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  1. Sound ----------------------------- The audio part for this mod will be divided in four sections: 1. SFX (Soundeffect) We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, porcelain-cup-dropped-on-marble sounds etc. 2. Ambient Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops. 3. Voices Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with. 4. Meta Sounds Sounds used by the game to convey gameplay information. The pickup-loot sound, menu sounds, mission objective sounds etc. Formats ----------------------------- Wiki link. To keep file sizes small, the OGG Vorbis format should be used for all ambients and SFX. You can get a free encoder here. Depending on the sound, an aproppriate nominal bitrate should be choosen. As a rule of thumb, use these encoding options: 44100Hz / 96kbps / mono Use this for SFX and directional ambients. 44100Hz / 160kbps / stereo Use this for omnidirectional ambients and meta-sounds. This usually means anything that goes to the \ambient or \meta folders (see below). Use your common sense: does the sound really benefit from stereo format? Wave Form ----------------------------- All sounds should start and end at zero amplitude. Other values will create pops. Do not add reverb, echo or phaser effects to directional sounds. SFX should be as dry as possible. Mix at maximum volume, but avoid clipping. Volume can be adjusted in the game. Avoid fade in/outs for looping sounds. Seamless loops are favoured. Avoid downmixing a stereo sound to mono. Avoid pauses at the start and end of a sound. File Names ----------------------------- The naming of soundfiles should follow roughly this format: [Gamemeta_] Object [_Subcategory] [_Action [_InteractionObject] [_Iteration]] [_Loop] .ogg Examples: frob_instrument_harp_01.ogg mnu_button_hover.ogg arrow_broadhead_hit_wood_01.ogg machine_hum_01_loop.ogg Folder Structure ----------------------------- Wiki link. The folder structure is mirrored on the ftp in TheDarkMod/sounds Project management and Design documents ----------------------------- - Soundeffects - Ambients Teamlist ----------------------------- SFX/Ambient Pakmannen DarknessFalls Muze mrDischarged Theo (for now) Saxmeister Schatten drewb50 comp-music Voices New Horizon File storage ----------------------------- We are using CVS to share all our modfiles and once you have a finished sound it should be uploaded there. Currently all sounds are commited by myself. For works in progress you can either host the files yourself or use our FTP server.
  2. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  3. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  4. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  5. The editor is apparently built into the .exe, you just have to run it with the extension -editor. I think that's it at least. The SDK is due out in a few weeks.
  6. Getting better. Gotta go catch prez debates, so gotta run.
  7. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  8. I just got through playing the newest Painkiller demo, this one taking place on a military base instead of the usual gothic evil surroundings. So there I am, running across an open airfield with 2 tanks and about 4 heavy gun emplacements gunning for my ass. "I gotta take cover before I get smeared", I think, and run towards the only cover I have...an open B52 cargo hold in the middle of the airfield. I'm in there, safe from the tanks and big guns for the time being...but I have to contend with something that's far more scary. There has to be at least...I dunno...50 of these creepy WWI era gasmasked solders charging at me from both ends of the hold while I'm standing smack in the middle. So I do the only thing I can do...shoot a whole helluva bunch. It's was total carnage, plain and simple. Guys getting mowed down left and right by my shotgun while canisters, barrels, pieces of metal, guns, body parts, everything flies about EVERYWHERE. There isn't a single inch of the screen vacant of action while I cut paths through soldiers that just won't quit coming. I'm dancing back and forth trying my best to stay alive, noticing that FINALLY the numbers are starting to thin...by the end of that 3 minutes in hell I had to have killed at least 150 guys. And that was when I decided to buy this game. Not even the original Dooms can match the pure action this game has to offer. It is crazy fucking crazy and awesome beyond description. Oh...I died about 8 minutes later holed up in a repair bay just a few yards away from the B52.
