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The Editors' Guild (Thief 1 & 2) | Forum profile

Forum profile page for The Editors' Guild (Thief 1 & 2) on http://www.ttlg.com. This report page is the aggregated overview from a single forum: The Editors' Guild (Thief 1 & 2), located on the Message Board at http://www.ttlg.com. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "The Editors' Guild (Thief 1 & 2)" on the Message Board at http://www.ttlg.com is also shown in the following ways:

1) Latest Active Threads
2) Hot Threads for Last Week

Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.

Site: TTLG Forums - The Editors' Guild (Thief 1 & 2) (site profile, domain info ttlg.com)
Title: The Editors' Guild (Thief 1 & 2)
Url: http://www.ttlg.com/forums/forumdisplay.php?s=0...
Users activity: 36 posts per thread
Forum activity: 37 active threads during last week
 

Posting activity on The Editors' Guild (Thief 1 & 2):

  Week Month 3 Months
Threads: 37 207 693
Post: 83 664 2,475
 

The Editors' Guild (Thief 1 & 2) Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
Nameless Voice
11
user's latest post:
Scouting orb question
Published (2009-11-10 21:08:00)
There don't seem to be any messages that you can hook into for this.
Yandros
6
user's latest post:
OT: Guitar Gallery! - Page 2 -...
Published (2009-11-07 13:24:00)
Nice! I was going to post in this thread today anyway. I'm loving the new guitar and I'm writing all kinds of new music, it's very nice as a creative outlet.
Melan
5
user's latest post:
Seeking host for texture pack
Published (2009-11-03 14:45:00)
That's common with modern texturing - you generally want an evenly lit texture since the shadows will be projected by the game engine. For Dark, I have found actually increasing contrasts and decreasing brightness a bit is the way to go to bring out the starker contrasts (this is also where vanilla T2 underperforms vanilla T1, at least in my opinion).
Haplo
5
user's latest post:
Scouting orb question
Published (2009-11-10 18:53:00)
It is possible to say when the player deploys a scouting orb (by putting TrigInvFrob on the orb). But how can I know when the player has stopped looking through it and the view has gone back to normal? Thanks.
Rufus
5
user's latest post:
SplitPortalPolyhedronByPlane...N...
Published (2009-11-10 13:21:00)
I found the brush! Thank you very much Zontik!!
PotatoGuy
4
user's latest post:
Please help w Room Brush questions
Published (2009-11-10 07:08:00)
Sorry for the thread-necromancy, but in my opinion that's better than making a new thread. I'm still following Komag's tutorial. My first room brush I made manually, but the other ones I just make using Shift+Insert. The question is: how do I select them to e.g. resize them? They are just a little bit bigger than the air brush, and I can't see them in any of my four views.
Zontik
4
user's latest post:
Please help w Room Brush questions
Published (2009-11-10 08:51:00)
Just use Filter feature. Press Filter button (in DromEd interface), then select Terr. Your air/solid/water/etc brushes will become hidden.
Ottoj55
3
user's latest post:
Seeking host for texture pack
Published (2009-11-03 14:20:00)
that kind of locks my collection as a personal use thing, i guess we can trade them person to person, but its a mass distribution issue. i have no mission plans at present, and have been spending hours a day making textures and models for when something comes up. did you color correct, saturate or adjust gamma on your textures. i havn't altered the coloring at all, figuring that when i want to i'll do it, leave them as is for now...
ticky
3
user's latest post:
We need betatesters please!
Published (2009-11-05 11:50:00)
Ok invited you there to our group. If you can't see the invite, please sign up for our group.
john9818a
3
user's latest post:
We need betatesters please!
Published (2009-11-08 15:17:00)
I'm not sure. Can you pm me the link, and I'll check when I get home. I'm a pretty ruthless beta tester.
 

