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Oh, I forgot to mention this here! This guy/group did a walkthrough for my FM recently too: http://www.youtube.com/watch?v=EDCjmimonro ttlg thread: http://www.ttlg.com/forums/showthread.php?p=1930974#post1930974 I left a nice little comment for him on the 2nd video, just saying Thanks. I was the author. (I learned Japanese living in Nagasaki one year). And that I wanted to do a Japanese translation of this someday, since the story is worth understanding. I didn't catch much of what he said in this video (it takes a lot of energy to understand Jpnse at my level!). But hopefully one of these days I'll sit down and try to decipher it, then I can share with you guys.
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http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/ try this thread
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server might just be down. if you can't get it resolved, you can always download missions here manually, and toss the pk4 files in the darkmod/fms folder
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Ok, I've posted a template: http://forums.thedarkmod.com/topic/10234-vocal-set-template/
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This one: http://forums.thedarkmod.com/topic/8990-new-ftp/
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Some of these missions need upwards to 2GByte memory themselves, and if you only got 2 Gb and the OS already uses a bit of it, you might simply run out of memory (which can look like a crash). Also, have you run a memory test on your computer? The second stick might be bad, which you normally don't notice, but when something needs a lot of memory, it randomly puts stuff on the faulty place, and depending on how important that bit was, it might either crash, or do nothing. http://memtest.org/
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This is my first attempt at a specific brief describing what we need to replace our existing zombie. If you are interested in helping with some or all of these tasks, please contact me. If you know of someone who might be willing to help out, feel free to repost this. We now have a weighted mesh replacement thanks to greebo. We still need animations for the zombie character (using the existing humanoid animations would not be very satisfactory). This zombie is meant to replace the existing one which uses Doom3 assets. In order to stay consistent with existing missions, the replacement zombie must look relatively similar to the D3 one--that means a naked, emaciated corpse with dead eyeballs and a gaping mouth. Mesh: The number of polys is one place where we don't have to mimick the original. The visible zombie mesh should be between 3000 and 6000 polys, with a simplified shadowmesh that makes up approximately 25% of the overall number of polys. For example, a 4500 poly mesh with a 1200 poly shadowmesh would be ideal. Although the D3 zombie had "mitten hands" the replacement zombie should have fully articulated fingers. The zombie mesh will have a separated head that is rigged to a different skeleton; the engine attaches them at run time. It is important to make the seam as inobtrusive as possible--either at the bottom of the neck in the clavicle area (preferred), or at the top of the neck under the jawline. Adding scraps of old clothing as a separate submesh (which can be set invisible for variety) would be nice but not necessary. The zombie skin will be weighted to the same skeleton we use for our other humanoid characters. The joint names must remain the same. Contact Springheel about the skeleton for the body and head. The final mesh needs to be in md5mesh format. Textures: The zombie needs to have a diffuse, normalmap and (possibly) specular. Size should be 1024x1024 max and format should be .tga. Our existing zombie had three different textures—a dry corpse with smooth, brownish skin, a dirty, rotted corpse with bits of bone sticking through, and a bloody corpse with carvings and necromantic symbols (see top right corner in image above). Only one is technically needed, although more variety is desirable. The rotted corpse skin is not a D3 asset, so it could be copied exactly, though it’s unlikely it would fit the new mesh. Animations: There are certain animations that must be created in order for the zombie entity to properly function in game. The animations with a star beside them MUST be included. The others were present in our current zombie but are not strictly necessary. Once the zombie is rigged to our existing humanoid skeleton, I could probably cobble together animations that would be decent enough to use. It would be much better to get someone with more animation experience, however. Zombie movements should be awkward and loose. *anim walk // a basic, lumbering walk. [frames per step?] *anim run // a faster, lurching ‘run’ when zombie spots player (one foot always on ground); arms reaching forward [frames per step?] * anim search // slow, careful walk, looking for hiding prey *anim idle // ‘relaxed’ zombie just standing in place *anim pain // small flinch from impact (zombies don’t get hurt much) anim pain_head1 // as above, but impact is in specific region anim pain_head2 // as above, but impact is in specific region anim pain_head3 // as above, but impact is in specific region anim pain_chest1 // as above, but impact is