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  1. If I'm not busy I'll be there I finally got to download the game but not from fileplanets site I had to go to the source for some strange reason, but I am willing to play. Spar I have the same problem with online games they cost you to buy then you're paying for the rest of your life...kinda like pay TV or whatever, I'd never pay to watch 400 changes of crap so I won't pay to watch people stuff the gaming fun of others ie: all the hacks that think that because their character or car can fly that they are better
  2. That sounds interesting. The primary reason why I don't like to play World of Warcraft or other online games is the fee. I have no problem with paying for it, but a monthly fee gives me the feeling that I'm forced to play. I rather would pay per play kind of. So I can enjoy a game when I want to, but not being forced to play all the time just to get a return value for my money. And 10-15 USD is way to much just for that. If they stay with this policy I might check it out.
  3. Actually that is the approach that Blender is taking. I wonder why most games use their own editor for the geometry, because 3D apps can do exactly what is needed to build 3D geometry. But I guess the reason is because of all the extra details that are needed for a game. Question is if a 3D object can be converted to a level brush.
  4. ASE has no issue with the bounding boxes. Or is there one? We must define the bouding boxes anyway. Or can the boxes/collisionmodels already be defined with Lightwave itself? That would be a great advantage then. IMO the reason to use LWO is simply because we had some problems converting back and forth. If everybody uses the same app we will have no such problem.
  5. oofnish's model We were voting for his design - I like what it oofnish's one LOOKS like. Doesn't matter how we implement it. We all voted that it should LOOK like that. Votes This poll should be split into the two seperate issues that they are. One poll for tilting, and one poll for combined. Combined gem and compass The gem and compass are GOING to be two seperate entities as far as programming (and hence, modelling) is concerned. It's for implementation reasons. So the vote should be about wether they APPEAR to be seperate entites or not. Just wanted to clear that up. Tilting T2 had tilting, and it was fine. There is a bit of tweaking there, making sure it's being seen from a high angle by default, so that you don't have to look downward to see the farthest arrow. My main reason was if we can not tilt it, we can pre-render it and make it look way better. I don't think there's any other real issue to debate about tilting. If the thing isn't going to be pre-rendered, it may as well tilt. It will require a bit more work, but not much. Options I'd much rather have tilting than having options for turning tilting on and off, and other stupid options. An option screen full of petty options is going to just look like we were all arguing over silly details and couldn't decide. I personally don't see the need for customising the experience of a game outside of control configs and player name and appearance. (modding is a seperate issue). Having an option to turn off lockpicking makes me feel like I'm back in the days of the console video games and I can set how many lives and continues I have. I have to excercise restraint instead of being gradually convinced that the game can be played the way the designers made it. Having an option to turn down HUD brightness is an interface issue in Thief because it can glare your vision and make it hard to see in dark areas. Having an option to turn off a compass that is taking up 5% of screen real-estate is very petty. Why don't we answer the bigger issue of people desiring a HUDless game (a totally reasonable desire, that other games have satisfied one way or another) and just make a HUD on/off toggle button or something, instead of going about it peicemeal? I wanna see my light gem. Click, there it is. Bleh, yucky compass. Okay I'm done. Click. All gone again.
  6. Are you only referring to the compass part when you say you'd rather it was more "roughed up?" If so, I agree. But if you're also referring to the gem, I disagree. Part of my reason for voting for Oofnish's was that it looked like a gem that would appear to reflect the surrounding brightness of the environment (a light "receptor," if you will), instead of a roughed up semi-opaque object that appears to be self-illuminating itself, as oDDity's appears to do. Just wanted to clarify. Thanks!
  7. Bummer, looks like I missed his/her artwork. They're broken links now... Note: I started my Thief gaming career with Thief 2. Not totally on purpose, but it just happened that way. In the end, I liked that I played through T2 and then worked back to Thief 1. You might think that's weird and backwards, but it worked really well for me as it made me a long-term fan. Had I started with Thief 1, I'm not so sure I would've gotten hooked. There's a specific reason why. One that I believe oDDity shares with me, but I won't get specific.
  8. A smooth transition? Yes, I agree. It seems T2 and I'm pretty sure T3 had it so the transitions weren't smooth for some reason. I could understand it more for T2, since the game is so old; but not so much for T3.
