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Showing content with the highest reputation on 11/11/19 in all areas

  1. So, Taaaki got the new server running now. You can now download missions as usual again. Have fun, taffers!! ?
    5 points
  2. Just remember, if you include the Thief games, people have been making and playing FMs since 1999. And (the really important part) they're still fun to play. It's such a perfect formula for a game, I can see why it's gone on for 20 years already and why people stay with it or come back to it. I think we're about as established as a gaming community can be.
    2 points
  3. Wow, so many "likes" in just a few days. Thank you, ladies and gentlemen.
    1 point
  4. You are correct, except that there are actually around 100 loot entity classes. But on further consideration, given their naming convention, I can use regex. So the following is now working for me as a custom filter, to hide everything except loot: <?xml version="1.0"?> <filters> <filter name="All But Loot"> <filterCriterion type="entityclass" match=".*" action="hide"/> <filterCriterion type="entityclass" match="^atdm:loot_.*|^atdm:moveable_loot.*" action="show"/> </filter> ... </filters> The first criterion hides everything. The second criterion overrules the first one by showing “atdm:moveable_loot_...” and “atdm:loot_…” entities. This solves my immediate needs. But noticing that there was in "DR/Filters/Edit Filters..." an undocumented (in the wiki page) filter type EntityKeyValue, I tried to use it to restrict visibility to Type 3 Loot (Goods), using this filter: ... <filter name="All But Loot Goods"> <filterCriterion type="entityclass" match=".*" action="hide"/> <filterCriterion key="inv_loot_type " type="entitykeyvalue" match="3" action="show"/> </filter> ... This failed, that is, did not show anything. I see other forum posts in the past that claimed to use this filter type EntityKeyValue OK, so I don't know. If I had permission to edit the wiki (perhaps some day), and assuming EntityKeyValue is working and the problem is just me, here’s what I would add as a bullet point to "What filter types do exist?": entitykeyvalue: With this type, you can specify an “entitykey” (i.e., spawnarg name) and “match” (spawnarg value). Other possible wiki page improvements follow. Following the mention of "filters.xml": Following the mention of Regex, include a reference to the particular flavor/syntax being used. Perhaps https://www.w3schools.com/python/python_regex.asp
    1 point
  5. I believe it was called "Thief 4: Dagger of Ways"?
    1 point
  6. I'm with peter_spy on this and I assume John Carmack/id software also agrees, why, because the Doom 3 game and engine is full of warnings and even missing asset errors that do not cause a crash! Is totally normal during development to mess around with assets, materials, models, fonts, etc that never end being used and so get broken definitions to stick around, like i said, Doom 3 came with many broken/missing .mrt and .def files but the game worked just fine. When you are developing, specially in a multi-user environment you don't want your game and tools to constantly crash because someone else failed to delete a material file!? IMO crashes (asserts) and game-stop errors should be used for things that can potentially make harm to the user PC or cause serious visual problems in the game, all the rest should just be developer warnings that may or not be solved until shipping. And if you really want to cause crashes for everything during development then, use assert, those only trigger on Debug mode not release mode so there's no danger of the final release mode game crashing because of something that should be a simple warning.
    1 point
  7. Thank you! Act 3 and Act 4 are both being developed simultaneously and are definitely coming. If I had to put a number on them I would say Act 3 in it's current iteration is about 70% done and Act 4 is about 90% done. I'm unsure when I will be releasing them as at the current rate i'll have Act 4 finished before Act 3. I have been tossing around the idea of a same day release for both of them, but I think having some breathing time between the two might be good as well, it just feels a bit silly to sit on a completed mission though. As for the assets, I agree that some of those should be put into core TDM, but ultimately that's not up to me. The very talented Epifire created the audiograph machines and the crumpled piece of paper, the custom footsteps were pulled from Kingsal's Volta missions. I agree that they all sound fantastic too. The loot sounds were created by myself.
    1 point
  8. A cloak of insanity has settled on me. If you like mazes, WS7 now has one. If you don't, well, ...
    1 point
  9. That's why I offered posting the whole workflow here, just to have better understaning how it works (and in case you wanted to make models yourself). It's not that straightforward in case of .ase models. Btw. you can't apply materials to an .ase model for DR and TDM, if you don't manually edit it in notepad. So the first order of business would be making a material for a model and then pasting it in proper section in .ase model. LWO works in a different manner.
    1 point
  10. Yup, you need to have a project folder (fms/yourfmname) with DR pointed to that folder as well. Then your folders will generally mimic the folder structure of TDM, or you can have fewer folders for faster access. You need "materials", "models", and "textures" folder inside your fm folder to make it work. Assuming you put everything there and you're using .ase model which was exported correctly with assigned bitmap, you need to edit it with notepad, and look for *MAP_DIFFUSE section. Paste the material path in the BITMAP section, but use "//base/" prefix, e.g. //base/textures/etc.
    1 point
  11. I don't think he's talking about making models, just adding ones that have already been made but aren't part of the core assets.
    1 point
  12. It depends a bit on your modeling software. You'll probably use .ase models, as .lwo isn't supported in popular modeling apps. For .ase there is actually a particular workflow you should follow, depending on your needs, and for stuff like multiple materials or shadow / collision meshes. I have that in my notes, let me know if you need it, so I'll post it here. Btw. you don't need any defs for just using models. Defs are for more complicated stuff, like assigning lamp model to a light etc.
    1 point
  13. So, here's my current progress: Optimized the model Tried to improve the blade, failed miserably, still more to do Added wood grain Made some basic normal and specular maps (and realized that the normal map I had baked before is broken) Here's an image of just the basic diffuse map inside Blender: And here are some images from in-game: As you can see, I've messed up my baked normal map, I'll have to re-do it.
    1 point
  14. Characters and related Townsfolk: - Whores - Amateur Guards - City Watch - Female Thief - Generic Townsfolk - More Helmets - Nobleman - Noblewoman - NPC Thieves - Possible Elite City Watch - Professional Guard - Various Helmet Concepts Builders: - Builder Acolytes Pagans: - Elite Pagans - Pagan Creature / Trickster - Pagan Warriors Inventors: - Security Cameras - BoilerBot 1 - Bot ideas - Cherub Bot - Inventor's Guild Engineers - Inventor's Guild Scientists - More Inventors (chemists?) Magical: - Necromancers - Older Mage - Several Mages - Wealthy Mage, detail --------- Props - Wall Fountains - Bioluminescent Mushrooms - Door handles/locks - Hammer Forge - Machines - More Machines - Street Lamp - Tiffany Table Lamp - Windows and Fireplaces --------- Environments - Castle Image - City Reference Pictures (lots) - City Street Sketches - City Alley Concept - Fountains - Mansion Interior with Fountain - Mansion Interiors - The Slough (flooded district) --------- Weapons / Equipment - Breath Potion - Gas Arrow - Health Potion - More Potions - Noise Arrow - Rope arrow --------- Gameplay Stuff - Objectives Screen - Purchase Screen - HUD display - Menu Screens - Possible purchase menu - Scrolls and Readables parchment Floorplans - Mansion Floorplan City and House concepts - City --------- Campaign Stuff - Alternate Founder Concepts - The Founders - The Raven Harp
    1 point
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