Latest active threads on The Editors' Guild (Thief 1 & 2)::

TTLG Forums
Started 1 day, 7 hours ago (2009-11-11 13:16:00)  by qolelis
http://www.ttlg.com/forums/showthrea...38#post1774 638 That was a year ago and I don't know what happened to it. Maybe I dreamt it!?
Thread:  Show this thread (3 posts)   Thread info: A horse Size: 297 bytes
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TTLG Forums
Started 2 days, 1 hour ago (2009-11-10 20:07:00)  by R Soul
You could install NVScript and put the NVSpy script on a scouting orb (best just have one of them, or modify the archetype if you want several) and see if it receives any messages when it's picked up. If none are displayed on screen, look in monolg.txt afterwards. If there are any useful messages, you could use one of them to activate some other NVScript.
Thread:  Show this thread (6 posts)   Thread info: Scouting orb question Size: 410 bytes
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TTLG Forums
Started 1 day, 18 hours ago (2009-11-11 02:38:00)  by Zontik
As for me, I can't accept Thief as command game. Just my vision.
Thread:  Show this thread (5 posts)   Thread info: TROTB2. Should I try this to it? Size: 117 bytes
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TTLG Forums
Started 1 day, 11 hours ago (2009-11-11 09:30:00)  by The Phantom
Try out this thread for more response, Zontik Loved the pics of "King's Story" and I'm looking forward to the release!
Thread:  Show this thread (2 posts)   Thread info: Special voice actor wanted Size: 362 bytes
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TTLG Forums
Started 2 days, 13 hours ago (2009-11-10 07:17:00)  by Knock
Quote: Originally Posted by PotatoGuy Sorry for the thread-necromancy, but in my opinion that's better than making a new thread. I'm still following Komag's tutorial. My first room brush I made manually, but the other ones I just make using Shift+Insert. The question is: how do I select them to e.g. resize them? They are just a little bit bigger...
Thread:  Show this thread (4 posts)   Thread info: Please help w Room Brush questions Size: 1,018 bytes
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TTLG Forums
Started 1 year ago (2008-10-17 17:05:00)  by darthsLair
You will find all of the explanation you will need here: usually caused by unsnapped brushes, and here are some ways to check. The link I posted earlier was evidently to old or something and would not work when I tried it. Enter these into your command window every time you multibrushed, or are getting a coplanar case error during optimization: This will snap all your brushes to the ...
Thread:  Show this thread (13 posts)   Thread info: SplitPortalPolyhedronByPlane...Need Help Size: 656 bytes
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TTLG Forums
Started 2 years, 3 months ago (2007-07-19 16:11:00)  by Yandros
Make sure you have all the required files in place (look at the HMDK_Tables.html file). Then, you need to create new archetypes for the "dead" bot as well as all the corpse pieces, and link properly between them all. I say once again, all this is in the preview mission as well as the supplied gamesys. You can answer all these questions for yourself by simply looking in there and copying the ...
Thread:  Show this thread (10 posts)   Thread info: Released: Hammerite Mission Development Kit (Jul 18 07) Size: 549 bytes
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TTLG Forums
Started 1 week, 5 days ago (2009-10-31 04:13:00)  by NightRanger
Were you looking from an arial view? You'll get that error in some places in the OM's as well. If you do that, keep your viewpoint at street level. It's generally better to build with airbrushes first and sculpt buildings out that way. You can always surround the area with large brushes later.
Thread:  Show this thread (8 posts)   Thread info: scene too complex error Size: 351 bytes
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TTLG Forums
Started 5 months, 2 weeks ago (2009-05-31 10:47:00)  by Pathfinder_Lt
The mentioned textures, what kind of textures are they? Are they brush textures or skins for AI? Or both?
Thread:  Show this thread (42 posts)   Thread info: New textures ready for Thief 2 (more than 800 Medieval textures) Size: 175 bytes
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Hot threads for last week on The Editors' Guild (Thief 1 & 2)::

