Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/work thread/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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?
  2. Fett from TTLG here. I'd love to help out with any writing, character dev, spell checking, etc. for the Dark Mod. I did about 50% of the principal writing for cutscenes, briefings, and in-game texts for T2X which should be out before you guys get down to brass tacks on the hardcore writing (???). I also wrote the parody 'Thief: Deadly Simplicities' which can still be viewed on pg. 2 of the Thief Gen forum at ttlg. Don't currently have a copy of Doom 3, but I'll be picking it up. I can send some samples, or would you rather just check out T2X? I have a bit of administrative experience from working on T2X the last 4 years, but you guys seem to have that end of things well in hand. Let me know if I can help in any way - the project looks great so far. p.s. Also sent you an e-mail.
  3. 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/
  4. i would love to help you guys heres my website with info and portfolio www.oberlin.edu/student/mhafiz nauman
  5. 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)
  6. 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
  7. Welcome to the application process. Today we will be serving ham sandwiches with cheddar cheese flavoured milk. YUM.
  8. Hy guys, I tend to hang around at TTLG.com and thus heard about this amazing project you folks are doing here. New Horizon said I should register here, as I'm considering joining your team, if you'll have me. ) Quick background: Professionally, I've worked as a full time C++ developer for over 5 years and have a degree in computing. As a hobby, I've been coding in C/C++ (and assembler!) since the 80's. Regarding Thief, I've been playing ever since TheDarkProject came out. I will say up-front: For various reasons (including Borland's lack of D3D support), I am only just getting into Direct3D. But I know quite a bit about 3D graphics (real-time & ray-tracing) and have written my own real-time 3D rendering engine: The whole 3D to 2D transformation, lighting and texturing is handled by my code. I only use the Windows API function 'Polygon' to draw a 2D polygon onto a flat device context. ( screenshots ). Currently I'm working on my 3rd Thief FM ("GoingDown") and am also writing an SDK for a generic file format called 'Dendros' which I plan to use for Gravel v3. I would have contacted you earlier and I did have a look at your 'vacancies' section a while ago, but I must confess that I didn't really seem to have any of the requested experience. However, if I can help you guys in any way (maybe even just writing simple tools which transform something from format X into format Y), I'd be happy to help because I think the DarkMod has great potential. EDIT: Switched off smilies in this post.
  9. 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.
×
×
  • Create New...