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Showing results for '/tags/forums/shorter fan missions/'.
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Most people will only fight back against oppression when it directly effects something they deeply care about. Most of the 9-5 tools are being oppressed from useful thought by being conditioned throughout life to get an education for a job in which they repeat the same meaningless cycle everyday and only spend their offtime recovering or entertaining themselves and giving no effort to expand their mind or change their wasted life. The same is with most of us posting from work. Posting on forums accomplishes very little, and is mostly for venting. If you truly hate the measures taken to 'protect and prevent' terrorism, do something actively about it. Posting on boards about it won't change it.
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uhh...can he even see this thread? or has someone frgotten, because he asked for "any news" in that thread in public forums.
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! Just noticed in the forums there: Woohoo! Guess i only have to wait a while. Btw, for those who can't be stuffed checking the review, the game has a good graphics engine on the lines of x2 or x3. Also, it has very good gameplay apparently.
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No idea, I'm just a sucker for hype. If dog shit was preceded by a massive advertising campaign I'd probably buy it. It's just one of the few books everyone reads, so it's good for talk at work, on forums, ecetra. Da Vinci Code was also quite crap but made for a decent discussion.
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I think the non members should respect the fact that this has all been discussed and decided upon by those who are actually making the mod. Not a single idea suggested in this thread was not at some point discussed in the campaign or concept art forums, and arguing won't chage what has already been decided upon. If you don't like the direction the mod is going in, then fine; it's fully moddable. Get to work. This isn't a drive-thru 'make a game the way I want it' forum.
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IPB (Invision Power Board) 2.1 Final was released 15 minutes ago. I'm going to upgrade this 2.04 forum to 2.1, as this will get us loads of new cool and reworked features. However, we will have to re-do the skin as there are so many template changes. Just keep that in mind, the forums might look a bit odd the first couple of days. I'm not sure when I will have time to perform the upgrade, might happen tonight or tomorrow. Discuss in this thread.
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vorob: Not sure exactly what kind of crash you are getting. If it is the menus that are crashing then you might try the following but no guarantee it will help: If you do not have console enabled then include +seta com_allowConsole 1 in your shortcut Note down the names of your gamesaves. Relaunch Dark Mod Select New Mission and commence as if to start the mission again. When the briefing start click the objectives button to proceed to the objectives screen. Open the console (this is the key to the left of the "1" key. It might need Ctrl as well I'm not sure.) Type loadgame then hit the TAB key and it should show you the names of your gamesaves. There might be others in there too which is why I suggested you write down yours. Enter loadgame name (where name is the gamesave you want to load) If it loads OK then Esc back to the menus and hopefully you will be at the objectives menu and can get to the main menu. Or I think there is also savegame name in the console you could try. Sorry about the problems. Saint Lucia and Thief's Den might not be released with Dark Mod but I'm sure they will be adjusted to the new code and assets and relaunched at some stage. Meanwhile there will be other missions to play after Dark Mod is released.
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Leet Character Emporium is down atm. What's up? And yeah, what is the score with NightBlade atm? It's been aaaaaaages since anything new was announced. I've all but given up on it now. I know it's there but I'm not even looking forward to it because there has been no clue as to what is going on. I did actually think it had been cancelled at one point, but then someone posted something at BCG forums about MP testing.
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There is a bug in the Thief game engine that causes it to misread the amount of available hard drive space used for virtual memory. What you can do is try deleting some files on the HD where you have installed thief, or alternatively, adding files (about 40Mb worth) - this will make the game engine think you have sufficient space (I have used this method, it works - I had the same problem on a drive that had 65Gb of free space)... this bug exists because the game was made at a time when hard drives were quite small, and they obviously never conceived of 100Gb plus HDDs at the time and so hard coded a sloppy way of reading hard drive free space. There is more info available somewhere on the TTLG forums, don't have an exact link at the moment...
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Here's some feedback: Open pouch: looks good, although I might do something a little less purple...it's almost a cartoon colour compared to the rest of our objects. Closed pouch: same thing about the colour. It's a little short and fat, so we wouldn't be able to attach it to a model's belt as is. The rings look good. The vase looks pretty good. The gemstones should be a richer colour so that they stand out more, especially the ruby. The diamond could be a brighter white, otherwise they'll be very hard to see. The streetlamps need work. The poles are ok, although the texture needs to be roughed up more and less specular. The tops need a brighter and more yellow look to the glass. See this pic as reference: http://forums.thedarkmod.com/index.php?showtopic=2208 The tiara needs a different texture. I have no problem with the long table, but I can't see a useful difference between the two dressers. This post raises an interesting question about how many variations of each model we want to include on CVS.
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The editor is built into Doom3 itself. For doom 3 specific usage, take a quick look through the forums at www.doom3world.org, it will help you get started with doom 3 level editing. You can see the editor by bringing down the console and just typing editor when you have doom3 running. This isn't the best way to start it though. You actually need to create a copy of the doom 3 shortcut and make some changes to the "target" path. I can't remember exactly what you have to do at the moment and I'm almost falling asleep. If you have trouble finding the directions over there either myself or someone here will look it up.