The Editors' Guild (Thief 1 & 2)
Started 1 week, 2 days ago (2009-11-03 12:13:00)  by PotatoGuy
Interested!
Thread:  Show this thread (13 posts)   Thread info: We need betatesters please! Size: 159 bytes
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The Editors' Guild (Thief 1 & 2)
Started 1 week, 1 day ago (2009-11-04 08:24:00)  by PsymH
I use the high-rex texture feature of ddfix for my upcoming FM, too. Since I use TGA for this, I would know what is the reason for using DDS instead of TGA?
Thread:  Show this thread (8 posts)   Thread info: Custom NTEX and DDS Textures Size: 209 bytes
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The Editors' Guild (Thief 1 & 2)
Started 5 days, 22 hours ago (2009-11-06 23:03:00)  by Nameless Voice
That script " Relays TurnOn and TurnOff conditional on whether an object is currently on-screen." I understand that as meaning that it acts as a RelayTrap when the object is in view, and ignores the messages when it is not in view. (A very brief glance at the source code seems to confirm this.)
Thread:  Show this thread (7 posts)   Thread info: Help with Telliamed's VisibleRelay Size: 383 bytes
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The Editors' Guild (Thief 1 & 2)
Started 2 days, 1 hour ago (2009-11-10 20:07:00)  by R Soul
You could install NVScript and put the NVSpy script on a scouting orb (best just have one of them, or modify the archetype if you want several) and see if it receives any messages when it's picked up. If none are displayed on screen, look in monolg.txt afterwards. If there are any useful messages, you could use one of them to activate some other NVScript.
Thread:  Show this thread (6 posts)   Thread info: Scouting orb question Size: 410 bytes
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The Editors' Guild (Thief 1 & 2)
Started 1 month, 2 weeks ago (2009-09-23 23:10:00)  by Haplo
Sweet!
Thread:  Show this thread (32 posts)   Thread info: OT: Guitar Gallery! Size: 59 bytes
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The Editors' Guild (Thief 1 & 2)
Started 1 year ago (2008-10-17 17:05:00)  by darthsLair
You will find all of the explanation you will need here: usually caused by unsnapped brushes, and here are some ways to check. The link I posted earlier was evidently to old or something and would not work when I tried it. Enter these into your command window every time you multibrushed, or are getting a coplanar case error during optimization: This will snap all your brushes to the ...
Thread:  Show this thread (13 posts)   Thread info: SplitPortalPolyhedronByPlane...Need Help Size: 656 bytes
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The Editors' Guild (Thief 1 & 2)
Started 1 day, 18 hours ago (2009-11-11 02:38:00)  by Zontik
As for me, I can't accept Thief as command game. Just my vision.
Thread:  Show this thread (5 posts)   Thread info: TROTB2. Should I try this to it? Size: 117 bytes
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The Editors' Guild (Thief 1 & 2)
Started 1 week, 2 days ago (2009-11-03 20:16:00)  by Nameless Voice
You don't need to use TOW to add objectives, you can add them manually, as described in the official DromEd tutorial. Or you can just create the objective that you want in TOW and then change the goal number in the command before running it.
Thread:  Show this thread (4 posts)   Thread info: Fixing objectives Size: 320 bytes
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The Editors' Guild (Thief 1 & 2)
Started 3 years, 3 months ago (2006-08-03 08:36:00)  by Random_Taffer
What can I say?Already doing a project but...I'M IN!!! (if you'll have me...)
Thread:  Show this thread (218 posts)   Thread info: Yes I'm insane - Thief 2 Gold Size: 77 bytes
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The Editors' Guild (Thief 1 & 2)
Started 2 days, 13 hours ago (2009-11-10 07:17:00)  by Knock
Quote: Originally Posted by PotatoGuy Sorry for the thread-necromancy, but in my opinion that's better than making a new thread. I'm still following Komag's tutorial. My first room brush I made manually, but the other ones I just make using Shift+Insert. The question is: how do I select them to e.g. resize them? They are just a little bit bigger...
Thread:  Show this thread (4 posts)   Thread info: Please help w Room Brush questions Size: 1,018 bytes
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