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  1. Or, since we have two hands in this game, how about we use the right hand for weapons as normal, and the left hand for all inventory items - i.e, you actualy see the left arm disappaer and then reapper holding your inventory item, just like the right hand does for weapons. This would include potions, keys, compass, flares, and various other objects that don't fall into the weapons category. We could have animatons for the left hand for drinking potions, eating food, opening a door with a key etc.
  2. I brought this already up in the old forums - unfortunately the majority was against it... edit: finger was right - I mixed in german word order
  3. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. Problem is, these two issues overlap. I support a combined lightgem compass UNLESS we're doing tilting, in which case I don't. So I'm not sure how to set up a vote. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=794&st=0
  4. Hi, My name is Kevin McCall. I'm a junior in highschool and overly enthused with the passion to create art and would like to apply for the Dark Mod. I worked on MEmod for Morrowind (The Middle Earth Mod for Morrowind) in the past as a concept artist, mainly designing medieval/fantasy-rpg styled settings revolving around tolkien's world. I worked alongside Atti, who is on the Dark Mod, drawing him a few concept art pieces here and there. I don't know TOO much about the Thief series,but I'm more than willing to learn about the games, and have a bit of knowledge on medieval armour/weapons and architecture. Here are a few examples of my work. Thanks for checking out my application, I'm looking forward to seeing (and hopefully contributing) to the completion of the Dark Mod. -Kevin McCall (aka kfmccall)
  5. Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
  6. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 http://forums.thedarkmod.com/index.php?showtopic=653&st=75 thats why i said the model list should be updated:\
  7. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
  8. I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
  9. I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
  10. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  11. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  12. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  13. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  14. I didnt buy either for the game itself Was interested in the opportunity to work with the new engines & higher poly counts with my weapons etc but im getting a bit of gameplay here and their which is worth it in my books.
  15. Guest

    Just A Few Comments ;)

    Well i just checked out all ur work and i must admit its pretty awesome Im working on my own mod atm for doom3 but im not way near the quality of u guys or i'd offer my services (to see what i've done look around for KingSin (now merged with gang-life) for cod uo OR Wild West Trilogy : Duel At Dawn (so far just some basic rifles) but the mod will be for CoD UO, HL2 & Doom3 (i run the doom3 section). Although if theirs anything u need a hand with just ask, i can do some pretty basic modelling (getting better everyday) im not gonna include any pics just here though. I can also map for coduo so im hoping to get to grips with this doom3 editor because its pretty similar. I can also program websites n stuff. Im not very old (17) and i have a daughter (5months today). Although I spend all my days at home working on mods looking to get some stuff to put in my portfolio (I want to be a level designer). If their is anything here that interests u or just want to chat with a fan my e-mail is joelcoldson@hotmail.com (also MSN). I'd love to help if I can Thanx -DraVen P.S How many poly's are ur weapons & character models?
  16. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  17. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  18. Don't know if this is the correct forum for this, but there doesn't seem to be an animation forum) I suppose for a combatant type we'd need: walk forwad walk backward (or at least step backward) step sideways (one for left and right, can just be mirrored) run forward stop suddnely several different search modes draw various weapons (hammer, sword, bow) weapon attacks weapon blocks several idles being hit by various weapons several deaths (I'm not sure how much the ragdoll handles this) lighting a torch 'what was that?' glancing from side to side opening a door I know the list seems short, but some of those have to be broken down into quite a lot of subcategories. I think those are the basic ones whch all combatant AI will need various combinations of, though I'm sure there will be a lot more to add to the list. Will our AI be jumping, climbing, mantling or swimming?
  19. Well, our thief has to use his uber lockpicking skills to disarm a mine. Why should a lowly guard be able to do it? I think any guard that spots a mine should no approach within a certain distance of it. After calling an alert ("We got an intruder!") he then proceeds to pelt it with missile weapons until it explodes. Since all AI will be programmed to stay a certain distance away, then he doesn't have to worry about blowing up his buddies.
  20. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  21. dear TEAM it s good to keep the core of Thief but it doesnt mean that we are only limited with them..We can come up with other wise tools... We shouldnt make a WARMACHINE I mean he is a damn thief. More weapons makes him more annihilator type of guy..I remember there were times i was cheating the spirit of Thief in T3. I was killing everyone with everything..This was not good. I should have played so much SNEAK based .But HEY! i had many weapons in use and im oldie FPS shooter, my insticts making me Shooter if i have the weapon. . So we really can give the Fans the mines..but we can improve it. We can change the Mine's structure, I mean Same Mine but different usage in different condition. I was in Kosovo for 6 months for a video documentary and Nato army stuff. I have seen that MINE thingy and how actually hard to make it work and once it works how hard to make it stop...It s so serious device, it s not a joke that you can put around and wait for an idiot to step on and blow himself up.. And if you ask my personal opinion the LAST thing for a thief to use is MINE. with this shape and condition...Especially to put a mine in front of guard almost ridicolous.. In the game of SOUND ...it s totally nonsense. I remember i was even throwing those MINES!! What the hell that SOUND was going i dont know..Im not against the idea of MINE-like thingys but this kind of MINE really its not mine! We can come up with small devices (I loved the shape of GIMG' design. i think it s so useful if it s small in the game..) Even we can make magnetic small mines little bigger than a button... So my last opinion let s keep the MINE but make it different.. best
  22. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  23. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  24. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  25. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
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