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  1. I don't know why I bother, you are the wost debater on these forums, no better than a child at times. This isn't about any grand anthropological conclusion, I'm simply backing up my initial statement, whch was challenged, that the urge to have kids is not instinctual, does not occur in animals, and therefore cannot be instinctual in humans. The conclusion is that it's an intellectual process, caused by a mix societal brainwashing and tradition, the realisation that new generations are a necessity, and as an inevitable consequence of the the fact that sex is so desirable. Yes, nature makes sex desirable to make us do it so evolution can happen, but it does not give us an innate desire TO HAVE KIDS, only TO HAVE SEX. A desire to have kids, and weighing up all the pros and cons that go with it, is too complex a thoght process to have evolved, it's something that only human brains can think of.
  2. The mitten hands are separate meshes so it's not that hard to rerig: http://forums.thedarkmod.com/index.php?s=&am...st&p=102537 Not that I don't mind someone else redoing my work
  3. STiFU

    To Orbweaver

    Yeah well, gonna ignore the blunt... What you guys say sounds reasonable though, but I ain't got the time to do a therapy about it, at least not the next few years, so I am going to have to live with it a bit longer. This Arachnophobia has its advantages though. Computergames with spiders involved feel a lot deeper for me, than for the normal player. When I think back to the t2 minifm "Deceptive Perception", when that mega spider suddenly apeared behind you, man that gave me the creeps... AAAnyway, I just found that under "My Controlls" it can be specified, whether to show or not show the avatars. I somehow couldn't block the picture it self but a filter like "http://forums.thedarkmod.com/uploads/*.jpg" . So instead of not showing avatars at all, I know block "http://forums.thedarkmod.com/uploads/av*254.jpg" . The * is important, although nonsense. Ok, topic can be closed and thanks for your participation...
  4. Texture forum, not thread. It's here: http://forums.thedarkmod.com/index.php?showforum=4 I guess Contributors don't have access to the start-up thread... or SVN in general. Perhaps there's some confusion over which group you were supposed to be added to?
  5. This is my last review for the game. If you've been counting it's the fourth time i've reviewed this game hoping it would change for the better. I've been following Flagship before they were even that. Same goes for Hellgate: London. Played beta, demo, and release. Bought the collector's edition and am a Founder's subscriber (150$) I will cover everything I can, as short as I can. The collector's edition is a good deal for 60 dollars. You get a well made making of hellgate london dvd. Very nice concept and class art with slideshows/music. All the trailers as well and a nice box. A map of the game as well in case you're lost. Also the comic book is great. I will break down the game into five parts. Gameplay, graphics, storyline, customer service, and community. The gameplay is great because with the random generated levels you never see the exact same layout all the time. However this game is all about warehouses, sewers, streets, basically a slum filled game. Flagship released the game too early and it shows. However it grows on you and later acts bring fresh new areas. The skills though is something that should be redone. Unfortunately the devs have said they don't plan on redoing them. Also hardcore mode is not soloable all the way and you need to grind to survive with certain classes. To top it off the developers have said this is working as intended. A group beat the last boses in over 6 hours though but who the heck wants to fight a boss for that long. The bugs that were at launch are still there. Suffice to say though some of them have been fixed with the latest patch. I have not crashed but my settings are on medium instead of high. Memory leak bug is still out there and being worked on. However the Flagship staff is severely inexperienced at it shows greatly. Graphics are great and direct x 10 has some nice effects like smoke, dynamic lightning, blurriness while turning etc. Problem is you need a powerhouse rig to run the game at this setting. The game is not optmized as well as it should be. It still looks nice on medium though. Havok physics add to the atmosphere and you can use the environment to dispatch enemies quickly. Slice barrels, blow up co 2 cartridges etc and stuff goes boom. There is never a dull moment in hellgate: london. The storyline is decent at best due to it being complicated for no good reason. With the CGI you get some very nice scenes but there just aren't that many. Most of them are a book and you hear one of the characters talking. The other CGI was no doubt done by Blur Studios. It's possible Flagship