Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/shorter fan missions/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Just in case this hasn't already been posted: http://wiki.thedarkmod.com/index.php?title=Patches There's a neat advanced patch tutorial at the bottom, originally from a user on the doom3world.org forums. Good stuff, shows how to manipulate patches so it's almost like working with brush splitting. For completeness, here's a jump to the DarkRadiant general page (tons of useful links): http://wiki.thedarkmod.com/index.php?title=DarkRadiant Regarding the window above, to echo what others have said: I would definitely attempt it in patches, and if the desired result couldn't be achieved, most certainly make the brushes into func_static. CSG is eeeevil.
  2. The creator was already working for Bohemia Interactive before the mod was released and was working on it as an experimental side-project. I played DayZ a lot after it was released though I haven't touched it again in a while. Part of it is that I probably played it so much that I got tired of it pretty quickly. The other part of it is that whenever I start up ArmA 2 nowadays I usually get too caught up playing ACE (a realism mod) with United Operations or some other group to even bother starting it up. On the other hand I can definitely see the appeal if your gaming diet is very deficient in any kind of large scale, emergent, and unscripted gameplay experiences. Of course, nowadays that category includes the majority. As far as buying ArmA 2, I'm not sure if I would buy ArmA 2 specifically for DayZ. On the other hand, that allow you the ArmA 2 vanilla game as well which is nice if you are into tactical shooters or military simulation. It would also allow you to play a ton of other mods like Advanced Combat Environment (ACE), Project Reality ArmA 2, several RPG mods, and plenty of other types of mods as well. ArmA 2 also has a large selection of community made maps and missions that range from the highly realistic to the downright silly, so there's a lot of stuff to play around with there as well. Have you ever seen a bunch of guys strap machine guns to goats and open fire at each other across a field? It's rather amusing and quite fun, especially when you're a bit drunk. A couple reasons to buy ArmA 2: The hardcore and tactical: The... what the heck?:
  3. Just to clarify, the conversion process does not touch at all the graphics, aesthetic, gameplay, performance, etc. .... It 's just a change to the texts so that they can be read in an external file. Then, the quality of translation. regarding to the Italian translation, we have tried to make our translations increasingly close as possible to the original. Indeed, we must say that sometimes the quality of our translations has exceeded the original (as some mappers have a bad way of writing). In addition, Sotha, see it from this point of view: The average Italian generally does not understand English well, so he will do not understand almost nothing of your original texts. With a translation, though with some small mistakes, he would SURELY appreciate more the mission. ---------------------------- Said that, there are two ways to convert the missions: 1-All file regarding the texts are converted/copied in external i18n file, even those who do not have to be translated. In this way, is not touched the original file of the mission, but translators should be careful not to touch the gui files and translate only file.lang and image/maps. 2-It's converted both mission and external file. In this way, the original file must be changed, but the i18n contains only the file to be translated. the first method would be best for the mapper, and the second best for the translators. although with the first, the translators don't have limitations, however. must be only conscious of what they translate. you choose.
  4. @Rantanko: Yes, you must unzip those because DarkRadiant cannot reach the insides of pk4s yet. @Melan: I generally never touch CSG subtract. If you do use it: keep in mind that it does not act the same as placing an air brush. Subtract may splinter geometry apart into microbrushes that will make the map compiler choke. It also creates more brushes than neccessary (and therefore more tris to draw, and a larger map file). And Doom 3 can push the tri count, but when calculating shadows, you want as few brushes as possible, or else the compiler will begin to suffer. ....And I've got your gothic window done. gothicMelan.txt. Rename it to gothicMelan.pfb (the forums only allow certain filetypes to be uploaded).
  5. No updates coming from me and I got same requests as Melan. This is a matter of trust since we have absolutely no means of controlling the quality of the translations. It would be unbearable if the mission broke due to translation work. Are the translated missions betatested to make sure everything is alright? The english version should be exactly the same that was originally launched. I wonder if we can get some statistics... Just how many additional persons play the mission once it has been translated. Is it really worth the fuss and the risks of breakage?
