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  1. I was thinking about all the assets and code that has to go into building a game from scratch. Lots of little things a person never thinks about, even a mapper working with a complete game. All the animations, the little sound effects, particle effects, footsteps. We think about the big things like the new character models but not always the little things. So are you guys able to play a TDM map yet and actually have a little fun? Not everything is there by a longshot I know, but can you put AI in there that act reasonably well and sneak around them and steal stuff?
  2. Doom 3 vs Thief 3 editor (pre-written response) (From the perspective of our Mod) http://forums.thedarkmod.com/index.php?showtopic=369 http://forums.thedarkmod.com/index.php?showtopic=1367 Renzatic's post from the above link (I've edited and applied formatting for clarity) New Horizon: *) We have already extablished that we can recreate the atmosphere and look of classic Thief...something that will not be available right out of the box with T3 and something that a large number of players missed. *) We have a better engine. *) We will have better designed character models. *) Less broken tech...*crosses fingers*. *) Thief 3 may have the jump on us by being "official", but I think we can and will show it up with uncompromised quality. Sparhawk: *) We can support Linux (some care for it like me) *) We can add in any features that we want or need and we know this BEFORE we even start on it. *) Ragdoll animation in T3 is simply laughable at the very best. *) We can have female guards. Pakmannen: *) There is a system for ingame cutscenes. How many people actually have the tools to create avi briefings? *) If we get swimmable water and rope arrows to work, people will probably choose the darkmod instead of Thief 3 (That is, if we get the gameplay right of course). Fingernail: *) Doom 3 map compiles are measured in miliseconds, and rarely take more than a minute to complete (even the large SP missions).
  3. First thing one noticed when playing Thief for the first time is the impracticability of overt attack. Player began to associate this with the stealth genre. After playing for a while, one learned how to exploit imperfections of AI combat skills, and stealth became optional. T3 tried to enforce stealthy gameplay by replacing player's sword with a dagger, and by raising AI combat skills slightly. This was more like a hindrance rather than a raise in difficulty, and it was still possible to learn to kill multiple guards in open melee combat. In TDM, with sword in player's hand again, I think it would be a great idea to increase AI combat skills significantly. If the game is to be true to the stealth genre, player should not consider its opposite as an equal option. (For example, a player may be able to stand against a single guard in combat successfully, but not against two, three or more.) This can be acheived only by raising the guards' martial abilities to a brand new level. Far from making the game impossible, this would resuscitate and amplify that feeling everyone had when they just began playing Thief, the feeling of unyielding demand by the genre. Will the AI combat abilities be increased so?
  4. You don't want the Church of England complaining that you've inspired thieves to break in to their buildings!
  5. A conversation over on TTLG about the ending to T3 got me thinking about whether TDM could be the platform in which an actual T4 could be developed. Do you think this is possible, bearing in mind The Dark Mod itself, IP issues and "canon" issues with other players. Certainly, by putting T4 into the hands of the players, having a good mix of "let's take this genre to another level," and "TDP is the only Thief" developers, it could be a winner of a project. Obviously it's premature to do anything without TDM actually being finished, and it'd be f*** loads of work, but T2X effectively managed it. In order for it to be an actual Thief 4, it would have to be consistent with the gameworld presented to us by 1 to 3. To give it a chance of being considered canon by the players, and to avoid getting shot down for heresy, I wonder whether it would be possible to scrounge any of the LGS devs' spare time for it. For all I know this has already been suggested millions of times, but it's something I think would be possible and something I think could be successful. At this point, a list of names is way premature, but opinions would be good. In case it looked that way, I have no wish to run a project such as this.
  6. http://www.mayang.com/textures/ I have downloaded so much it'll take me ages to normal/specular map them. Lots of lovely stuff there. http://www.doom3world.org/phpbb2/viewtopic.php?t=357 for more.
  7. I thought it would be interesting to see what the rest of the community is thinking of working on when TDM is released. Im planning a simple house break-in FM first to learn the ropes. The first big project Im thinking of is probably a defiled cathedral or some such, but I'd like to get some suggestions for new settings for FMs. I want to make this a really, really scary FM too. Im already thinking about music themes and AI placement for spookiness effect. Any suggestions from the veterans on the list?
  8. Was there any plans of having the models accessible via right click? I hate waiting for the models to load.
  9. This isn't directly related to the mod, but, um, if someone were to model a hockey stick and puck, with idMoveable-compatible collision models, there is potentially some fun to be had.
  10. *sticky this plz* Share your ideas and plans for your campaign here. I plan to make a sort of Hammer style keeper thing. somthing crazy. with amazing detail. like a 6 mission campaign. but i dont have the time to work on it all by my self so ill have to join a team of thief fans and start out on a campaign. i hope to have the tool set soon. What are the beta mappers working on. just using the tool set as it is now or are they testing stuff out but also building campaigns so that we have some thing to play while we wait for more?
  11. Who's the modeller/animator? I need some help please , please pm me on reading this thread, I'll give you my msn email. I really appreciate this
  12. Is there some special hoop I must jump through to actually see the textures in D3Ed? I have the textures (the old archive) expanded onto my drive. I can double click and view them externally just fine. I start up D3Ed with Doom3 +editor +set fs_game darkmod It starts up just fine, and the dark_mod texture branch shows up in the media tab just fine. Now, I've wondered why soooo many stock D3 textures would show up as just black, but I've read that "they are just leftover (somethings) that they left in there and didn't clean up." So I took the guy's word for it. Well, it's probably not correct, because I can't view (actually see) or use any of TDM textures. They're in the tree. They are recognized. And when I use them, I get black walls. What the hell is going on? Is there some crucial step I'm missing? By my estimation, far more than half of the stock D3 textures are empty/black, which means clearly something's bugged or set up wrong. I strongly doubt they left THAT much unused junk behind.......
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