did the end CGI but I doubt it. I was happy how the game ended though and it leaves it open for continued addition to the storyline. Now on to the customer service. It is in one word totally lackluster. If you call the number you can immediately tell they've outsourced it. Yes it's an Indian lady at the other end. This is bad because half the time they do not understand what you're trying to say. Secondly if they wouldn't have outsourced it they you would at least have some people in the states that understand your frustrations with the game. For all I know someone half across the world couldn't give a rat's ass that my game keeps crashing. Besides that when you e-mail them many of their replies are automated. Also numerous times have there been typos. This is so unprofessional it's insane. Also you CANNOT get a refund through them for your subscriptions. Lets just say I'm going to be disputing my Lifetime's Subscription with my credit card company. Reason being they just pulled a bait and switch. They advertised 24 character slots for subscribers only. Instead of giving people without a subscription 10 they went ahead and gave em the 24 for free. That's right completely free. Which means those that paid for subscription just got baited and switched. You still get to use items that non subscribers don't use but half the time they are more combersome than you think. Imagine having a Warhammer Online event where you pick up your enemies ears, arms, and make recipes. Problem is you can only find ears and hardly any arms. Also you seem to be finding so many recipe's that they clog up your inventory. Sure you could destroy them but that's not the point. Also you have this one recipe you can't get rid of cuz you crossed into nightmare mode. So you're forced to literally exploit the engine to get rid of the stupid item clogging your inventory. How would you feel? I'll tell you how I feel. I feel like I could make a better game with a pencil and paper. No kidding here folks the content is usually rushed and not well though out. Tack in the customer service and well you get the idea... Moving on we have the lovely welcoming heart warming community. NOT! If you thought the World of Warcraft forums were bad, hah! At least you got mods there. Half the time in the Hellgate London forums they got without any mods. Also the forums are restricted to those who own the game. Which means those that don't won't know how bad it can get. The community is torn and here is why. From day 1 there was NO mention of subscription. This came out about 3 months before launch. 3-6 months at the most. It was like a slap in the face. It was as if Diablo never existed. For 10 years Diablo 2 has been free to play on battle.net and so has every other Blizzard game. This was the ultimate knife in the back, the ultimate betrayal, and I was stupid enough to fork down 150$ for it. Which I will get getting back in a week or two. In conclusion Hellgate: London was supposed to have been so much more. Bill Roper instilled faith in his followers. He is a great man but when it comes down to management Flagship failed and failed hard. Their inexperienced developers released the game when it wasn't time to. The game needed honestly about 6-12 months more to be polished. In the making of DVD bill says and I quote "Flagship studios was founded with the concept to make great games." Well Hellgate: London is a great game but it that does not make it a good one. There is no doubt Flagship will learn an immonumental amount of from their mistakes. That does not mean they won't commit them again. There is communication between the community but instead of giving people refunds they totally change the subject on you when you contact them. Also they really seem not to care as much as they should. To conclude Hellgate: London is a game that was not executed well. I think they should of stayed 2D as Mythos their 2D game is much better some day. If you're interested in this game you should definately Ebay it but don't pay full price. I think 1up.com summed it up best. This game deserves a 4.0 out of 10. I'll definately be getting my money back for Founder's offer. I just feel hurt that a company could do this. Especially with Bill Roper being one of the men in charge. Honestly I feel like he should be ashamed of himself to release a game like this. Don't get me wrong I enjoyed it. It's all the other little things that compound to one big heart ache. Hellgate: London can burn in hell. (Definately quote me on that!) -Pros- Nice gameplay and graphics. Some good parts to the storyline and CG movies. Nice moddable weapons and looting system. Cons It don't work right all the time. Confusing storyline. Subscription based system segregates community. Customer service which is 1/10th that of Blizzard's Inexperienced development team Rushed buggy game. -Conclusion- Hellgate: London can burn in hell. /cry
  6. OrbWeaver

