New Horizon on 29/9/2007 at 20:22
If there are any interested coders by this point...we could really use some extra hands in the coding department. The AI are coming along, but they're going to need a lot of work to be ready by December 2008, our tentative release date.
C++ coders, drop me a line at [email]darkmod_apply@hotmail.com[/email]
BrokenArts on 30/9/2007 at 00:49
I wish I could help you guys. :(
Abysmal on 30/9/2007 at 00:57
Originally I felt this project would end up as niche as TUT and T3Ed but now I'm starting to feel differently... This sure looks like a fun project to work on. Are we going to see Mac compatibility? Sign me up for cross-platform beta testing. ;)
New Horizon on 30/9/2007 at 01:25
Quote Posted by Abysmal
Originally I felt this project would end up as niche as TUT and T3Ed but now I'm starting to feel differently... This sure looks like a fun project to work on. Are we going to see Mac compatibility? Sign me up for cross-platform beta testing. ;)
We would like to have cross platform compatibility. Currently, we do have the mod working on both Windows and Linux...with a few issues on the Linux platform. Mac will probably take some extra work in the future since I don't think id provided any Mac specific SDK support. It's all possible though...especially Linux, since we have guys who use linux regularly.
Right now though, we are truly in need of some extra programmers. If anyone here knows of a C++ programmer who would be willing to lend some of their time, it would be greatly appreciated.
Abysmal on 30/9/2007 at 01:49
Actually, a Mac SDK for Doom 3 was provided. I don't want to diminish your plea for programmers though, so I'll just hush it and keep my fingers crossed. (my breadth of C++ is far too basic to be of any use)
New Horizon on 30/9/2007 at 02:03
Quote Posted by Abysmal
Actually, a Mac SDK for Doom 3 was provided. I don't want to diminish your plea for programmers though, so I'll just hush it and keep my fingers crossed. (my breadth of C++ is far too basic to be of any use)
Ahh, ok cool. I wasn't sure. :)
sparhawk on 30/9/2007 at 08:07
Quote Posted by Abysmal
Originally I felt this project would end up as niche as TUT and T3Ed but now I'm starting to feel differently... This sure looks like a fun project to work on. Are we going to see Mac compatibility? Sign me up for cross-platform beta testing. ;)
Doom 3 works on Mac I think, but we don't have any coders for that. If somebody can do it, it would mean that it will work there also.
Ishtvan on 30/9/2007 at 21:52
Quote Posted by Springheel
It's not quite that simple...you can't disable only a part of a reflection, which is basically a camera projecting what it sees onto the water's surface.
You can actually hide specific entities in specific renders. For example in the lightgem render shot that we do ourselves from scratch, Sparhawk is hiding the player model and swapping in the lightgem model. However, I don't know if we have access to the code involved in rendering a reflection from a texture, where that particular render view is generated and referenced. I would guess that's outside the SDK.
sparhawk on 1/10/2007 at 08:03
Yes. Texture handling is completely in the locked down part. If theyx gave this away, then the biggest part of the render would have been opened. :)
Grazor on 3/10/2007 at 22:03
Am I to take it, that when this is all finished, FM makers are free to do whatever they please with Dark Mod? I ask this question because you cannot associate Dark Mod with the Thief games.
FM makers will obviously see this as new Thief editor, and everything that can be changed, will be changed to Thiefy stuff. Will that not be a problem?
Since Dark Mod is currently not associated with Thief, who's the main player? Obviously it's not going to be Garrett! (Sorry if this has already been asked)