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  1. Not sure where you're getting your facts from. It runs fine in Windows 7 64 bit, and I believe we've heard from some 64 bit Linux users who also have no problem. You can try this trick if you're having trouble: http://forums.thedarkmod.com/topic/9431-tip-for-running-d3-in-windows-7/
  2. Can you check out this crash test map? Maybe you're experiencing the same crash due to some specific Catalyst Driver version. http://forums.thedarkmod.com/topic/9932-fm-training-mission-17-oct-09/page__view__findpost__p__197607
  3. Sup BlackSanguine. Welcome the the forums!
  4. A few days ago I installed Doom 3 again to ensure that it's working properly when TDM will be released. The game runs fine but I can't seem to get the widescreen working. I've looked on several forums but it still isn't working. I've created the AutoExec.cfg and filled in all the necesarry variables. The orginal config file keeps changing a few things. Setting stuff to ultra high quality in the cfg works but the multisampling and r_mode "-1" are constantly changing back to their default figures. Multisampling isn't a big issue and I just forced in my Nvidia Control Panel. The r_mode is because when it doesn't stay on -1 I can't and Doom 3 won't use my custom Height and Width (1680 x 1050). Just to be clear the settings in my AutoExec aren't changing but the settings in the orginal cfg are which isn't a big issue if it would be using my AutoExec settings, but it isn't. At least not all of them. Besides changing the cfg I also tried to play with the recommended settings for a bit and then change the cfg, which seems to work for some people, but that also doesn't make a difference. If anyone has a solution it would be much appreciated.
  5. Thedarkmod.com doesn't have a favicon, and the current favicon on the forums and the wiki is from my site: http://modetwo.net/favicon.ico But sure, if someone comes up with a cool favicon, I'll add it.
  6. I have only just discovered this mod, and I can't remember the last time I was this excited about any mod or game for that matter. I already have a few suggestions / questions for the mod, but I thought I would introduce myself first. I am obviously a huge Thief series fan. Thief 1 and parts of 2 were the best (minus the robots), and Thief 3 was a bit of a let down. The Dark Mod really seems to capture the next iteration of Thief that I was longing for in Thief 3. I have exprience in the following: 3D modeling (milkshape 3D, a little 3DS Max & Maya) Skinning Photoshop Light animation Mapmaking (Duke Nukem 3D, Half-Life, Counter-Strike Source) Weapons Mods (Max Payne, Jedi Outcast / Academy) Player Model replacement - Counter Strike 1.6 Here's a link to my Lightsaber hilt pack for Jedi Academy with over 20,000 downloads Here's a link to my Counter Terrorist model I released on csnation.net where they said "this is probably the best or one of the best player models for Counter-Strike" Admittedly, I haven't done a thing related to modding or map making in a few years, but this is the type of project for which I would gladly get my hands dirty again. I have looked through the forums a bit, and I see that my list of skills may not be needed. That's ok, but I am also willing to learn something new if someone doesn't mind teaching. From what I have read on the FAQ, it appears the Dark Mod will be providing the tools for others to make their own custom missions. Are there plans yet for a cohesive grouping of missions that would maintain some sort of over-arching campaign plot? If not, I would love to at the very least help contribute somehow to a complete set of missions with an over-arching plot full of twists and turns, with thief-like cutscenes. I realize the challenges such an endeavor would entail at the very least from an intellectual property standpoint (Who's Garrett? The voice-over guy just sounds like him and only refers to himself as me myself and I ) Anyway, I tend to be a bit too wordy in forum introductions and my intros also seem to have a gnack for generating oppositional responses, so I hope that isn't the case here. I am just very excited about discovering this mod and would love to see a cohesive set of missions appear and possibly be a part of it.
  7. @ All concerned: Hmmm, this brings up a lot of questions that i think haven't been pondered yet. But lets plow through this as some things really need to be decided eventually and im going to back up just a tad just to make sure were all on the same page. I wanted to release my walk animation, i think it is very realistic and I spent a lot of time on it. The walk animation is possibly the most oft seen animation in the game or a very close second to the idle animation. To me, it is something i would not want to go back on now that i've used it or a version of it for so long. I want to release this to the public for the same reason anyone wants to release a mod. I wanted to release it sooner rather than later because so many people will have already played through all of the missions. So the plan was, to post a thread with a friendly message in the forums that said, "Hey, i made an animation i think some people will like, here the link if you want to try it and heres how to install it." As far as testing it before releasing it, i think it is completely unnecessary. The md5anim files are simply 99% vertex locations. Furthermore, like all mods, they are optional and can be taken back out. As far as allowing the team to evaluate it before release, this brings up a completely different issue. What if you don't like it? Its a matter of opinion. What if 67% of the team doesn't like something made by another member, but the other member wants to give his work away to those that do want it, or want to try it and see if they want it?. Should being a "member" or "contributor" to TDM mean your ability to offer mods to other is limited to what some other people on the team? This doesn't sound like a very healthy or friendly, model and it really goes against the spirit of modding, which is simply making or getting what YOU want.
