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  1. Used to hang around ISA forums a while ago (ISA = Ion Storm Austin, right?). However that was before i played Thief 3
  2. We have both compasses. Just because one has been uploaded to CVS and the other hasn't we're suddenly not supporting it? http://forums.thedarkmod.com/index.php?showtopic=1192&st=100 It also doesn't make sense to change a decision reached over many, many discussions because one or two people restate their objections to it. Well, I'd like to hear what more people have to say about this. The last time we had this discussion there didn't seem to be much support for a combined lightgem/healthbar. I don't have strong feelings either way, although I don't care for the particular design you posted above. BTW, can I just mention how excited I am that we're arguing over the lightgem again? And here I was worried that we might have finally settled that issue.
  3. Not difficult, there is a freely downloadable version of it. You could also talk to der_ton from doomworld forums to get an idea of exactly what needs to be done on the coding, since he'd be able to save you a lot of time I'm sure.
  4. You should be able to see now the coding forums and documentation/design as well. If not please tell me. If it doesn't work right away, you might need to log out and login again to refresh your settings.
  5. We have decided to disable guest's right to post on the forums. You can still view topics but if you want to post you will need to register.
  6. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  7. I love how writing sound propagation code leads me to post uninformed questions in so many other development forums... Anyway, I have to load a collision model for doors early on in my code, and I have a choice about whether to let it go ahead and use the rendermodel as the collision model if no .cm file exists for the model, or give an error at this point about the door not having a .cm file. I don't know how you guys make collision model .cm files, maybe they're automatically generated from SURF_COLLISION surface when importing the model? I dunno. I'm inclined to just do what D3 does when it loads collision models, which is try to find the .cm model, and if not, use the rendermodel. Because maybe you guys like to use SURF_COLLISION in your models themselves rather than generating a separate .cm file? I just wanted to check what you modelers' preferences are. As a side note, if I'm reading the code right, for a collision model to be precached on map load, the model files MUST include a .cm file, otherwise it's dynamically loaded from the rendermodel every time an entity using that rendermodel needs a clipModel (which I would think would be bad). So that may be one argument for making .cm files.
  8. Anything you guys would like to see from us on the PR side of things (this isn't a mod feature discussion, mmk?), or to make these public forums better, more exciting, a public IRC channel, anything? We're a touchy-feely mod team, we want our fans and critics to be treated well. :lol: Seriously though, don't suffer in silence!!!!
  9. Not many forums can have the luxury of allowing guest posting, and it's no wonder really. http://penny-arcade.com/view.php3?date=2004-03-19
  10. My opinion (though I'm sure it counts for little like most opinions) is that the release of the Deadly Shadows editor actually helps TDM. Why? well... Here's a quote from Krypt at the TTLG forums: I think it's apparent that no matter how great the future TDS FM's will be (and based on community precident, they will be great), the gameplay elements that were removed from TDS will be impossible to implement even WITH the SDK. Alot of people held high hopes for the TDS SDK not only for the ability to make brand new missions with the brand new engine, but primarily to re-implement gameplay dynamics (and some would call staples) of the Thief seiries that most believed the programmers were unable to fully realize due to time constraints, but that the elements themselves were still in fact latent in the editor itself. I think, even now with this new information, there are pioneering modders who are trying deperately to make a rope arrow or swim around. Unfortunately, water and rope arrows simply weren't programmed in at all. My point is that even if TDM is half as good as it appears it will be, it will feel more like Thief than it's Official sequel (TDS). People didn't moan and groan about no water and no rope arrows just because they wanted options, but because they wanted more of what they had come to expect...look how aggrevated fans of the Fallout series became when thier beloved RPG became a RTS sim. No matter how large the levels become, or how high-res you make the texures, it'll still be TDS. Once people start realising that they'll never have rope arrows and water and leaning forward etc, I think the community will be ready to try anything resembling a true Thief experience. Right now, TDM is our best bet. I think some of the TTLG crew bite at TDM because they care so much for the original programmers and creators of the "Official" thief sequel. Seems to me there'd be alittle trepidation at the thought a mod made by a bunch of guys on a game forum with no monetary incentive could make a better all around experience for free than a huge group of paid, established developers, many of which worked on previous iterations of the game, and force us to shell out $50 to play it. Just a thought. Or two. Hylix.
  11. There are tutorials on doom3world.org on how to get your own weapons into Doom3. http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 That is in the resource thread. If you don't have access there, Ive pasted my post here; http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, In-game models, etc.
  12. :lol: Just a few seconds ago I posted a similar thread in the models section. We should discuss this together, so we don't need to reorg every few months. http://forums.thedarkmod.com/index.php?showtopic=1335
  13. http://forums.thedarkmod.com/index.php?showt...indpost&p=19130
  14. How would you "see" me around EvilAvatar unless I registered? I don't think I need to post in the forums to be able to form a conscious opinion of the site.
  15. Hmm.. where could this have come from??? Nah, similar to BT. I jumped into the forums around when DromEd was to be released, and had no nick. Assuming that it would just be a matter of "grab the editor and disappear" I had no idea this awful choice of a name would be around for years. Since then, I've had a few ideas for good ones, but how does one change? Bah.
  16. Direct link: http://www.evilavatar.com/forums/archive/i....php/t-268.html
  17. welcome to the tdm forums uglyed nice to have you here (@ others he's a pretty nice guy from the german ttlg. made some awesome custom objects for T2 )
  18. I have searched now high and low for Doom3 tutorials, but haven't found anything beyond the most basic stuff. Do you know of any thing I should bookmark and read? Here are a couple I found: http://doom3.planet-multiplayer.de/article.php?150.200 (only the most basic stuff - I already read it) http://forums.glenmurphy.com/4/ (Not much there) http://www.planetdoom.com/leveled/tutorials/ (Simple, basic, not good...) There are a few that I think might be interesting (e.g. more than just "create your second room, create a ladder): http://www.planetdoom.com/leveled/videotuts/ (Edit: Ah, crap, planetdoom is part of fileplanet, which wants you to register with the evil[tm] gamespy before you download. Screw that Unfortunately, most of the "custom" objects (e.g. animated objects, textures) stuff deals with 3DS Max, which I do not have access to. So, there goes this idea. Is there are a comprehensive guide to doom3 mapping/scripting? If not, would it make sense to start one? I wouldn't have a problem in hosting a wiki letting us pool our wisdoms together. Best wishes, Tels
  19. There is one area in which T3Ed could be far, far superior to TDM - The City. The City could be expanded upon (see the Map Project over at TTLG Thief Gen forums) and new missions could be plugged into it. I've talked all about this over at thiefpetition.com. And I think it is early to knock T3Ed - you have no idea what it will be like. I know the D3 engine is next-gen in comparison but still, you don't know.
  20. now is that guy naturist or just plain perverse ? sometimes i feel things are a bit ill around these forums:)
  21. Guest

