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  1. Just for pak, the two ambients I posted in the Team forums: http://208.49.149.118/TheDarkMod/audio/amb..._greenhouse.ogg http://208.49.149.118/TheDarkMod/audio/amb...s_cementary.ogg
  2. New Horizon

    Pushing

    Spring already mentioned the problems with AI waking up, and it is very much a programming issue...as much as a mapping issue. In addition to those problems, you're further encouraging the player to kill..because if the AI won't stay down, they're sure as hell not going to dick around with guards they supposedly knocked out and have to knock out repeatedly. The guards who wake up, would likely also bring in backup...so again, the player is slapped in the face for being stealthy. Knocking out guards is supposed to be a gameplay reward, for using stealth...over..murder. It also throws a wrench into the whole 'no kill' objective that crops up in higher difficulties...what if you're in a heavily populated map and the awakening guards make it next to impossible to finish without becoming completely frustrated? Yes, I know that this can come down to mapping as well, but it's pretty obvious that the gameplay would become severely unbalanced with re-awakening guards. The choice you make...regardless of how miniscule it might seem, is the difference between you being a Thief and a cold blooded killer. Killing AI is louder, more messy and (at least in TDM) more of a hassle...for those who are a little more determined to be a killer, they will just try harder. Blackjacking can still be tricky, but it is encouraged more because it carries moral implications...and the stats will let you know it...or a Failed Mission screen on higher difficulties. At any rate, we discussed the pros and cons to death within our internal dev forums. It's bad for gameplay. Sure, the initial waking up might not be hard...but the introduction of such AI behaviour creates a veritable hell storm of 'extra' gameplay issues to balance. It changes the nature of Thief style gameplay more than you might think...and balancing the system we're already familiar with is going to be challenging enough. It's a 'cool' idea, but not necessarily a good idea for what we're trying to accomplish. Maybe for a different type of game, but not for a Thief game.
  3. No it wasn't...I took it while playing around with the AI. (and it's there to show AI in action, not the map) There's discussion about head-turning here: http://forums.thedarkmod.com/index.php?showtopic=3705
  4. For anyone that doesn't know, Fingernail -- the guy at the top of the team listing here (ok, everyone should at least know that much, although I haven't seen him post so much in the public part of these forums lately, but anyway...) -- Fingernail valiently represented the UK guitar-players in fine style yesterday at the European UK young musicians competition and only missed winning by a clearly fixed vote , everyone I know that saw it agreed he was tops (all biased, of course) . He also happened to play some of my very favorite music in the world, manoche genteel aristocratic style classical guitar. So I thought I'd pop in the OT forum here to give a good shout out: Good show Fingernail!
  5. Excuse me? Sorry, but that ticks me off a little bit. This is a Thief inspired toolset, and we appreciate fan input, but I personally don't appreciate people coming into our forums with an agenda and trying to force us to incorporate ideas, that we've already discussed and voted down years ago, in hopes of just being able to walk in after we've done all the hard work...just so you can 'test' some ideas. The Doom 3 SDK is openly available...and for that matter, the full Quake 3 source code is now available. You could gather your own team and create the technology by rewriting the engine with your own team...instead of pushing ideas on us. We've got a big enough workload without this crap. Sorry, I don't mean to be rude...but it really upsets me.
  6. Schatten