  8. Just in case this hasn't already been posted: http://wiki.thedarkmod.com/index.php?title=Patches There's a neat advanced patch tutorial at the bottom, originally from a user on the doom3world.org forums. Good stuff, shows how to manipulate patches so it's almost like working with brush splitting. For completeness, here's a jump to the DarkRadiant general page (tons of useful links): http://wiki.thedarkmod.com/index.php?title=DarkRadiant Regarding the window above, to echo what others have said: I would definitely attempt it in patches, and if the desired result couldn't be achieved, most certainly make the brushes into func_static. CSG is eeeevil.
  9. @Rantanko: Yes, you must unzip those because DarkRadiant cannot reach the insides of pk4s yet. @Melan: I generally never touch CSG subtract. If you do use it: keep in mind that it does not act the same as placing an air brush. Subtract may splinter geometry apart into microbrushes that will make the map compiler choke. It also creates more brushes than neccessary (and therefore more tris to draw, and a larger map file). And Doom 3 can push the tri count, but when calculating shadows, you want as few brushes as possible, or else the compiler will begin to suffer. ....And I've got your gothic window done. gothicMelan.txt. Rename it to gothicMelan.pfb (the forums only allow certain filetypes to be uploaded).
  10. Yup. There's currently one in general but it should probably be moved to the editing forum, or FMs. Then we just need people working on 'em. http://forums.thedarkmod.com/topic/4204-tdm-what-are-you-working-on/page__p__78123__fromsearch__1entry78123
  11. It would be good if we had a sticky thread like these: http://ttlg.com/forums/showthread.php?t=94149&page=50 http://www.hl2world.com/bbs/24-vt50286.html?postdays=0&postorder=asc&start=345 Good for latest screenshots of what people are working on.
  12. same problem for me... but i dont think that doom3 is replacing the dm-cfg... cause the darkmod folder is READ-ONLY on my sys. after downloading and extracting the "newest" tdm file from moddb ("2009_10_18_thedarkmod_v1.0_beta.zip") into my doom3 directory (D:\doom3), i start the "tdmlauncher.exe"... all i get is a black screen and a mouse button (the normal d3 mousebutton, not the tdm one). i can hear sounds and melodies (even the "click" sounds when moving over buttons - as it seems) but nothing more will happen... tried anything, but can just quit via "alt+f4" or console. in console there are some red errors, that the game couldn't load the background images and stuff. some screens are below.. system: vista home premium 64, 4 gig ram, 8800 gtx (using driver 86.18 cause newer ones got problems with some older games i still play) don't have any problems with other mods for d3 or the original game... PLEASE HELP!!! wanna play (waited for YEARS, and just got d3 because of your mod) thx. edit: i checked your FAQ and other forums, no help.
  13. I registered on these forums because all of you did an awesome job and you guys should know it! With it being a beta release I was expecting the mod to feel rather unfinished but this was a much more polished product than I thought. Everything was awesome. Gameplay, models, sounds, menu, art everything. Several people have already mentioned smiling while playing and I actually did the same exact thing. Such a rare reaction while playing video games these days I'm afraid.
  14. I've seen press releases on at least six different sites as of yesterday, not counting forums posting the info.
  15. I think I heard about it a year or two ago on the Something Awful forums. That said, what's with the lack of press coverage concerning the beta release? The only place I've seen it mentioned is on Rock Paper Shotgun. You guys need to brush up on PR skills.
  16. Hi everyone as im new to the darkmod forums but am an active member or the doom3 community. First of all well done and very impressive. yet I've had a diffucult spot I've run into. on the third floor room with the chalice and dome the safe on the wall contains items, like a key,loot and such, however they are not retrevable and I cannot pick them up. I shot an arrow in at the cup to knock it out of the safe and was still not able to pick it up. (nice cubemapping by the way) is it supposed to be that way? I'm thinking not but if I need the key in the safe to progress I can't take it. so I guess I'm stuck. Thanks. JV
  17. I'm not sure linking to an alternate walk cycle in the TTLG forums is a good idea. Swapping animations is a pretty detailed exercise, and not something we want to encourage 24 hours after release. Where is the md5anim file for this animation, btw? I haven't even seen it yet.
  18. No, most sounds are atmospheric ambients. The archive is in Dario's donation thread in the public forums. Personally, I'd just go ahead and push almost everything into SVN (after converting them to OGG), but I'd rather have a second opinion beforehand.
  19. http://forums.thedarkmod.com/topic/9924-darkradiant-1-0-0-released/
  20. Thanks peispud. As Yigg suggested. But if you already have done that then someone else reported another problem and I could never duplicate it. My best guess is Thanks Yigg: Another bug we found at the last minute and no easy fix. BTW please use spoilers. I know they are not very obvious in these forums. Select your text. Click 'Other Styles' and you will see the spoiler feature.