in specific region anim pain_chest2 // as above, but impact is in specific region anim pain_left_arm1 // as above, but impact is in specific region anim pain_left_arm2 // as above, but impact is in specific region anim pain_right_arm1 // as above, but impact is in specific region anim pain_right_arm2 // as above, but impact is in specific region *anim melee_attack // zombie swings arm in an arc with grabbing hand anim melee_attack2 // alternate version of above anim melee_attack3 // alternate version of above // alternate attack animations for zombies with weapons * anim melee_attack_weapon1 // zombie clumsily swings a weapon *anim use_righthand // zombie reaches out and clumsily opens door // These allow for zombies to lie on the ground and get up when disturbed *anim sleep_2_sit_rgt // zombie starts out lying on ground on back; quickly rises to standing idle *anim sleep_idle_rgt // the lying on ground pose. No movement (at least 30 frames for blending) *anim sit_2_sleep_rgt // starts in standing idle; quickly lies down backwards // Animations with ? may not be needed unless specifically called by existing maps. ?anim crawl_n_getup models/md5/monsters/zombies/zcrawl_n_getup.md5anim { ?anim crawl_n_getup_idle models/md5/monsters/zombies/zcrawl_n_getup_idle.md5anim //laying on seating, then get up ?anim benchpose models/md5/monsters/zombies/keycardgetupidle.md5anim { ?anim benchgetup models/md5/monsters/zombies/keycardgetup.md5anim { // second get up from seating ?anim benchgetup2 models/md5/monsters/zombies/getup_from_bench.md5anim { ?anim benchidle models/md5/monsters/zombies/getup_from_bench_idle.md5anim { //eating loops anim zjump_eats_zsci_loop models/md5/monsters/zombies/deskeatloop.md5anim { anim zjump_eats_zsci_getup models/md5/monsters/zombies/deskeatgetup.md5anim {
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Heh.. I've had similar experience as grayman. I've always WIP tested my missions by wandering around the map, checking things. Avoiding the guards was trivial as I knew every single path_corner by heart, hey, it's my map and I placed them. So I strolled around like I owned the place. But phrase_book used RIT networks, so the AI were completely unpredicable and I didn't take that into account. So there was Sotha, strolling around his map like he owned the place. I'm in a narrow staircase. Door opens at the top of the stairs: a guard steps into the staircase, heading down. "Oh, no problems, I just go back downstairs..." Door opens at the bottom of the stairs: another guard steps into the staircase, heading up. I'm sitting in the dark, the guards don't yet see me, but it is obvious the guards bump into me when they try to avoid each other in the stairs. Crap crap! Panic! *opens console* "notargyt" Argh.. typo! "motarger" Argh.. another typo. Guard: "Hey a thief! Get him!" "notargetr" Argh.. Why... cannot... I... type... under... pressure?! *Taking damage* "notarget" *I got the command right, but died 0.005 seconds before I pushed enter.* Lesson learnt: respect your RITs.
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@acolyte6: Note that (aside from this question being non-specific) there are individual FM threads for discussion. In this forum in fact, currently six posts beneath your other post asking another separate question about another FM in its own thread. Just keeps things more tidy and convenient for all. For example: http://forums.thedarkmod.com/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/
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Hello everyone , this post is really in hand because I can't run missions at all, or other problem I encounter is playing a mission and when I try to save closes the game giving me an error list. If someone can help me I'm all hears.
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Just a post to let everyone know I found a converter from Anim8or files to ase. Alot of people at TTLG have used Anim8or (I hate typing that name) as a freeware solution to making models for T2. I stumbled across a converter Ani2pov that will let those users make objects for The Dark Mod. http://texel3d.free....2pov/index.html I haven't tried it yet myself but it's probably a quick conversion. --EDIT-- Here's a link to the TTLG thread 'Get Learning Anim8or' http://www.ttlg.com/forums/newreply.php?do=newreply&noquote=1&p=1839238 Alot of info on how to model with Anim8or
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I don't think anyone will drop the project now. Definately not oDDity. Your project is, softly speaking AWESOME. So let's not get worried about teammates leaving. No one in the right mind will leave such a project, if he is a real Thief fan.
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Clear out your temp directory. On Vista it's at C:\Users\[your Windows user name]\AppData\Local\Temp. On Windows XP it's at C:\Documents and Settings\[your Windows user name]\Application Data\Local Settings\Temp. You can also find it by clicking Start, then Run, then typing %temp% and pressing Enter. Once there, delete everything you see in that folder. http://forums.thedarkmod.com/topic/9985-cant-update-on-vista-32-bit/page__hl__temp__fromsearch__1 @other helpers: I've put this solution in the wiki, seems nobody remembered to add it before now.
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If you can't understand that I'm a fan of SotSR.