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Modetwo, who hosts and maintains the forums on our behalf, is no. 1 since he installed the forum software!
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In that case, there may be a significant advantage in signing up to be a Beta Mapper. Fidcal just put together a "start pack" of template entities that is intended just for this purpose of quick-building contest-sized missions. There aren't any added obligations either, other than waiting for the full mod to download.
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...just...one...more....DromEd....missio n....ugghh! The learning curve is going to be frustrating, but the Dark Radiant interface is so much more user friendly and intuitive. I hope there are a few small missions to play by year's end. Great work - Cheers! <DS-12>
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In the last 11 pages of this thread: http://forums.thedarkmod.com/index.php?showt...l=limited+saves Though I think it spilled over into other threads as well.
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Thanks for the enthusiasm! It's always nice to hear positive feedback. There are at least six missions currently in development already--probably a few others I don't know about.
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Whatever, I prefer to be refered to as a man on forums.
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Yep, pretty cool. It's pretty crazy that his candles in this screenshot look a lot like BlackThief's: http://home.planet.nl/~kolk0405/3D/levelde...ll/d3_map3d.jpg I will maybe try his map out later tonight. If he is into that type of atmosphere, surely he would want to have our ravamped AI and stuff to work with for a more stealthy type of game? Heh, I just read that he based his map partially on the Rose Red movie. The mansion used for that movie was this one that I posted about a while back: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=39472.
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Could be hyperthreading problem (if you have hyperthreading, launch T2, then alt-tab and open up the task manager (ctrl-alt-delete), right click the Thief2.exe process, and set the Affinity to one CPU or the other (CPU 0 for example). Or could be that safe textures problem. There should be an FAQ on getting it to run at www.ttlg.com/forums , under thief general discussion.
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Any small loot items, like spectacles, golden hammers, or small statues, would be good. You can also check this post: http://forums.thedarkmod.com/index.php?showtopic=2266 Also, if you wouldn't mind, could you upload your new models to CVS and post a screenshot for them? I'd like to get all our finished models onto our master list.
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I looked into it, but it seems the rss feature isn't doing any permission checks, thus I can only enable it for the public forums. I'll read up on it, maybe I'm missing something.
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Broken Glass Studios is proud to present Thief's Den, a short alpha demo of The Dark Mod. Thief's Den is just a few rooms but it is a complete, fully playable mission, and includes a good selection of the main Dark Mod features. Keep in mind that The Dark Mod is still a work in progress and this is reflected in the demo. Voices are temporary placeholders, for example, and AI behaviour is not yet fully developed. You will certainly find bugs and glitches but we hope that doesn't spoil your enjoyment too much. Any flaws or failings in this demo do not necessarily indicate limitations in The Dark Mod's potential but just this particular demo — which was originally begun as a very rough accompaniment to a mission development tutorial. It was never intended for release as a playable mission but was modified into a workable game so everyone could see the current state of progress and have some fun. Instructions for installing the alpha can be found here. http://wiki.thedarkmod.com/index.php/Thief%27s_Den Further gameplay info http://wiki.thedarkmod.com/index.php/...7s_Den_Gameplay Dark Radiant info, for anyone who is smitten and would like to look into TDM mapping. http://wiki.thedarkmod.com/index.php/DarkRadiant Beginners Guide: http://wiki.thedarkmod.com/index.php/...e_Start_Here%21 Without further delay, here are the links! http://www.shadowdarkkeep.com/missions/thiefs_den_v1.0.exe http://bloodgate.com/mirrors/tdm/ http://208.49.149.118/TheDarkMod/release/f...fs_den_v1.0.exe http://www.southquarter.com/fms/data/thiefs_den_v1.0.exe http://www.thirdfilms.com/thiefs_den_v1.0.exe Torrent: http://bloodgate.com/mirrors/tdm/pub/thief...1.0.exe.torrent
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When i made a massive open space just for test, the aas compile took only a little while. I think that if the huge area is complex (as in building all over the place) then it will take long. But i usually leave my map to compile while i go watch tv or just listen to music (or read the forums). Since the mansion i'm making is gettting more and more complex, it is taking heaps longer to compile, but the overall space taken is large, but not huge - yet . I think that doom3 was a good choice for darkmod, cos its easy to add textures/particles/models/sounds etc, and it can render huge scenes - i've tried . The way you optimize these huge outdoor city scenes, is that you have doors on each house thats enterable, and have either opaque windows or blinds which block your view etc. something in that sense. Unfortunately i think we're the only big mod left that's modding for doom3. Still interesting why if you ask me.
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And then, people like me will descend upon it, half oblivious to the blood, sweat and tears poured into its creation, and knuckle down to make some lovely missions for everyone to play. It just keeps on giving.