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  1. In actual fact, the every n minutes would be relatively simple to introduce, since I believe a) Doom has timers and TDM will be implementing saving. Duh. Springheel, you completely ignored what I said about customisation: You only have 30 minutes of gaming time? Set it to 10 minute intervals, and I expect with all of these systems there will be a savegame that may be used when exiting. Like I and everyone else says, the system should suit different tastes. i.e. a system where you'd select from (for example:) Number of saves per mission: <number> (-1 for unlimited, 0 for none) OR Saves per <number> minutes Save game on mission change: <yes/no> Save game on exit: <yes/no> In fact the latter two probably needn't even be options, just do it. Some people want to limit these things with in-game enforcement. Think about it - you can select difficulty levels, and the highest difficulty on TMA was always "don't kill anyone." If you played Hard, you could choose not to kill people, but I'm sure you all chose expert for more than just the small increase in guard sensitivity, didn't you? This is just the same, except not tied to the difficulty specifically. If people want to abuse saving as we put it, then let them. They'll probably find a way around it if they want to, anyway. However, the people who would be tempted by unlimited saves but would like to play the game properly can enforce that with actual rules.
  2. kwc

    New Guitar!

    Ahhh, Recuerdos... A nice little song, that... Well, Fingernail, congrats on your new guitar, it really looks beautiful... And the clips are awesome as well - may I ask what microphone exactly did you use? It sounds quite good for a dynamic... I've got one classical at home, it's just a cheap 200 dollar yamaha, but I quite like it. It has a nice tone (not fantastic, but very good) and intonation is decent - I've played much pricier guitars with much worse intonation, actually. I wonder how is it to play on a 2500 dollar guitar though Like I said, those clips sound really good. Don't think I'd even try to learn those songs as of now. I'm a self taught guitarist, but I mostly play electric guitar (for 2 and a half years) and only occasionally pick up the classical, and even then I prefer to just make something up on my own. I also played piano in the music school for 4-5 years, but forgot most of it. It's been only recently that I began playing it again (only have a synthesizer, though). Currently I'm attending viol classes in the music school and DAMN, I used to think guitar was hard to play O_o Cool to see -and hear- fellow musicians on this board. Really great, TDM is in good hands
  3. Congrats on the purchase. I can easily say mine is no-where-near that expensive! Maybe 10 years ago(?), I bought a sub-$1000 Takamine and have used that since. But I am very curious as to the quality differences, if it improves in a linear fashion, "barely," or even geometrically. There sure as shit better not be intonation problems with something that expensive. I do wonder. I think you've inspired me to hit the guitar shop nearby today for the first time in a while. Need new strings anyway. Yes, recordings please! They could even have place in TDM. Remember 'Saturio Returns Home' - its use of classical guitar in sitting rooms was possibly the single most dramatic, emotionally evocative audio ever added to an FM, IMO. I swear I "sat down" (crouched) on the couch, in front of the fire, and listened to it over and over. I got a mental image of the dignified cat burglar, caught because he couldn't pull himself away from the music playing in his victim's home.
  4. All games can do this which use the Havoc engine. Just check out Painkiller and you can see similar things. Big construction vehicles with realistic swinging chains and biog hooks attached to them. At one level you can shoot at a big tanklike structure and the round lid toples correctly over and rolls down, depending on how it falls down. Also when you shoot vases and all this stuff they also move very realisticly. So this is not a domain of HL2, because other games also use this. But no game made so much fuss about it so people seem to think that HL2 is the one and only. ODE Physics This is a list of projects using it. Many of them seem to be community or private projects, but Blood Ranye 2, Pedal to the Medal, Stalker and Softimage XSI are high profile professional projects, so the engine can not be THAT bad. But if you don't believe it you can download it and check out the demos where you can play around with the engine. I don't know if there are precompiled binaries available so you may have to compile them yourselve. It never featured this. And judging from the demo maps they provided (when you look into your installation folder you should find the maps) it can not do this. I'm not sure if Havoc can do highspeed phsyics as described above. D3 should be able to do it. Id simply had no reason to include this into D3 and because of their deveklopment philosohpy they didn't want to add more licenced code than absolutely was neccessary. The nice thing with D3 SDK is though that you can replace the full physics engine with your own. You can throw out the entire physics from Id and replace it with Havoc, or any other one of your choice and you could still play the original game with it. You can not do this with HL2, because Havoc is part of HL2 and you can not replace it with your own. Sure. IMO the physics provides the most fun in the game and I'm sure that future games will incorporate more and more physics as well. That's why I always proposed to also include as much realistic physics as possible in TDM, because this really provides a lot of opportunites and fun for the players. It may sound stupid but I even enjoy playing with the demos from ODE even though they are just small demos.