    To Orbweaver

    Don't know about Opera, but you can block it quite effectively in Firefox using Adblock with the URL http://forums.thedarkmod.com/uploads/av-254.jpg Maybe there is an equivalent plugin for Opera which allows more specific URL filtering.
  7. SubVersioN. We mostly use TortoiseSVN around here (Linux users use something different). Once NH gets you set up, you'll be able to see what we're talking about and how to get it set up. For repetition's sake, the link you will need to get started on TDM: http://forums.thedarkmod.com/index.php?showtopic=6694
  8. As we don't have a proper announcement post for this set up, I thought I mention this here: The Dark Mod is a "free" project, which means that the game we create can be played by the community for free, without charges. The game code is going to be open-source (GPL) and our assets (textures, models) are going to be released as well. We haven't ultimately decided under which license we are going to release our creative assets, but it might be a non-commercial one (creative commons, share-a-like or whatever it's called). I hope this is not a problem for you, AstralNinja. I thought I'd ask before our content creators are surprised about it and disagree with the Mod being open and their assets being used by the community. (@Team: Please anybody feel free to correct me if I state something incorrectly). We really need a properly formulated, sticky thread in these forums. If you're fine with that, feel free to PM in case you're running into problems with setting up the mod. I have a startup thread (which itself is still in its startup phase, funnily enough) here: http://forums.thedarkmod.com/index.php?showtopic=6694
  9. http://www.ttlg.com/forums/showthread.php?...293#post1658293
  10. http://www.cnn.com/2007/US/11/17/internet....e.ap/index.html Myself included. Considering in BCG forums I was not a good person and raged a lot. Will the internet ever have accountability? What would it take for such a measure to be passed? When is enough really enough? I guess you can say the freedom should never be taken away and the responsibility rests on the individuals and family. It sure does but could other measures be taken to protect people who are under 18 and really have a very limited view of what's out there? Should the internet be limited to those who are under 18 regardless of content for their own protection? hmmm
  11. oDDity

    Beowulf 3D

    The CG isn't that good, in fact looking the trailers, a lot of it looks like the average level you see on forums like CG talk. The animation is good because its all motion capture and lip syncing. Judging only from trailers I've seen, I hated it, and never want to see it. It looked like dumbed down kiddies crap. I can't trust Komag's opinion since his ridiculous review of the Ice and Fire books.
  12. Does anyone have Motionbuilder running in XP with an 8800 GTS type of card? I've got myself a new rig with an 8800 GTS but the current nvidia drivers screw up the realtime playback It skips a few frames ahead when playing in 24 fps (or whatever speed). When playing animations with the show "ALL FRAMES" option it does like it says play all frames but that's of course too fast. i read on some cg forums that it's a general problem with the current 7XXX en 8XXX series and autodesk is apparently working on this issue. So be warned
  13. I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
  14. Dram

    Horse AF

    Well I've tried multiple times to set it up correctly, but now I'm just out of energy to try again. I'd love to animate the horse but unless the AF works correctly I cannot. I'm posting here in the hope that someone who knows how to set up the AF could take a crack at it so that I could finally animate the damned horse. Thanks to anyone who tries. Here's the link to the original thread, and it is also the direct link to the image of the bone hierarchy in the model: http://forums.thedarkmod.com/index.php?s=&am...st&p=130277
  15. The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
  16. Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
  17. Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
  18. Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
  19. add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
  20. Greebo is definitely an exception with the time thing. Personally I'm still at uni, and during term my TDM output falls to a few hours per month, not counting the time I spend reading the forums (which I've never timed). Almost all our discussion happens on our private forums. If you want to discuss something privately, the forum's Private Message feature is probably the best way to do it; but usually we just use the forums themselves, since there's not a lot that benefits from being made personal. The benefit of putting it on an internal forum for the entire team to see is that we can pool our knowledge better.
  21. I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
  22. I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
  23. I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
  24. But regardless, our licensing status is at the moment quite unclear. I opened up a thread in the internal forums: http://forums.thedarkmod.com/index.php?showtopic=6752 And yes, I think the video should probably put up on thedarkmod.com - monthly updates would suit us well
  25. Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).
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