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  1. Have you all seen this little post over at TTLG? http://www.ttlg.com/forums/showthread.php?t=108070
  2. Well, neither this thread...nor recent events have anything to do with the mod...they have to do with 'opinion' and I would certainly hope that any seasoned vets would use their better judgement to differentiate between the mod and personal opinion. Regardless of whether or not we agree with the inner workings of TTLG is irrelevant, we have huge disagreements within our own private forums...yet the mod survives and is actually stronger because we work harder to get through those tough times. If the community is ready to look aside because of silly disagreements, then there isn't much hope for the future...is there?
  3. Well not from scratch, I have alot of code to work with. Yea objectives aughta to be implemented soon. I'm starting on Main Menus now. I was working 12-16 hour days so I wasn't exactly around to do stuff, but I'm OK again. Also the forum hasn't really been dead so much as we just used to texture forums for so long.
  4. This has nothing to do with TDM and just because I happen to be on this mod, doesn't mean that each and every posting on other forums are related to TDM. The only one who had to drag TDM into it was Sneaksie for god knows what reason.
  5. Spar, I really don't care what you say on our forums, but for the sake of the mod...could you not alienate the people at TTLG? It certainly doesn't help us if you hijack a thread and piss off the very people that we would like to eventually come help us. As a senior member, I would expect you to handle yourself more fittingly. It wouldn't have been so bad if you had just made your point in a single post, but instead you continued to prattle on and derail the entire mood of the thread. Quite frankly, It's an embarrassment. This thread on our own soil was more than adequate for any venting we wanted to do and it was far more respectable. There is no need for any of us to be logging into TTLG and tossing bricks at them. You don't agree with the moderating choices...well, neither do I sometimes...but don't don't go destroying any potential good that might have been done through our work, our updates and the trailers.
  6. I'm going to stop pushing your buttons because clearly your mood has worsened since this happened: http://www.ttlg.com/forums/showthread.php?p=1488121
  7. Ahhh, it's fun to see how things disintigrate into a complete slagfest. My initial post was meant to set a different tone than this. This has just turned into a black and white...mods vs. posters thread. If people are just going to say mean things about the mods at TTLG, then there is no point in continuing the thread. I don't dislike or hate any of the mods on TTLG, they're all pretty damn cool guys. I do disagree with some of their moderating practices and I think they could do far better if they weren't so inconsistent. Hopefully the forums here will be a more pleasant experience.
  8. I completely agree with Schatten. The TTLG forums are their private property. While I think the mods "should" treat people fairly (and I'll likely start avoiding TTLG as a result of recent events), they have the right not to do so. And you have the right complain about it, but not necessarily the right to complain about it in their forum.
  9. http://forums.thedarkmod.com/index.php?showtopic=4269 bob_arctor's stuff is looking better and better, and while our current batch of beta mappers is apparently doing nothing, he's doing plenty. Since he doesn't have our scant textures yet, he's even making his own. Seems he would have a lot to contribute.
  10. Looks like the anonymous developer has struck again. This time, all the source files for the Thief 1 and 2 objects have been released. http://ttlg.com/forums/showthread.php?p=1487761#post1487761
  11. Sorry for being unclear. Here's a screenshot someone else posted on the TTLG forums http://www.directupload.net/show/d/781/IDTMArUx.jpg Just click the "digg it" link and that's it Thanks everyone for your support!!!! We're up to 35 diggs!
  12. Largest Thief fan forum on the internet? Exactly how many Thief community forums are there on the internet? Not many, so being the biggest one is a worthless claim. Aside fom that, Thief is a dead franchise, and I'm happy about that, I don't want to be playing Thief 12 when I'm 50. They should have left it at 2. A bunch of weirdos sitting around talking endlessly about an ancient computer game is pretty embarassing. WHen TDM is released, there will be no reason to have a Thief forum at all. I dont' know who'd still be making FMs in that prehistoric and entiely static engine when they can use this one.
  13. *comes out of off-topic lurk* Actually, this IS a TTLG slagging thread. But fairly justified. There IS going to be a rift between forums. Komag, I think there's a lesson to be learned there though - stay out of off topic chat. Works for me
  14. I don't want to cause any problem or rift between forums or anything. But for my full story and point of view on this whole deal, anyone can now read it all at Metal and Gold
  15. I have no problem with forums being moderated with a slightly heavy hand, but it would be nice if some of the bombastic, offensive morons who post there could be dealt with as swiftly. Instead, they roam around...insulting, offending, and just downright annoying everyone. I place a higher value on the well being of others over the absolute administration of 'rules'.
