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  1. Hi Macsen, this is our private applicants forum. Only you and the team are able to see this. We like to keep the application discussions out of the public eye. Oh, to any other applicants. Please do not post in any applicant threads but your own. This is for the team and the named applicant.
  2. Before I go any further on this, let me know if you think I'm on the right track with the design of this machine. I stopped adding details to it and gave it some quick color. I haven't done very much on this yet, as I don't want to waste time doing something nobody likes. I know the coloring and everything is pretty crude here; just focus on the shape, design and functionality of it. The final will look more polished. Do you think I'm going the right direction with this? Keep in mind we'll likely need to have many different machines, so let me at least know if you think this would be usable in our Thief universe. There will always be more time to do other machine concepts/shapes/etc. PS: That's an energy beam going between the power thingys. I remembered Thief 2 had an energy beam between two lamp posts or something on one of the levels. I liked it. This is "in the spirit" of that. EDIT: Please also make any suggestions you have for this endeavor. PS: I know there's no depth to the drawing; I wasn't gonna go there yet.
  3. First off I'd like to say great work all around, the screenshots and models look top notch. The new architecture sketches by KFMcCall are absolutely god-like. Now the real question is, why the doom 3 engine? I understand that its dark, which suits the theify mood, but why not use the superior source engine from hl2? The editor seems more user friendly for makign FMs and the physics seem better tuned in general for picking up bodies, distractions etc. Anyways its probably too late now, i just wanted to know. As a suggestion, why not try to allow FM authors to enable co-op of some sort? If it's at all possible i beleive it would make an awesome addition to gameplay.
  4. I wanted to upgrade my bandwitdh to a 3000/384 kbit line so my server is better suited for the work on the darkmod. So far my ISP accepted this and it should have been done on 15. December. Of course I didn't really believe this, and as I thought it didn't happen. After calling several times when this will happen they now finally managed to switch my line. But not to the requested bandwith. Instead they switched me to a new tarif where I have exactly the same speed as I had all the time. Great! And the best to come. The managed to disable my phone in the process. My ISP is very reliable when the connection works. In four years I had only two three outages and only one them took about a day. All others were already solved when I got through to the hotline (meaning less then 15 minutes usually). But when it comes to changing some configuration my ISP sucks really big. So it seems I won't even have a phone over christmas. Nice! At least thy didn't switch off my DSL, so I can still be online. Which is more important anway.
  5. Here are some screens from another D3 mod...our textures look better, but it's nice to see some city environments. Something like this is what we want for our main menu. http://mods.moddb.com/gallery/3906/
  6. These are pretty basic sound bits. Not much layering going on. I wanted them to remain in a raw format for now; they can always be layered later. It's hard to 'unlayer' once you've layered Other sound guys can also layer these on their files, if desired. I'm having troubles recording loudly with my setup. Not sure why. Thus, HumAmb1 is pretty quiet. Here are some new files, in .OGG format. Note: If you're not on the sound team, you may need to instead listen to the identical .MP3 counterparts at the bottom of this post: MachineHum1 HumAmb1 BellAmb1 CutsceneAmb1.ogg Harp-Soft Harp-Loud If you can't hear the above, you probably don't have the right software. Try these MP3s instead: MachineHum1 - Loop it. Some sort of weird machine hum. Could also be layered with other ticks, drones and hums to make an interesting machine sound. HumAmb1 - Loop it. Background hum. I wish this was a bit louder; you may have to crank your speakers. Intro/End can be chopped off for a continuous hum. BellAmb1 - Loop it. CutsceneAmb1 - Might work well as some background ambience in a FM slideshow cutscene, as 'Garrett' talks. Harp-Soft - I loved plucking the strings of that harp in T2! I think we should try to have different music instruments, so when touched they produce a sound. Harp-Loud - A louder version of the above. I didn't like that it was so loud the first time you plucked the harp in T2. I think this louder version could be used for if the player repeatedly plucks the harp. Maybe have soft/loud versions of other instruments for the same reason. Let me know what feedback/suggestions you have.
  7. Okey, here's what I have done so far: Soundeffects Arrow swoosh Blackjack swoosh (1) Blackjack swoosh (2) Bow begin Bow finish Bow pull Break wood Button click Body collapse (1) Body collapse (2) Key pickup Pull out blackjack Put away blackjack Sword swoosh (1) Sword swoosh (2) Ambient Rain Thunder Wind (1) Wind (2)
  8. i uploaded a small ambient sample, maybe for some kind of mission involving the undead, or a creepy mansion. Link: http://208.49.149.118/thedarkmod/sounds/li...est1haunted.mp3 note that these are just some practice tracks for you all, nothing is final peace LB
  9. Obviously I've been interested in this mod from the start but since I'm involved in some other issues I've not made any comments. The screens you've show so far are very nice. I don't recognise anyone on the team from other mods or FMs except ModeTwo from TUT and NB. How experienced are you guys? And how are you finding it? My main query is - what will you do if we get the TDS editor? There will be a bit of a software conflict with people making FMs for TDS whilst you guys work on this. Given that you have stated that this will only be out next year at the earliest do you not think that many of your ideas will be overtaken? Don't get me wrong - I'm not trying to bring a negative vibe - I'm just being realistic. I don't have Doom3 and won't get it until XMas at the earliest (as that is probably when I'll get my new gfx card). I have a NB/TDS map/FM in the works. It's really a SP FM but I can adapt it to NB MP. If the TDS editor is released I will make it for that 1st. But now I have an MP version designed I want to take to NB eventually anyway. And if there is no TDS editor then I'd love to make it for The Dark Mod as that is the only way the real atmosphere and plot will come out. Can someone explain the SDK/editor score with Doom3? What comes with it and what can you DL? And what are it's limitiation, what is it's scope?
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