    Forum Error

    Hi, I am registed, was logged in (it said I was) and tried to post a message, but got this message. "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: Sorry, you do not have permission to start a topic in this forum Useful Links · Forgotten Password Recovery · Register a new account · Our help documentation · Contact the forums administrator" I have never been able to post when logged in, I have to logout to guest post. Could someone fix this please? I have registered, and was logged in. Doesn't make sense, if as a guest I can start a topic, but not as a logged in user. Fix this please...
  22. You should try to make them match up as much as possible for obvious repeated actions like walks, runs, attacks etc One thing about doom animations is that they aren't basic 'run on the spot' cycle loops like most games. A walk cycle can be several strides and actually moves forward along the ground. YOu can get a plugin from the doomworld forums to import the original doom charcater animations into max to study them.
  23. Hey guys- Here's something that we all wish we would have seen over at the Ion Storm Forums..... First of all, a semi-tribute....
  24. kfmccall

    Absence

    Hey guys, sorry I've been so latent on the forums lately, but I'm having trouble finding time to work on the mod since cross-country has started up. I don't get home until 6 pm, and after a shower, dinner, and a few hours of homework, I can't find time to work on concepts. I will try to do as much work as possible on the weekends (and during school lectures), but I just wanted to inform the team of my situation and explain my absence. I'm sorry about this inconvenience. Regards, Kevin M.
  25. New Horizon said this on one of the Dev forums: This therefore means that Ion Storm IS closing down. It all so means 2 other things (possibly): 1: No Thief 3 Editor 2: and now it's up to us to keep the spirit of Thief going. I personally would've liked to see a Thief3 Editor too, but it looks like that's impossible now. --Dram
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