  6. Yup. There's currently one in general but it should probably be moved to the editing forum, or FMs. Then we just need people working on 'em. http://forums.thedarkmod.com/topic/4204-tdm-what-are-you-working-on/page__p__78123__fromsearch__1entry78123
  7. It would be good if we had a sticky thread like these: http://ttlg.com/forums/showthread.php?t=94149&page=50 http://www.hl2world.com/bbs/24-vt50286.html?postdays=0&postorder=asc&start=345 Good for latest screenshots of what people are working on.
  8. I have already given permission for the translation of my missions (Bikerdude shares credit for the revised Return to the City, meaning his voice is also important), but I request that the translation should not have an impact on the playability or aesthetics of the FM; if someone undertakes translation work, he or she should give his or her best -- I spent a lot of time writing those readables and briefings, meaning you should also do them justice. Of course, ideally language conversion would be done via some sort of module, like an extra pk4 file, but I have no idea about the technical side. Still, I trust you people to do it right.
  9. same problem for me... but i dont think that doom3 is replacing the dm-cfg... cause the darkmod folder is READ-ONLY on my sys. after downloading and extracting the "newest" tdm file from moddb ("2009_10_18_thedarkmod_v1.0_beta.zip") into my doom3 directory (D:\doom3), i start the "tdmlauncher.exe"... all i get is a black screen and a mouse button (the normal d3 mousebutton, not the tdm one). i can hear sounds and melodies (even the "click" sounds when moving over buttons - as it seems) but nothing more will happen... tried anything, but can just quit via "alt+f4" or console. in console there are some red errors, that the game couldn't load the background images and stuff. some screens are below.. system: vista home premium 64, 4 gig ram, 8800 gtx (using driver 86.18 cause newer ones got problems with some older games i still play) don't have any problems with other mods for d3 or the original game... PLEASE HELP!!! wanna play (waited for YEARS, and just got d3 because of your mod) thx. edit: i checked your FAQ and other forums, no help.
  10. Mapping is on hold for me for a while. I will need to either set up a second computer for running DR, or add a drive to my machine and dual-boot. That will almost certainly be a version of Ubuntu. And I'll have to make it a mainstream version, no alpha or beta releases. I am an upgrade junkie, even if that takes me into the realm of pre-alpha operating systems. I am currently running Mageia 3 pre-alpha (Cauldron), Therefore the libraries I have installed which are required to run (and even compile) DR are incapable of doing so. As much as I would like to tackle this project right now, I am getting ready to pack everything and move to California next month. So my time is better spent preparing for that than it is building missions. I can't wait to see my employers' faces when I turn in my resignation notice tomorrow.
  11. Hey thats very nice!, its about putting all the texts into a single reference file for editting, isnt it? Sounds very cool to me, though I have no clue how will all that be available... I still kind of think translated missions should be linked in the main page but be a different file than the original mission (so you wont have to update all the mirrors)? Is this accurate?
  12. As a matter of fact, all the translation work I did besides the 1.07 GUI version is also on hold for some reason, I expect your update and others will be present on the 1.08 release, in the near future. As for missions, its a lot about your preferences, and what you think would be important for a novice player to get to know first, considering he might prefer any mission in their own language over others, when he is picking the next one to play. Thinking about that, the first one I translated was the Training Mission (unavoidable, in my opinion), and then Thief's Den, the intro mission. You might also want to work on the Saint Lucia mission, its the top voted mission by the community, going through an overhaul right now and is also going to be included in the future release of the mod as an "official" mission.
  13. I registered on these forums because all of you did an awesome job and you guys should know it! With it being a beta release I was expecting the mod to feel rather unfinished but this was a much more polished product than I thought. Everything was awesome. Gameplay, models, sounds, menu, art everything. Several people have already mentioned smiling while playing and I actually did the same exact thing. Such a rare reaction while playing video games these days I'm afraid.
  14. heXen