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Well, I can understandf the sentiment - it is not like The Metal Age feels like proper Thief. It can be made to look and feel that way, but on its own, it just doesn't come together. It lacks a coherent, compelling vision. Fortunately, TDM includes the tools and the assets to make missions that feel like proper Thief, again. If people will build them, that is. This post is 100% unadulterated objective fact, and anyone who disagrees with it is objectively and literally wrong.
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Have you tried switching off Aero or Desktop Composition in the shortcut? http://forums.thedarkmod.com/topic/10080-darkradiant-1-0-2-released/page__view__findpost__p__198940
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You took the blood decals from darkmod folder. The ones from the darkmod folder are not visible in game. You have to use the ones from the D3 assets. That has the downside that your mission will have difficulties with standalone TDM in the future. However, should someone create almost identical D3 free blood decals which we could use, and they were included in darkmod, I think missions with D3 references could be converted with a simple find&replace script.
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It's right below the password entry box in the Sign In page. http://forums.thedarkmod.com/index.php?app=core&module=global§ion=lostpass
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Im actually willing to give a movie like Doom one shot, Im sure its pretty silly but I dont think it is trying to be anything else. Ill watch it once for the nostalgia. talking about seeing video game perspectives in movies, what about Star Warts I, the Fan-base Menace? Towards the end of the movie there is an extended battle scene in a factory or something with characters jumping over and under crates. "Where have I seen this before?" I wondered. Ahhh, its a jumping puzzle from a video game! Talk about crossover and product placement....
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And done. Well, kind of. This is quite hotfix-prone imho. Let's just call it v0.39 for now, we're about halfway there, there are no accents and still a few ugly hacks in the source so there's still a lot of work to be done. win32 version is ready, here's the download link: http://www.4shared.c...9e70/setup.html if someone wants it, or wants to mirror it. GNU/linux version should be ready tonight, and of course I'll release the modified source too (not that it's undocumented in this very topic, but still). Format is .exe, created with Inno Setup, and does the following : * move the original pk4's and gamex86.dll in a new folder 'backup' * install the translated pk4's in the folder * create a group in the start menu, with uninstall option and link to the french Thief community "Ariane4ever" (chances are people downloading it already know about modetwo, and I thought it'd be wiser than letting these forums get flooded with french-speaking topics - just tell me if that's unacceptable. I'll also release the script for Inno too, of course. I'm thinking about releasing the linux version as a .run - people shouldn't be too confused with installation as it's the same one as the doom3 installer after all. Dependencies will be documented and stuff (I'll just quickly wubi a fresh *buntu to check 'em). How does that sound? Thanks go to Gat for modyfing the dds's I couldn't with my humble skills, and to greebo of course for his tips on the source. Next step for this is modifying the source further to use the dictionary, add accents and, if I can, sharpen the menu textures (they're quite a bit blurrier than the originals at the moment). About the dictionary : I chose not to use a second .lang right now, until I have further documentation on this matter. The reason for this is that I'm unsure how things would work when someone uses a french Dark Mod on an english DooM 3 while using a french.lang (that's my situation in fact, and I'm pretty certain I'm not the only one... Belgium has three official languages - french, dutch and german. Who knows how many of us only got an english version of the original game. I'd like it to run on as many versions as possible...) (a bit) technical stuff: the strings added are in the range 08*** (didn't seem to be used by either the TDM strings, greebo's (09***) or DooM's. Hope this is fine. At least it's working (well, on my rig at least), time to move on and wait for feedback. Have a nice day. FINAL NOTE: This is still hotfix-prone, you never know what people will find when playing with it. Then again, that's the purpose of integrating a backup in the setup.
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I have my map vis portaled and sounds for zones. That all works. But I have glass windows with visportals in them. They don't block sounds like guard footsteps, So I need to figure out how to close them for SFX, but not for vision. Couldn't find anything searching wiki or forums.
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In case if you guys would start to popularize TDM using the Steam Greenlight or somehing similar, what about a visual beauty as a tool? I mean you could make a lot of videos of the most visual beautyful TDM missions, even those in WIP. I know, TDM is not an Unreal 1 clone, but I'm sure that you would agree with me that almost all people likes everything beautiful (I mean eye candy). If it so, why not to use this trick? Say, if Johannes Burrock (Melan, Sotha, etc) would make a fly-by (a'la Unreal 1) of his nice looking (perhaps WIP) map, I think it would be nice. What do you think?
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you can save AI as a minor objective in one the Sotha's missions.
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It's up to you guys, but I dont really see why that fact would be of any concern - there was a beginners contest, there were three new missions released because of that, here's the news, check them out, that's all people will care about, imho.
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The missions themselves were very impressive, but I don't think the fact that there were only two/three entries is something to draw attention to.