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Showing results for '/tags/forums/shorter fan missions/'.
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I'm not sure why that is too bad. This is a toolset first and foremost. FM authors will be able to make missions that contain strictly people, spiders, undead or an even handed mixture of everything. Depends what they want to do. It was "good" but in my opinion, that's about it. The game truly didn't live up to its predecessors. I appreciate the effort that went into trying to make T3 great but I don't appreciate the limits placed on the developers by having to make a simultaneous PC/Console release. It should have been PC first, that is where the series was born.
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Are we able to? If so, I probably would've just did the CVS commits from my cable-ready friend's house. But I assumed we had to wait on this: http://forums.thedarkmod.com/index.php?showt...indpost&p=35777 Hopefully just posting this doesn't grind things to a halt.
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I left them exactly as is (even the directory structure, restored by hand, each folder... ugh - let me know if there are any errors), so that no one would have to spend more than a minute doing anything more than just unzipping them. The intent was to do it, since it was not getting done. Edit: To add, here was the comparison I listed before. The first JPG link seems broken for some reason I don't care to look into, but the second (rugs) work fine. Using Firefox's tabbed browsing, and the CTRL-PGUP and -PGDN hotkeys, I defy anyone to find any appreciable difference at all. http://forums.thedarkmod.com/index.php?showt...indpost&p=34309
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Russian is my native language (Although my alias is Japanese, I got it from Rising Sun by Crichton) Previously the idea was discussed that you would have to catch a guard before he falls, otherwise he would make a noise (I suggest only on carpet he makes no noise or minimum, if made noise even on carpet it would be unrealistically hard) So, if the guard is holding an oil-lamp, you have to either catch the oil-lamp (and let the body thump on floor) or catch the gaurd, avoiding the noise, but the oil-lamp will break and cause a small burned spot on carpet/wood. Another thing, everyone should notice blood on hard surface, such as tiles, not everyone should notice blood on dark carpet or burn on floor. Or only notice them when they are in alert mode. I had no idea, i beat thief 3 without R key, thanks, it would of made the game even MORE easier. I also believe, that as a thief, you should be able to pick up candles that are lit, and estinguish only by choice, this would be a great distraction. (ex: on a guards patrol route, you take a candle off a table and put it [still lit] on a stairway on the floor, the gaurd would notice and get curious and check it out why it's there and put it back on it's place, or wherever he thinks it belongs (a table) Meanwhile, you have the chance to get by. This is all just an alternative to the 'noisemaking' techinique, but much more imersion, and not too tricky for coders/FMers. Fire is not always so grapchically insane. you can have fire as a single lightsource, you dont necesarily need that many to make it look realistic, as long as it's more that just a flat texture. (check out the fire in Splinter Cell 1, good performance/qualty) And fire, as said should burn a patch and die, (the faster you hit the fire with your blackjack, the smaller the burned patch will be ) And another note, if a guard is carrying an object he should put it down prior to fighting you. And KOed guards should wake up (realistically- average sleep of 3 hours, and when they wake up, they alert the house, I need to elaborate on this) Some missions may need a time-limit, I suggest day/night circles (realistically ofcourse ) I want my missions to be 11 hours long
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Ack. Nobody granted Beta Mapper permissions yet......and done. Gildoran, you should now be able to view the Beta Mapper Forums.
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Yo! Sorry all. I realized the next day after posting the zombie, when viewing from a different monitor, that it may have been hard for y'all to see. It sometimes doesn't help to Photoshop drawings while sitting in complete darkness So here are some brighter versions to review. I know we're not looking for zombies now... or maybe never. The only reason I did this is that I saw a post on the TTLG forums a long time ago, some dude asking for zombie concepts. I sketched something out at the time. I just recently got my scanner working again so I could scan it in and color it up real quick like. If this can't or won't be used for DarkMod, lemme know so I can use it for other projects. Merci! EDIT: I'm personally not very fond of this drawing. It was my first (and only) attempt at using alpha/RGB channels to try and do art. I hated the alpha/RGB channel experience, but I'll probably need to learn it some day.
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There's also no reason we can't have carts in our missions.
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I think that require more that just new animations. I saw tutorial threads on how to do it on the doom3world forums a while back. Maybe they could also spin webs and drop down from the ceiling on a string of silk. THat would be a surprise to the player if he's been making too much noise. It would only be fair if their were indications of spiders in the area due to cobwebs, o the player knew to be careful.
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Closer to home, though, is the preloading text thing. screenreaders are all very well, but you're not going to come across them very often. It still makes sense to use ALT tags, however, and not just to satisfy the validator.
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Once you're used to working on them, it isn't nearly so intense installing the CPU and fan. Becomes second nature. They're not nearly as fragile as they're made out to be...or maybe I'm just a soft touch.
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For anyone who cares - the people who depend most on ALT tags are blind people. They use special browsers that uses a synthesised voice to read everything in the page, including what buttons are available etc - so if your buttons are images, they really need ALT tags if you expect a blind person to browse your site and avoid sueing you. True thing - the company that made the sydney 2000 olympic games website was sucessfully sued by a blind guy - and when you read the article, it's really atrocious the way they treated this guy, basically giving him info over the phone expecting him to type strange acronyms to get to certain pages - strange acroyms that only made sense to the web developers. Of course, unless you are a large scale website with a large target audience, this most likely doesn't concern you.