  5. I personally wish we had/have some day (whether TDM official, or community contributed), a big selection of prefabs to use. They remain optional, so people who may not have as much design ability can make things easier/faster, or if anyone wants that level and type of detail, but at the same time, teh power of DOOM allows them also to use custom made brushwork. Can't lose by having them, so I hope there will be many! As far as the original point goes, yes common sense and circumstances should indicate what to use. However I see that there can be question. I was working on a cathedral type window a while ago and thought, while I was laying down patch and brush here and there, "hey wait... maybe this should all be a normal mapped texture..." So, "Should we model..." - I'd say if it's do-able, yep.
  6. One thing that comes to my mind is. It would be cool if the loader could install TDM. This should be pretty easy, because the only thing you would have to do is to create the darkmod directory in the D3 folder, put the pk4 file(s) in there and copy the DevIL.dll into system32 directory, and create a link on the desktop with appropriate arguments. That would save us the problem of having to write an installer.
  7. I hope it will not be to obvious, becausew we don't want TDM look like D3.
  8. The way I would implement it is, that the FM author can place the board and define the chance and the max loudness. With int this limits TDM will decide how loud it really is and how often it will creak randomly.
  9. In RL you also don't do this, so why would our AI do this? Because we want a TDM version to please the XBoxers?
  10. Certainly the elite mercenary guards (the guards hired by rich nobles) are war hardened veterans looking for easy money and easy time of it. THose guys would make mince meat of a thief. There are a wide range of guard types in TDM, ranging from hired thiugs, to city watch that have recived comabt training to hardened mercenary soldiers.
  11. Certainly a BJ to the face can kill, without even looking at the page (I'll take your word on the rest of it) due to the very fine bones in the nose. I would say that even if chloroform does allow thrashing time it would be legitimate to use it in TDM _IF_ gameplay would support it, because whatever Thief is using might be some other-worldly sedative - perhaps with no odour? I support the idea of it being volatile - makes it more difficult to apply, therefore perhaps balancing the possibility of the BJ making some noise...
  12. sux

    Sound Effects

    Quick question... Is TDM going to be using the sound effects from the previous Thief games or do you guys plan to record your own sound effects? I'd love to have the original sound effects for the sake of authenticity, but I imagine there are probably legal barriers to using them. So, assuming you have to record your own sound effects, do you forsee them being equivalent in quality and/or quantity to the originals? Personally, I think the sound effects and the ambient sound are some of the most important aspects of the 'thief experience,' so to speak. I hope that they are not neglected in pursuit of some of the niftier features that are being discussed.
  13. dear TDM man i really miss you guys...sounds are great...and everyone can use anything, anytime ..there is no problem at all.. it s just making me flattered. By the way im totally banging my head for Godismygoldfish's teaser trailer music... I hope i can deliver something you guys like it. I switched my audio sequencer software for better sound hope you can hear the difference... After releasing new screenshots for excmod i will visit you more guys.. YOU are still my Heroes. your "weterected" fan tyrot:) BEST
  14. I think a funky steam train would fit very well into the TDM universe. We just haven't found a good use in our campaign for it.
  15. We try to physicalize TDM as much as possible. And we have some plans I think might turn out very nice using the physics.