  9. Ya Theif did revolutionize the game industry. I agree if your looking for inspiration within the game industry theif is a great example. Although it also depends upon ur personallity and likes/dislikes. For example im a huge western fan theirfor i found inspiration in 'Red Dead Revolver' created by Rockstar although as you stated correctly Theif could be pretty much any time period (within reason) and you could inco-orporate almost anything into it. My point wasnt that Theif didnt have merit for giving inspiration i just said its not the be all and end all of inspiration within the game industry
  10. These are pretty basic sound bits. Not much layering going on. I wanted them to remain in a raw format for now; they can always be layered later. It's hard to 'unlayer' once you've layered Other sound guys can also layer these on their files, if desired. I'm having troubles recording loudly with my setup. Not sure why. Thus, HumAmb1 is pretty quiet. Here are some new files, in .OGG format. Note: If you're not on the sound team, you may need to instead listen to the identical .MP3 counterparts at the bottom of this post: MachineHum1 HumAmb1 BellAmb1 CutsceneAmb1.ogg Harp-Soft Harp-Loud If you can't hear the above, you probably don't have the right software. Try these MP3s instead: MachineHum1 - Loop it. Some sort of weird machine hum. Could also be layered with other ticks, drones and hums to make an interesting machine sound. HumAmb1 - Loop it. Background hum. I wish this was a bit louder; you may have to crank your speakers. Intro/End can be chopped off for a continuous hum. BellAmb1 - Loop it. CutsceneAmb1 - Might work well as some background ambience in a FM slideshow cutscene, as 'Garrett' talks. Harp-Soft - I loved plucking the strings of that harp in T2! I think we should try to have different music instruments, so when touched they produce a sound. Harp-Loud - A louder version of the above. I didn't like that it was so loud the first time you plucked the harp in T2. I think this louder version could be used for if the player repeatedly plucks the harp. Maybe have soft/loud versions of other instruments for the same reason. Let me know what feedback/suggestions you have.
  11. Yes. That's the approach I had in mind. Of course the machines will not fit in any environment, bt we shouldn't do any assumptions about this if there is no need. And having pipes directly connected to the machines is not reason enough to make assumptions or restrictions.
  12. yeah - I already thought about the same - but if we add them to the texture, then we need hinges on a "door-frame-texture" as well, so that it fits. @gimg yeah I also noticed that the wood doesn't turn out very good ingame. however I'm not sure what's the reason. IMHO it looks much better in PS....
  13. Hmm, for some reason I didn't even notice the fifth leg when I posted the reference pic. I think it would look better without it, personally.
  14. Hey and hello, First I just have to say this mod is looking really nice and I'm very anticipated to play it! nice work guys keep up your grate work! I'v been keeping dibs on your news for the past few weeks now and just noticed the update about the sneak peek trailer! wow I started to drool for a second, but for some reason I cant seem to download the avi? the page says : The requested URL was not found on this server. However I was able to download the codec. help! I wanna see this so bad! heh
  15. Ah well, I'm sure there will be more artwork from us. The main reason for me dumping so many hours into it in the last moments was for the 12/25 media release. Springheel mentioned it was ready for release after tweaking the bow strings, so i did. I didn't see TYROT's post in the other thread, where he said he was tweaking his animation and wanted to maybe incorporate my artwork, until after I posted it in those other sites. Oh well, it's not the end of our project. Sorry for posting it, but I feel it was warranted... considering the due date I gave myself for it was 12/25 so it could go out on media blitz day. Click Here for Large Version (0.5MB) Modifications made to latest version: Created softer edge on left edge of tower. Darkened the tree in foreground. Added amber highlights to tree in foreground. EDIT: 8/28/2005 - I enhanced the appearance of the stars in the sky. Old version automatically replaced by new version when I over-wrote the Castle-web-l.jpg file.
