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  1. Used to hang around ISA forums a while ago (ISA = Ion Storm Austin, right?). However that was before i played Thief 3
  2. We have both compasses. Just because one has been uploaded to CVS and the other hasn't we're suddenly not supporting it? http://forums.thedarkmod.com/index.php?showtopic=1192&st=100 It also doesn't make sense to change a decision reached over many, many discussions because one or two people restate their objections to it. Well, I'd like to hear what more people have to say about this. The last time we had this discussion there didn't seem to be much support for a combined lightgem/healthbar. I don't have strong feelings either way, although I don't care for the particular design you posted above. BTW, can I just mention how excited I am that we're arguing over the lightgem again? And here I was worried that we might have finally settled that issue.
  3. Not difficult, there is a freely downloadable version of it. You could also talk to der_ton from doomworld forums to get an idea of exactly what needs to be done on the coding, since he'd be able to save you a lot of time I'm sure.
  4. And of course, anyone who had actually bothered to read the wiki would know they aren't just engineers.
  5. On WinXP? If you have the game and it just won't work on the newer OS, you might be able to use the Program Compatibility Wizard (under Start > All Programs > Accessories) in WinXP. It says for this: Otherwise, I don't know. A 'MAME' (http://en.wikipedia.org/wiki/MAME) might work, but you'd still need a license for the game. I had never heard of VMWare before...
  6. I don't think I've ever played that game Sparhawk, but the only other one that I can think of that it might be is King's Quest: http://en.wikipedia.org/wiki/King's_Quest
  7. http://en.wikipedia.org/wiki/Quest_for_Glory
  8. Any chance there will be Thief model and voice packs released? EDIT: After looking at the Wiki entry on factions, this is starting to seem less like Thief and more like a generic fantasy setting... Makes me want to act suicidal and listen to linkin park because of the disappointment. Unless there will be model and voice packs released with Thief characters.
  9. Easy, short answer: This isn't Thief. Check out our Wiki page for more information about The Dark Mod setting. http://www.thirdfilms.com/darkwiki/index.php/Main_Page
  10. Yep, I agree It's good to have it clarified that we're not just re-creating Thief in a new engine, so I'm glad he posted the Wiki link. Just sounded like he was maybe denouncing both the benefit of looking at Thief stuff and understanding the inspirations behind the Thief world.
  11. You should be able to see now the coding forums and documentation/design as well. If not please tell me. If it doesn't work right away, you might need to log out and login again to refresh your settings.
  12. A small section of Street I made in D3. The only major problem is that I have an artifact, some kind of bug has left this rubbish remenant in my map, despite the fact it shows up neither in the gridview or the realtime render. Copying the map into a new file doesn't solve it either! Arg! 2 enterable houses. First is a squat, not very interesting, thiefy outdoors loo with a view on the factory. Second is the posh one. Gas lights substitute for a real model. Seem okay. Did have opaque piping but it cast grim shadows and I have no gold texture so it was black, not very nice. Glass= posher. Tried to do what people said about detail, I looked at real houses and thought "Yeah they have more going on than just doors and windows. At least the interesting ones do. See the skirting boards, cornering, window sills, door surrounds etc. Mages tower. A bit of thiefy fun. I quite like the dark organic possibilities you can get in d3ed, so I put on some anus-texture (Seriously, id texture names are anustube001 etc) fleshy tubes piercing out the tower, and creepy green lighting. D3 Hell textures have some nice bits and bobs, the brickwork making up the street surface for example. I read in the wiki about how electricity in TDM travels though EM induction etc, like how transformers work, with prongs for "electricity waves" to come off. Like Thief. So I went about making some crazy pronged lamposts. I am really pleased with them. Nice off-the-wall fantasy feel. Posh house bedroom is a bit barren. As I say, models and textures limited so far. Here it is on Imageshack. Use mozilla.
  13. Of course, we're not doing a game in the Thief universe.... You can get details about our setting from our wiki: http://www.thirdfilms.com/darkwiki/index.php/Universe
  14. Some sites for game development and engines etc: http://www.gamedev.net/reference/start_here/ http://www.devmaster.net/ Wiki: http://gpwiki.org/ You have to buy these if you want to use: http://www.fpscreator.com/ May be useful for textures, don't know... BlackThief, Orb etc may slap me for putting them up: http://texturemaker.thegamecreators.com/ http://www.thegamecreators.com/ Will add to later. Som on Wikipedia etc..