  16. Hey, thanks sxotty! I guess I need to spend some more time checking out doom3world. That's where I got those great video tutorials. I should have known they'd have texture resources. They have a LOT of texture resources. Whee! On with learning the editor! I wish you guys had a using-the-editor forum. Doom3World's is very nice and the people are polite and helpful but I'd like to hang with my own kind (Thiefy people). Plus some questions may, even unwittingly, be Dark Mod specific. For example I'm curious about scale. I've heard some speculation that the scale of things may change. I.e., some people think the player POV is too low. One of the first things I need to do with learning the editor is get a feel for the sizes of things: how big is a typical room? How wide is a street? I know how to do this but I'm worried about the scale eventually changing out from under me when TDM is released and my maps ending up too cramped. I long ago mapped out my ideal City on paper, but when I get started actually building it I need to lay details down on graph paper with a appropriate-sized grid. That way I can closely estimate the size of the hulls for each section (Each hull will be lined with a wide wall of tall buildings to block lines of sight, this is also where most of the Thieve's Highway will be located on relatively flat rooftop areas with interesting "hallways" connecting ajacent City sections--it's all planned out). That sort of thing. Or questions like, can the Doom 3 editor do shape primitives like in Dromed or do you basically always have to carve out what you want from a multi-sided cylinder? How can you easily create a pyramid or a dodecahedron? Just like in Dromed? Does the Doom3 editor have anything like multibrushes to store brushes of useful shapes for building things like rooftops, etc.? I hope you can create a editor-learning thread for newbies to feel comfortable (and the gurus who love them).
  17. A good reason to include in TDM as well.
  18. these are two rooms out of my first D3 map. the only reason why im learning this editor is so i can make TDM maps. these rooms arent finished. i have to add doors, better lighting and monitor screens. this is a small securit room ive been working on... pic 1 pic 2 this is a garage ive put a few hours in to.. pic 1 pic 2 What do you think so far?
  19. Have asked Renzatic, about becoming a beta mapper. He told me scurry here and post, so here I scurry. Have become quite intrigued with level editing since t3d was released a couple of months ago. Very new to it all but enjoying it. What with all the headscratching and cursing. If there is any chance in having a pop at being a beta mapper for tDM I would very much like to take it up, being such a big thief fan. Couple of screenshots on my wip with t3d.. http://img260.echo.cx/my.php?image=ghg7as.jpg http://img125.echo.cx/my.php?image=ght9nd.jpg Qualifications: Currently in possession of one incredible haircut. Breastfed Thief from the age of 87. Dark Project in the left one, Metal age in the right. Enjoy shouting at things. What say?
  20. Welcome! You did a good job on the RemixB version - I especialy like how you handle distortion. Good mixing, too. Only the fuzzy sounds on center pan that start around 0:38 nag me a bit, because they contrast a bit offensive with the rest (they fit in nicely later, when there's going on more in the upper band). Maybe try a stereo split on those? Btw, I'm one of those who supports Thief-beats in TDM. Some nice ideas in undead.. although I'm a bit unsure about the Rhodes-like sound (0:12). The piano hit had me jumping though! Superbly placed. Keep them coming, good good stuff!
  21. *pulling the old thread out of the tomb* As you certainly noticed I wasn't very active the last week(s), I'm very sorry of this, but I've got several problems - a) my 'old' workflow (uvw-mapping the objects in blender and then convert them to lwo) doesn't work properly anymore and I've absolutely no clue why - faces are screwed up, colours don't fit anymore etc. b ) second thing is RL - the next three weeks are going to be really stressfull, so I won't have much time to work for TDM, which is of course a very untimely, since the milestone is approaching. anyway I'll probably work on some brush textures in my very limited freetime and hope, that I'll be completely "back" after the next three weeks.
  22. Yeah. That's about the only reason why I think TDM should have a big part on the TTLG forum.
  23. I like that image Renz but with vines it will end up looking like the gear from T2X. And should you have the face of a God anywhere? I don't know what the Hammer symbol is in TDM mind.
  24. Well, it made sense that he was a Keeper when I didn't know TDM wasn't including Keepers! The hammer necklace looked a bit like a cross, and the other things? Like no hammers I've seen, but, this is not the real world! Basically, it made sense it the time!
  25. How about in-game lore that teaches you the movements for glyph spells, then you have a key "write glyph" and then you use the mouse to sketch it in the air... Would be groovy. Don't know whether TDM would have to code for it specifically, or whether the FM writers could cover it... Also, there would probably need to be something to prevent people from just posting the glyphs on the 'net... But I think learning by reading it, and then actually having to do the action (as opposed to <key> does spell <x>) is really groovy.
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