    Quake Iv

    Well, shame it's not a DooM 3 clone... I thought 70% is OK. I liked SS, both I and II, don't know what they are playing at. It's a game for a lot of dumb shooting fun... To Macsen - I suppose they meant first not ID game. What kind of fan was that? He didn't seem to point anything out. Many weapons? What does it matter if they are the same in every game... His speech sounded like from a crazy person... After such a review I would'n mind keeping away from a game, I hate when people write like that... Will Quake ever come out properly? loudogskank - the kind of language I hate... Please keep that away from Thief... And don't replace E with 3 - why do that? It doesn't even ease writing. Have nothing else to do but turn languages around?
  15. Macsen

    Quake Iv

    Er, what I wrote was an obvious parody of what the Quake 4 fan said. No, the moss arrow isn't a weapon. If it only got 70% it has to be terrible. The videogame media don't expect much from their FPS. I just sumbled across a web page that read: "Quake 4 is the first game to use IDs Doom 3 engine." What about Doom 3?
  16. heXen

    Quake Iv

    Hmm, PC gamer gave only 70%... The game is developed by Raven, my would-be favorite company (SotSR creators). But their recent games dissapoint me. I hope Quake will have all and more than DooM 3 had. Loads of weapons. There were, ahem, 20 weapons in Turok 2. So many in Quake? Favorite weapon - shotgun - shame. I love shotguns, but I would also wish to see something less instant. A plasma rifle in Quake IV, anyone? Well, I don't think F. E. A. R. has a lot of AI. Scripts, rather. Storyline, eh? I don't think a game like Quake will have a storyline ever... Or F. E. A. R. Since when moss arrow is a weapon? I though it was a device. I never managed to kill anyone with it. I didn't find Quake II enemies strong... 10/10 - last time I saw this with Half-Life 2... To Macsen - I think I'll like TDM more than Quake IV. I never was a fan of Quake anyway. Besides, Quake is just a shooter for fun, Thief is more complicated...
  17. I've seen press releases on at least six different sites as of yesterday, not counting forums posting the info.
  18. I think I heard about it a year or two ago on the Something Awful forums. That said, what's with the lack of press coverage concerning the beta release? The only place I've seen it mentioned is on Rock Paper Shotgun. You guys need to brush up on PR skills.
  19. Hi everyone as im new to the darkmod forums but am an active member or the doom3 community. First of all well done and very impressive. yet I've had a diffucult spot I've run into. on the third floor room with the chalice and dome the safe on the wall contains items, like a key,loot and such, however they are not retrevable and I cannot pick them up. I shot an arrow in at the cup to knock it out of the safe and was still not able to pick it up. (nice cubemapping by the way) is it supposed to be that way? I'm thinking not but if I need the key in the safe to progress I can't take it. so I guess I'm stuck. Thanks. JV
  20. O hai Long time no read. Just popping back up as I've been poked for another round of translation, aaaaaaaaand so I just reinstalled the mod (bad hard drive crash is bad). Which leads me to the same problem I had back last year: the French translation is still the massive blunder (to put it lightly) commited by my er... "colleague", still completely unfit for release and public use, still unfixed, still out in the wild, and while I distinctly recall sending a cleaned up version to Tels, it appears that, to this day, it's still the same old sh*t I spent a few hours fixing. Just sayin'. Anyone have the clean version so I can have another round of checking it, or should I go back to the start? Either way, I WON'T leave that as is. That's a stain on my record, and I can't stand that. Will also try and check around for one or two missions to translate, if anyone's interested. BTW, if there's any humanly possible work to be done WRT the GUI, feel free to nudge me (preferably by PM, I'm really and definitely not that much of a forum lurker. ^^)
  21. I'm not sure linking to an alternate walk cycle in the TTLG forums is a good idea. Swapping animations is a pretty detailed exercise, and not something we want to encourage 24 hours after release. Where is the md5anim file for this animation, btw? I haven't even seen it yet.
  22. Hi there, I would be interested in applying for a mapping position, should there be one available. I'm semi-experienced with Radiant (having done some random hobby mapping for quake1, 2, and 3) and have done a few exercises in Doom3ed. Things have stayed pretty much the same in terms of construction I see. I'm also an avid fan of the Thief games, particularily Thief II. Anyway, if you guys are looking for a bit of help in the mapping department, I'd be glad to offer some. I only have a few remaining screens from my quake [3] days, but architecturally speaking, I think they fit the bill. Screen 1 Screen 2 Screen 3 Screen 4 Anyway, I could crank out something with d3ed, but it's kind of hard using the stock doom3 textures, so I haven't yet.
  23. No, most sounds are atmospheric ambients. The archive is in Dario's donation thread in the public forums. Personally, I'd just go ahead and push almost everything into SVN (after converting them to OGG), but I'd rather have a second opinion beforehand.
  24. My understanding of copyright is that effort or slight differences that arise from using an alternative methods or media count for nothing. For the purpose of going standalone, if we're copying D3 assets (to the extent that they're intentionally recognisable as D3 assets), then we're copying D3 assets. I'm sure neither Beth or Id would actually lose sleep over anything so trivial, but if there's a principled motivation toward creating an original creative work that's clear of copyright issues then some minor discontinuities with D3 generation missions might be the price that's paid there.
  25. http://forums.thedarkmod.com/topic/9924-darkradiant-1-0-0-released/
×
×
  • Create New...