  15. We have decided to disable guest's right to post on the forums. You can still view topics but if you want to post you will need to register.
  16. Well it's not a new word, hence the solution to modern phrases is not to use them! Don't have guards say "Fuck you!" because that is a phrase new to the 20th century. Research old ways of saying it. If you're gunna use it then use it in the old style, whatever that is. Research required. On wiki all I found was this: "William Dunbar's 1503 poem "Brash of Wowing" includes the lines: "Yit be his feiris he wald haif fukkit:/ Ye brek my hairt, my bony ane."" But I don't really understand it, "Yet it is his feiris (???) he would have fucked" is all I can translate it to, so I have no idea how fuck used to be used. Certainly any modern insults with it would not be appropriate.
  17. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  18. I love how writing sound propagation code leads me to post uninformed questions in so many other development forums... Anyway, I have to load a collision model for doors early on in my code, and I have a choice about whether to let it go ahead and use the rendermodel as the collision model if no .cm file exists for the model, or give an error at this point about the door not having a .cm file. I don't know how you guys make collision model .cm files, maybe they're automatically generated from SURF_COLLISION surface when importing the model? I dunno. I'm inclined to just do what D3 does when it loads collision models, which is try to find the .cm model, and if not, use the rendermodel. Because maybe you guys like to use SURF_COLLISION in your models themselves rather than generating a separate .cm file? I just wanted to check what you modelers' preferences are. As a side note, if I'm reading the code right, for a collision model to be precached on map load, the model files MUST include a .cm file, otherwise it's dynamically loaded from the rendermodel every time an entity using that rendermodel needs a clipModel (which I would think would be bad). So that may be one argument for making .cm files.
  19. Anything you guys would like to see from us on the PR side of things (this isn't a mod feature discussion, mmk?), or to make these public forums better, more exciting, a public IRC channel, anything? We're a touchy-feely mod team, we want our fans and critics to be treated well. :lol: Seriously though, don't suffer in silence!!!!
  20. Not many forums can have the luxury of allowing guest posting, and it's no wonder really. http://penny-arcade.com/view.php3?date=2004-03-19
  21. My opinion (though I'm sure it counts for little like most opinions) is that the release of the Deadly Shadows editor actually helps TDM. Why? well... Here's a quote from Krypt at the TTLG forums: I think it's apparent that no matter how great the future TDS FM's will be (and based on community precident, they will be great), the gameplay elements that were removed from TDS will be impossible to implement even WITH the SDK. Alot of people held high hopes for the TDS SDK not only for the ability to make brand new missions with the brand new engine, but primarily to re-implement gameplay dynamics (and some would call staples) of the Thief seiries that most believed the programmers were unable to fully realize due to time constraints, but that the elements themselves were still in fact latent in the editor itself. I think, even now with this new information, there are pioneering modders who are trying deperately to make a rope arrow or swim around. Unfortunately, water and rope arrows simply weren't programmed in at all. My point is that even if TDM is half as good as it appears it will be, it will feel more like Thief than it's Official sequel (TDS). People didn't moan and groan about no water and no rope arrows just because they wanted options, but because they wanted more of what they had come to expect...look how aggrevated fans of the Fallout series became when thier beloved RPG became a RTS sim. No matter how large the levels become, or how high-res you make the texures, it'll still be TDS. Once people start realising that they'll never have rope arrows and water and leaning forward etc, I think the community will be ready to try anything resembling a true Thief experience. Right now, TDM is our best bet. I think some of the TTLG crew bite at TDM because they care so much for the original programmers and creators of the "Official" thief sequel. Seems to me there'd be alittle trepidation at the thought a mod made by a bunch of guys on a game forum with no monetary incentive could make a better all around experience for free than a huge group of paid, established developers, many of which worked on previous iterations of the game, and force us to shell out $50 to play it. Just a thought. Or two. Hylix.
  22. There are tutorials on doom3world.org on how to get your own weapons into Doom3. http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 That is in the resource thread. If you don't have access there, Ive pasted my post here; http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, In-game models, etc.
  23. :lol: Just a few seconds ago I posted a similar thread in the models section. We should discuss this together, so we don't need to reorg every few months. http://forums.thedarkmod.com/index.php?showtopic=1335
  24. Which movie download? And if there was a movie, then why was it put on the WIKI????
  25. http://forums.thedarkmod.com/index.php?showt...indpost&p=19130
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