  16. Then feel free to start your own LGS forum... Since TTLG is their forum, they can be as hypocritical or tyrannical as they like. And people can always choose to avoid their forums. Of course, it's a great shame if the admins behave that way...
  17. Exactly. Still, one Thief model is pretty much like any other, so I can see the confusion. I've made several Thief models over the last few years. That one posted did actually start out on the Ion Storm forums as a model I was making of Garrett. THis was before the informaiton balckout on TDS was lifted, so I had no idea what the TDS Garrett was going to look like. It was mainly based on Thief 1&2 concept art. I made it for this TDS wallpaper, which I thought would be nice in the absense of any real TDS media. It was actually the first character I ever made. I later modified it and made it low poly for Nightblade.
  18. It seems a group of fans over at TTLG have already put together the beginnings of a development team--some of which are already beginning work--to renovate/create these missions. They seem pretty dedicated, and want to stay true to Thief 2. Mission briefings, voice acting, and accurate storyline integration are on the agenda. http://www.ttlg.com/forums/showthread.php?t=108073
  19. We have a lot of items that could and should be moveable, but aren't quite set up yet. Chairs, crates, etc. It would be great if a modeler/mapper could go thru and do this. What we need is: For each model we have that could be turned into a moveable item: Step 0. Make sure the model is solid when viewed from all directions, since we don't know how it will rotate when it's moving. Some of our models for small, moveable objects have missing faces (on the bottom of the chalice, for example), so this will need to be fixed in a modeling app. Step 1. Make the collision model for the moveable following this tutorial: http://forums.thedarkmod.com/index.php?showt...opid=74416& (Note that for moveables with very simple visual models, like a crate we can skip this step, because it will be used automatically) Step 2. Add the moveable to the def file /defs/tdm_moveables.def Make sure you put in the correct: -name ( It should be named atdm:moveable_<name of the moveable> ) -model name -mass Regarding the mass: Do NOT worry about setting the mass, friction, density, etc, so it behaves correct right now. This will be a final tweaking task. However, DO guesstimate the mass in the follwoing cases: Some of our models have names like candle1 and candle2. One of these is a smaller candle than the other. We can't tell immediately which one is which from the model name. So, when you are putting it in to the def file, remember which is which, and assign a smaller mass to the smaller object. Now we know which is which when we tweak the def file later. Step 3. - Testing Make a note of the new moveable names you added. 3.a Launch TDM and go to some wide open, well lit map ( I was using test_water ). 3.b Noclip up until you're high off the floor. 3.c Open up the console and type "spawn atdm:moveable_<your moveable name>" 3.d You should now see the moveable spawn in its default orientation. Go back to the ground, exit noclip, and push the moveable over. Pick it up and throw/drop it, shoot it with arrows etc, making sure that the clipmodel prevents it from falling thru the floor and also that it fits well. Don't worry about the other physics properties for now (it might be too light/heavy, too bouncy, not enough friction when sliding along the floor, etc). NOTE: If you don't go high enough off the floor before you spawn something, it can sometimes spawn partially inside the ground, and then it will clip thru the ground when you push it. This is not a problem with the clipmodel, it's just what happens when you spawn things inside of other things, so make sure you noclip up high enough off the ground before you spawn it. Anyway, that's it. It would be really helpful if someone could do this.
  20. Cool, thanks for posting. I rarely go to the ttlg.com forums. I like this screen: Dram - Maybe use this as inspiration for the map you're working on? *hint hint*
  21. Dram

    Vampire Gurl

    Hi and welcome to the forums Just a quick reminder, please post off topic threads in off topic otherwise we'll all have a messy forum
  22. Welcome. May have been better to put this in GD. Are you on the TTLG forums too?
  23. Not to stir controversy, or anything... but if I didn't happen to mention fading frobs in our internal forums and support / re-iterate the beauty of them, it might've been ignored. And Zylon & I would be left without our beautiful, fading frobs forever (or at least until release). The majority of the programmers who could actually code the fades were initially pretty against it and would've liked to see the idea die a certain death.
  24. No, the texures don't show up without manual editing of the .md5mesh file in a text editor to point each object to the correct shader (in a .mtr file), which, if they don't exist, have to also be created. Yes the sword is parented to the hand because you used the sword drawing animation. Look at the Motion Builder tutorial video made by oDDity to find out how to change this. http://forums.thedarkmod.com/index.php?showtopic=3563 (If the info isn't in there then I will have to track it down when I get home.)
  25. http://forums.thedarkmod.com/index.php?showt...amp;#entry78432 This thread has all the stuff you need, I finally uploaded it to our FTP - that needed doing ages ago, but I forgot about it.
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