  21. Broken Glass Studios is proud to announce the first public beta release of The Dark Mod, a medieval steampunk stealth game inspired by the Thief series. The Dark Mod team started work on the project in September of 2004. Their goal was to take id Software's Doom 3 (id Tech 4) engine and completely transform the sci-fi / horror shooter into a medieval, steampunk, stealth experience. With the release of The Dark Mod: Beta 1.00, we are offering the modding community a powerful, easy-to-use editing suite for creating stealth missions. All the assets and resources necessary to build playable missions are included, plus a customized editor called DarkRadiant. A branch of GTKRadiant, DarkRadiant has been designed specifically to cater to the needs of Dark Mod mapping. In addition to the editing tools, the release also includes four playable missions (including a Training Mission) to help demonstrate the full potential of the mapping kit. The Dark Mod is in a beta release stage at this time, which means that some minor bugs and incomplete features are to be expected. To see screenshots, or to download The Dark Mod, please visit http://www.thedarkmod.com/ . Or visit our forums at http://www.modetwo.net/darkmod/ . We hope you enjoy it!
  22. Heya people! I just played Mirror's edge. Nice game.. but could be a lot better in my opinion! Anyway, there are some very good stuff going on there that would fit seamlessly into thief gameplay. Like bouncing off walls and moving while grabing an edge. None of this is new, of course, but it's nice By the way, I thought I mentioned this here before, but I searched the forums and found nothing!
  23. To my knowledge most of the industry awards are all web based, ie. gaming review websites giving out goty awards or something whereas what I'm thinking of with an Academy Awards of Gaming is something on the lines of the hollywood version with all the glitz and glamour. Though already i can see holes in this idea; mainly because the protagonists of games aren't real people who can show up but pixels on a screen. And that therefore means any such industry wide awards would have to be given to the developers and I dont think I'd spend valuable time watching the likes of Cliffy B or Derek Smart take the stage. I guess what I'd like to see is an independent body reviewing games based on their artistic merits; I mean I rarely watch the academy awards but I do hear about which movies win and any time I see a movie that has won awards i'll generally rent it out, if for no other reason than i trust the academy's review board that the film is well made both from an artistic and technical standpoint. I think that such a body in the gaming industry (lord knows how its membership would be formed or how it would remain independent) could give much needed mass marketing appeal for lesser known titles that don't include mute, amnesiac space marines. I don't think current review websites and the like really cut it. Of course this also opens up a whole can of worms as to what exactly constitutes an 'artful' game; cos various games like serious sam which had no plot really at all were nevertheless great fun! As to protagonists speaking, i've always found it completely immersion breaking when they dont say anything, for a number of reasons. Firstly is that most if not all the dialogue therefore has to be stilted in such a way to not allow the player interaction. Most of the dialogue then seems to revolve around NPCs asking rhetorical questions or questions which they answer for you; and giving orders. Secondly, whilst I would agree with that article and Ken Levine that cut scenes are'nt always a good way to advance plot, if done properly I think they can be quite entertaining. Failing that allowing the player some interaction, like for example Mass Effect, even if this seems less natural, is better than having a mute character. In my own experience with Half Life 2, I generally spent the dialogue scenes like the professor's lab just acting like a complete asshole, jumping on tables, kicking shit over and playing with the little gizmos. This was simply because i had no input for any of the dialogue and therefore was not invested in the scene. I've always preffered or invested more in Rpg's than other genres for this exact reason, but then i guess that's the whole point of roleplaying Most of the older games i've enjoyed the most tend to be the most dialogue heavy or have creative and interesting plots. Thief is definitely a prime example, not only for its very innovative gameplay mechanics like stealth; but also because of its interesting plot and narrative. Garret was truly a character i liked playing as; because he was a complex character and an anti-hero. I think thats what alot of older games had going for them, since the technology was not as good at suspending disbelief or being immersive as it is today developers relied much more on plot and good storytelling. Though of course i might just be nostalgic about my youth Be wary of this one. It is more realistic than you average fps but not as realistic as the original Op Flashpoint games or Arma (alot of users on the forums are complaining it isn't realistic or hard enough). It does however have alot less bugs than its main rival Arma II and is much more polished. Multiplayer however is a little screwed atm with no dedicated servers (its a console port) but i think theres a patch coming soon. Also there will be fan made missions (pc version has an editor) and maybe mods too i guess but don't quote me on that last one
  24. Uploaded. Same goes to you Greebo. You and the other programmers have made it crystal clear why programmers make a higher wage than other game development positions. Forums seem pretty quiet lately though, hope it doesn't stay that way.
  25. Getting an unresponsive script warning (reproducable) from page 7 of this thread: http://forums.thedarkmod.com/topic/9106-contest-entry-the-crown-of-penitence-by-jesps/page__st__150 Firefox 3.5.
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