeable quality reduction - at least to my eyes. So I'm wondering if there has been any decision made on this yet? It was also mentioned 'better sooner than later.' I'd happily redownload all of our textures (before a slew of new ones come) at 180kb each, as opposed to doing another dozen 4Mb ones. Just wondrin'. *Search really, really hates me. I do a search for my name, exact, all time, all forums, for "+56k +texture +jpg" and I get two pages of matches. Give me a break. I don't think I wank about 56k and textures and jpgs in 30+ threads, do I?
  24. I read on the Eidos forums that their server is down and requires a manual reboot. As long as they're not hosted by Servepath (american company I did support for last year), they should be up soon.
  25. Already on ftp. http://forums.thedarkmod.com/index.php?showtopic=2111
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