    Bioshock

    Just wanted to say, the TTLG staff has been granted an interview with Irrational and is collecting questions for them in a thread in the BioShock forums.
  7. Aww. http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=62289
  8. I've posted some concept art for this: http://forums.thedarkmod.com/index.php?showtopic=3760
  9. Welcome to the forums (8?]=
  10. Hmm, I don't know of a list, unless you're referring to BT's mansion floorplan post (which I doubt). http://forums.thedarkmod.com/index.php?showt...1038&hl=mansion
  11. ah, do you have that list of rooms requried in the mansion? Its hard to make a floorplan without them. I remember seeing a list somewhere (and i'm sure i printed it out), i hope its still on the forums.
  12. I was being silly. To tell you the truth I am unsure about the vibe of the forums, whether they are light hearted or serious. It is childish that comment I made. And I apologise. Sometimes I feel like my back is up against the wall here and I resort to what the great Japanese sword saint Miyamoto Musashi says with regards to dealing with multiple oponents. I have to check the graphics card at home. So loading is the only issue? Surely the more powerful the system, then shouldn't be affected by the loading times so much?
  13. First rule of Thief related forums: Don't take ZylonBanes comments to heart. He is always like that. Most of the time I like his comments though, because they go usually straight to the core.
  14. As I said I took ZylonBane's one personally, not anyone elses, and I was making a comparison, not a generalisation, as not all American teenagers are spoitl. Good for you if you're an American. Pity you obviously can't accept other people's opinions just like ZylonBane. Good thing Domarius and some of the others can. Ombrenuit, we were having a proper discussion about 3rd person modding, difficulty etc until it got sidetracked. Obviously there are a lot of jerks on these forums, you included mate. It's good to see that some of the folk from a certain country getting defensive and taking the whole thing personally, then changing it to race etc. I apologise to the good people from that country who've added to this topic in a thoughtful and nonabusive manner.
  15. We have the arrow models in Odd's pack, so perhaps someone should give them to drumple to use (or do we still need the low-res versions made?)? If we're going to be putting arrows into the game they might as well be the right ones. Here's the high-render shots (I think the gas arrow had been replaced with a cylindrical canister instead): Drumple, since you're playing around with the bow, any chance you could look into modifying the position of the hand/bow so that it doesn't block the spot you're aiming at? http://forums.thedarkmod.com/index.php?showtopic=3611 edit: Ah, here's the updated gas arrow and noise arrow:
  16. When in the 1970's word spread out about the mouse-window computer interface as opposed to entering text some people were excited. I am no longer excited about using a mouse and a monitor to play thief-like things. When time permits, (in a few years) I'm going to buy some equipment like 5DT Data Glove Ultra Wireless Kit and hi-Res800™ (2D/3D) and try to make darkmod into what I wish it to be. The movements of hands will correspond generally to various forces applied around you in the environment (eg. climbing an overhead branch or beam, something that's not possible in traditional engines), deft maneuvering (eg. to snatch a purse or slide by in a door half-ajar) and gesticulations to control variables such as movement vectors and positions (crouching, holding breath, etc). It's nice to see that already people are having success viewing their favourite games in 3d (since all computers games are "3d rendered" now people call them stereovision to be clear), eg: medal of honour allied assault, system shock 2, (thief doesn't work), soul reaver 2, .. these guys got doom 3 working with 3d. http://forums.stereovision.net/viewtopic.p...1760&forum=5&10 site about drivers and computer game stereovision benchmarks: http://www.stereovision.net/toxicx/1050info.htm
  17. If I remember correctly, this project was inspired by Thief, which traditionally is presented in first person. This project was not inspired by Splinter Cell, and for good reason, they are different experiences. Thief makes you feel as if you are Garrett, you aren't playing a game any longer, but rather, you are a Thief, and you get the rush robbing in turn. One thing I disliked about Thief 3 was that I was constantly reminded that I wasn't Garrett, but rather, I'm watching him. When I climb I get to see his hands fumble on the ledge. The goal of this is to immerse the character with realism, but for the most part, it doesn't immerse me, it does quite the opposite--it distracts me. Traditionalists of the series praised the first person view of the other games because you felt as if you were the character. Looking glass *could* have put in a third person view, but their audience wasn't the one who wanted it; the exception was Theif 3, but that was put into place to support the Xbox and give the game more of a "console" feel. Although that wasn't done by Looking Glass, was it? As for comparing Thief to Metal Gear, please. As far as the only one I've played, Metal Gear Solid, there aren't even shadows. There is no reason to put the effort into a third person view, and for the most part, why are we even discussing this? It's a waste of resources to compensate for the gameplay by adding new animations etc. It's a waste of time. Think from the developers perspective because certainly I don't want them wasting their time with a third person view to appease a new audience in the Dark Mod forums when they could be spending it with features that would please everyone. In short, it's nice that you want to argue about whether or not the feature should be added, but you aren't the ones making the mod. Though you are certainly acting as if you are. If you want to include the feature yourself, you are more then welcome to. I imagine you'll quickly find it is more trouble then it is worth, but of course, you want to make a whole game as well? Oh sure, piece of cake. Happens all the time in fact. Good luck.
  18. http://forums.thedarkmod.com/index.php?showtopic=3606&st=50 Why don't we try it out, and see if the effects on the physics are really that noticible? And if they are, maybe we could just treat physics values seperately? People would have to remember that the numbers for physics don't equate to the real distances, they are still in doom units.
  19. Thanks Domarius. I've planned what I'll do now. I'll obtain the PC version of Thief3, having the XBox version already, and design levels first. I'm going to look at the modelling stuff aswell as ligthing then start to read the DOOM3 stuff later on, closer to the Dark Mod time, where I'll obtain Doom3 PC and hopefully have a bit of experience by then. I was looking at the Doom3 forums and that Ninja Mod looks decent in the 3rd person. The camera is slightly far away. Is it possible to bring the camera closer and also maneuver it to a Splinter Cell/Thief DS style of one?
  20. I was talking about ZylonBane, not you sparhawk . I was also being light hearted. The thing is you guys probably know of loads of places to find good quality stuff and info. Hence my asking. I use google a lot. I'm not hot on technical stuff. Maybe I should join the Doom3 forums myself. Have any of you actually played any Splinter Cell games?
  21. Napalm

    Menuing

    I enver changed it, simply because I never had an image. I did find the cursor in the .pk4 however, I'll hunt it down again. These forums seem kind of empty, I had question, is the main menus in the other thread in game yet or not?
  22. http://www.doom3world.org/phpbb2/viewtopic.php?t=3017 This is all you really need. Everything I learned about Doom 3 level editing I learned from the tutes at Doom3World.org It even has forums for each 3D app, and I know there is a modelling tute to show you how to create a "Plasma Tick" from start to finish and get it into the game.
  23. So where do I get these freebie ones from and how do I incorporate it with Doom3? As you can see I'm new to this. Are there any online tutorials for all this stuff and I don't mean the sticky topic linked to DOOM3 forums.
  24. Hi ZylonBane. Good to see ya from the Ionstorm Forums. Yay. =D
  25. I think you are overestimating the amount of skill that is out there. I would glady make textures if I had the time (hell I even applied at one point), but unfortunately I am just not that good at making textures. OK, but not that good. The problem is that once you learn a couple of simple techniques in modelling, texturing or whatever, you are immediately seized by the notion that you absolutely rock at modelling or texturing, just because you can produce stuff that you wouldn't have thought possible before you started (I've been there myself). Unfortunately, this applies to everybody else as well, which means that your own work is in fact pretty average. The result of this is that there is a big discrepancy between the number of "modellers" and "texture artists" who drop into the forums, and the number of actual talented individuals who can make a real contribution.
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