  9. I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
  10. Those of us using Blender to produce models for export to Doom3 Radiant will at some point need to install the Python programming language for the various plugin scripts that enable Blender to export to the file formats supported by Radiant. The process is not as streight forward as it could be, so here I am detailing the procedure for Windows users. Updating Blender Make sure you are running Blender 2.35 or later. Downloading and installing Python Download Python and run the setup program. Ensure that the destination directory for the install is the default: C:/Python23 Setting a System Variable for Python in Windows XP, 2000, NT For Python to work correctly with other software (such as blender) a system variable must be set. Open the Control Panel (in classic rather than catagory view for XP users) and open the System properties dialogue box. Select the Adavanced tab and press the Environment Variables button. Scroll through the list for System Variables and look for one called PYTHONPATH. If on does not exist you will need to create a new System Variable, otherwise you can edit the existing variable, by pressing the appropriate button. In the System Variable dialogue box enter: PYTHONPATH in the Variable Name text field and C:\Python23\lib;C:\Python23\;C:\Python23\DLLs;C:\Python23\tcl;C:\Python23\libs\ in the Variable Value text field. Setting a System Variable for Python in Windows 9x In notepad load the text file C:/autoexec.bat Add the following line: SET PYTHONPATH=C:\Python23\lib;C:\Python23\;C:\Python23\DLLs;C:\Python23\tcl;C:\Python23\libs\ (thats all one line by the way, without any line breaks that might appear in your browser) Save, reboot and off you go
  11. I think the bottom of his tunic should extend a bit below the knees with a split up to the belt buckle so he'll be able to run while wearing it. I guess it needs to look more robelike in general.
  12. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  13. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  14. Or register here at the forums, so you can see the rest of the boards.
  15. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  16. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  17. Brr...you must run these things by me first, and instead of an open free-for-all thread, you must assign individual tasks by PM using the format detailed on the sticky thread link, after people have volunteered. Since you are concept art, each task reference should have the following prefix: ACn followed by a four digit number, for instance: ACn0001 might be the main menu concept, etc. etc. And then you have to PM ME with the tasks so that I can keep track of who's doing what. Don't fall out of line, please. It's so difficult to keep things organised.
  18. Mechanics of lockpicking is discussed here http://forums.thedarkmod.com/index.php?showforum=14 and here http://forums.thedarkmod.com/index.php?showtopic=170. This thread is actualy only about the position of the locks. Or did you mean that? Not sure about this.
  19. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  20. I would rather have something a little bit more realistic for the noisemaker, just explaining everything away with magic feels, i dunno, too easy. Also, because i'm an impatient bastard, i threw a test animation together this morning, it has some pretty glaring flaws, but i was just checking some framerate elements. I stuck it it on the ftp, i hope you don't mind. Needs divx to run. it can be found here EDIT: before people start telling me to wait, this is just a test, nothing more. I'm not even going to start on the animations until we have a plot and know where we are going with the style of it. I'm mostly going to do writing and concept art right now.
  21. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  22. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  23. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity... Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033 The City is an amalgamation of times and places, both actual and fictional. Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City. Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose. The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences. That's just a sampling, there are dozens of others .
  24. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  25. Guest

    I Want To Help

    I would like to help! I know you probably already have enough concept artists, but I would still like to contribute to your wonderful project. I have been drawing and sketching for the past lifetime, I've done some EXTREMELY minor work for other people, community service type stuff. I'm also pretty good with photoshop, though my copy is busted ATM. I loved the thief games, I love the thief world, and I love the thief artwork. My photoshop skills are mostly photomanipulation, but I can do a wee bit of digital painting. My freehand skills are mostly sketching characters and I can also sketch environments. Here is an example of some of my stuff: This stuff is done in photoshop, with a webcam. I've also got a nikon coolpix, so I can take high res stuff and make some extremely theify looking stuff. I will get my freehand stuff up to show you asap, just need to run it through the scanner. (BTW, I registered but it still says I'm a guest, wtf?)
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