  16. Plain. One color. No fancy decorative pattern. You know, just something like flood-filling a room. And the reason I'm saying "similar to the wallpapers" is so that it is used to blanket a room very very easily - the level designer doesn't have to worry about sizing, about lining things up, about making it "just right." Instead, you slap it down, and it looks like "wow, this room has a nice red (or blue, or green, or grey, or whatever) rug." The reference to the wallpaper is how they're not completely flat, they have some nice relief (bumps, detail) to them. Anything from flowers like the wallpaper, to maybe jump rug-looking bumps. Basically, I'm saying something simple and plain that looks good. Re: That new texture - holy crap! Awesome!
  17. i think they all connect to the machine..i dont see a reason why should they just hang there... but thats just my opinion:)
  18. To warn, I think we should remain very cautious. Yes, the city test is showing over 300k tris at once, and rendering it with dynamic lights (not tons of them, but quite a few), and somehow maintaining a framerate near 30 even on a P4 1.4... but there has to be SOME reason why in D3 even *single rooms* (portalized, even!) run slower. My initial guess that it's the huge use of complex materials (numerous texture passes for every surface), tons of lights everywhere, and *gulp*, AI/scripts...... once those are in, we might be in for a bit of a rude awakening.
  19. Hey- I'm a theatre sound engineer (currently working for the Royal Shakespeare Company- see http://www.rsc.org.uk/home/111_1790.asp), with some mod experience (sound lead on DS mod The Elemenal (now defunct)- see http://www.the-elemental.net/). Since Ele folded, I'm looking for a new project, and I'm a big theif fan- you up for some ambient/sfx/voice work? (I write music too, but I see you've got that covered) Sorry not to register (doesn't recognise the security code for some reason...), but I'll check this topic regularly- d'you guys use IRC or ICQ/MSN/Yahoo? Cheers, Theo Holloway weedeatingbassmonkey@hotmail.co.uk
  20. http://www.imediaconnection.com/news/4818.asp First, we get an OS that requires you to register it online (after which, they watch your every move - change your system? You need their permission (re-registration)). Couple that with games forcing you to use it and, well the result is obvious. Next, a high-profile game comes out with a delivery and update (*cough* monitoring *cough*) system known as Steam. Can't get online? Can't play the game. Can get online? Prepare to wait and do it their way. Fair enough - piracy is rampant, and they are right to try to stop it. But... does it work? Not really. The game is still pirated. So ultimately (yawn, as usual) and ironically those who suffer with new innovative ways to kill the fun are those who paid money for it. Well gang, say hello to Nielson! That's right, you can soon look forward to a bunch of new games peppered with Pepsi and K-Mart ads, and that require you to be online to play them, so they can UPDATE the ad-content while you play! Exactly the reason some of us want to fight against innovations like (but not limited to) Steam.
  21. There are thousands of Thief players, you don't think that I'm the only one? And there is no real reason why it should not be able to tilt.
  22. That doesn't really help you, once you lost oritentation. I don't know why everybody is so opposed to a rotating compass. It's not as if this would change ther entire game, and there ar people (like me) who wants it. No. The aim is to go through the caves and reach your objectives. It's not really fun to get lost and having to reload to return to a known spot and walking the entire way. That's one reason why I didn't really like the bonehoard mission in T1. The gem can be prerendered and it would look really good. And the compass would be enough if it has a good texture. I know.
  23. You know if you're facing roughly up or down, because, in all FPS games, when you look directly up or down, you just rotate on the spot. We can think of this as our "sense of gravity", and not rely on the compass tilting - your real life compass wouldn't tilt, and after all, wouldn't it be the aim of such twisting caves to deliberately make you disoriented? My main reason for pushing this is because a pre-rendered compass will look much much nicer, same for the light gem, and since we spend so much time looking at them, it would be great to have them looking beautiful. And to make a pre-rendered compass, we can't have it tilt because of the amount of bitmaps needed.
  24. I just found a nother reason why the gem and the compass should be seperated. This way both can be switched on or off independently. If we have a single model for both, then you can either have both or none. OK. So we will seperate them and that's it. Fuck Polygons.
  25. ???? I don't see the point of this discussion and the reason, why finger wrote that PM to Atti I think we all agreed on oDDity's lightgem - now what's wrong with it ? I can't imagine the problem you have sparhwak. why wouldn't you know where up and down is ? our thief isn't able to fly and our world has the same gravity as on earth, so what's the problem ???
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