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I enjoy arguing, but only with people who mean what they say, and you obviously didn't. You should visit the lifelesspeople forums, DF, in the 'our oratory' section - bashing the religious and pointing out their complete lack of reason and logic in the most cynical and sarcastic way possible is my all time favouite hobby, I already have two warnings from the mods and I only joined last week. Is anyone here religious BTW...?
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Ahh yes... I think I got a bit carried away there anyway... I have a tendency to fight fire with fire when I should just ignore things... Plus I have been very bored lately, and I tend to vent on forums when that happens... Now, back to Sin 2 - anyone think it will be any good?
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It would be in reference to both, but more directly the toolset as the toolset must be completed before we can finish any missions.
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From what i remembered this was both a project to create a toolset and a set of missions, are you refering to both parts, or just one of them? Also if you guys think that progress is impaired by either a lack of programmers or having to sit there and debug a lot of shit, perhaps it's a good idea to come up with a prototype that everyone can download (even if it only does a few minor things) along with code so people can help bugtest and fix. Getting out a prototype early so that people can poke holes through stuff early is a good way of keeping on track, but you don't necessarily have to disclose the full source code or disclose any changes as a result of the prototype until the next prototype. So in effect it has the benefits of open source and of keeping tight control of the code.
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So I accidentally came across this website when I was in the mood to see if any new developments on another Thief game were in the mix. I’ve been an avid fan of this game for years since the very start. Truly the theme is a masterpiece right up there with the other groundbreaking games of the past. I salute the idea of this mod and from what I can see, the developments that I can see in the screenshots and concept art truly are in the spirit of the original games. I await with baited breath to see what the final product may look like. Imperator1981
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I read on the Eidos forums that their server is down and requires a manual reboot. As long as they're not hosted by Servepath (american company I did support for last year), they should be up soon.
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I've been following the progress of this mod from the announcements on the web site since it began. It appears to be improving, and will likely evolve into a nice toolkit for creating Thief-like missions/games/etc. For myself, I would like to see a linux port of The Dark Mod, so access to the source is necessary. For others, there are undoubtedly many projects (both public and private) which would benefit from your progress (just as there is no doubt that The Dark Mod has benefitted immeasurably from the open source work of others). Is this an open source project? (If I am missing a 'download' link somewhere on the web site, forgive me (and point me to it!)).
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I think the saying is "simple things amuse simple minds" Anyways, yeah - that's what ALT tags are good for. Woo. Any idea what's going on with those gaps? They're there in mozilla, too.
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ALT tags are handy for people hooked into slow internet connections. While the images are loading, it'll show the ALT tag text in the image placeholder. Since your gallery page is mainly images, that's all the more reason to use ALT tags -- so people know what is loading on that screen. They can also click that thumbnail image placeholder with the ALT text and know that they'll be clicking to a larger version of the image. Otherwise, they have to wait for all the thumbnails to load to know what each one represents. I normally just put what the picture is in the ALT tag. For instance, "Noble Women" ... or "Noble Women - Click for large version of image." EDIT: Yo oDDity - I thought you might be interested... I heard a song called "Oddity" by Coal Chamber the other day. I didn't personally care for the song, but it cracked me up since I thought of you and your Scream avatar. Heh
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Yeah, like I said - alt tags are kind of a minor issue. Nonetheless, they're handy in certain situations... I think they are, anyway! I dunno, properties page for the image or something like that. Personally, if it wasn't much hassle, I'd fill out the alt tags anyway, even if it was just with the filename of the image That's what I do with my own gallery script, although in the future I may decide to do something fancier, using a database or some such nonsense. At the moment, there's no provision for image titles or descriptions, though. By the way, oDD, I'm not sure it does come out correctly in firefox. Look at this screenshot I took after hitting Ctrl-A: http://www.fishface.g.la/gallery.php?img=pixelwerks.png (taken in Firefox 1.0.2, Gecko/20050524) The gap in the menu is visible, too... Oh, you also get dithering artifacts when you hover... Not sure that that was intentional.
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IT's quick and easy though, which s the main thing. WHo wants to go learn HTML to knock one website together. As for alt tags for the images- I'm laiughing at the idea of anyone trying to browse my site, which is essentially a gallery, with images turned off.
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http://validator.w3.org/check?verbose=1&ur...lwerks.l2p.net/ So, invalid - most of it is actually missing ALT tags for your images, which aren't so critical but should be included anyway. The biggies are "topmargin" and "leftmargin" and so on, I don't know enough HTML to know what's going on there.
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Most excellent. I'ma bookmark'em. Fortunately I know 'classic HTML' really well -- you know, tables and such. And I have some (somewhat limited) experience with CSS. This shouldn't be 'too' complicated... I hope. I have recently heard the W3C and other web people have been hitting Microsoft hard the past while for allowing IE to be so "loose" -- where IE pretty much displays a lot of HTML (deprecated (depreciated?) HTML stuff, etc.) that it's not really supposed to. Like allowing <i> tags instead of <em>, and tables formatting layouts, or whatever. With this crackdown, I heard we might expect the next version of IE to be more like the Firefoxes and Operas of the world that aren't as lenient with what they allow. Anyone heard the same news?
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Coolio - looks like I'll have to do more research on div tags and spans...