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  1. I assume you got the other objectives in from following the guide, which is missing that step (https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_6#Putting_Objectives_in_the_Mission). Here's a snip from my atdm:target_addobjectives, which shows my final objective (obj10 in my case). Looks like the line obj10_enabling_objs is the key. Hope that helps.
  2. Hello, newbie Dark Radiant user here, and I'd like some advice with a small problem I've been having. I was following Fidcal's "A to Z Beginner Full Guide", and got up to Page 4 where I tried making a path for a patrolling AI. The problem is the AI doesn't seem to like doors (which I created all the way back in Page 1). I did a test build where I simply deleted the doors to see if it was a problem with the brush or walkable surfaces, but the AI can move through all patrol routes normally under those conditions. With doors, however, I have a number of problems: 1) When a closed door exists between the AI and the first path_corner it's aimed at, it refuses to start walking. 2) If I open the door manually, the AI starts walking, goes through the open door, closes it, moves to the path_corner, waits, turns around and walks towards path_corner2, opens the door, and just stops. 3) If I open the door manually again behind the AI, it turns around to start walking towards path_corner2, but then just stops. I tried using "tdm_ai_showdest 1" to see if I could identify any problems, and the AI is obviously heading towards its next target path_corner, but the presence of a door (open or closed) seems to stop it in its tracks. I feel like I might have missed something during door creations that's causing this problem, but I'm not sure what it is...
  3. I didn't want to spam this thread even more since I wasn't the one who was asked, but since you already replied: img2img does not work well for this use case as it only takes the colors of the original image as a starting point. Therefore it would either stay black & white and sketch-like or deviate significantly from the sketch in every way. Sometimes it's possible to find a balance, but it's time consuming and it doesn't always work. This probably used Control Nets, specialized addon neural nets that are trained to guide the diffusion process using specialized images like normal maps, depth maps, results of edge detection and others. And there's also a control net trained on scribbles which is what I assume Arcturus used. It still needs a text prompt, the control net functions as an added element to the standard image generation process, but it allows to extract the shapes and concepts from the sketch without also using its colors.
  4. I've been playing with Stable Diffusion a little. Old 512x512 textures could be upsampled this way. By using original image as input for "img2img" and existing normalmaps in the "Control Net" it's possible to create an infinite amount of variations. Or using only the normalmap as a guide one can create a new style while keeping the old pattern. Original: Generated:
  5. You dont have to be scared to create a gui, just put the gui-file in a folder, in the fm folder. And follow the guide on our wiki. I only dont know how to show the gui after missions ending. https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language
  6. Every mission I play now, when I select M to show the map, the same one comes up, A Walker's Guide to Red Rook. I don't remember which mission it's from, (maybe IRIS?). Anyone know where to look to fix this and get the current mission maps working again?
  7. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  8. @STiFUBeen a while but hoping you don't mind I bug you again on this topic. I lurk in a certain VR discord and saw this paper mentioned https://iovs.arvojournals.org/article.aspx?articleid=2613346. And it was hypothesized that the conclusions of this research may have significant implications for dynamic focus VR displays, and now I'm kind of wondering about this as well. The general assumption of the, I guess, "XR community" is that you can solely use various forms of artificial defocus (and not optical vergence) as feedback to guide the eye's accommodation to a desired focus depth, and thus even VR displays capable of displaying only a single varying focus depth (as opposed to a multi-focal display) can actually function: as the user's eyes move from the in focus part of the image to an out of focus part of the image, the artificial defocus blur generated in that out of focus part of the image is considered to be sufficient feedback to trigger the eyes to accommodate to the new focus depth (even though the optical vergence of that part of the image is still incorrect). But, assuming I'm understanding the paper correctly, without the presence of "genuine" optical vergence corresponding to each potential focus depth in the scene, there wouldn't be sufficient feedback for the eye to accommodate to that depth correctly. There are apparently many accommodation cues for the human eye, but the claim here seems to be that true optical vergence is necessary. And wouldn't that mean a multifocal display is necessary? It seems interesting to me because from what I've gathered over the past few years the varifocal prototypes in various labs are said to "kind of" work for certain people and not work at all for others. So, even assuming eyetracking were perfect, if they are nonetheless unable to provide the required feedback to guide accommodation, then the very kind of dynamic focus display that everyone is banking on (for the near term) to address the major optical issue with modern VR headsets would seem to be a dead end. You would instead need something like the CREAL lightfield headset I mentioned a while back. And facebook recently pushed their timeline for varifocal headsets out from 2022 to ~2030. (again, assuming I'm even understanding this correctly)
  9. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  10. Hi! Welcome to this forum. Like many others who would like to compile TDM for their favourite Linux Distro: We advice to look for sollutions or do it yourself (using some guides), let us know how you did it and where you got stuck. Or Dont compile the code and just try the binaries. This by downloading the tdm installer binary (from the website or your packagemanager) and use it to download the game files. (Or downloading old standalone package from moddb) Installation guide: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation Compiling Guide: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide After reading and following the guides, do a forum and google search and then try again. For example, I found a TDM on nixos issue on github: https://github.com/NixOS/nixpkgs/issues/98936
  11. FYI, as I work on The Wench, I'm adopting the following style to using parentheses. This differs in my earlier treatment for The Thug and The Lord, where square brackets were more frequent, with a different meaning. (I plan to revisit those subtitles for this and other reasons, after The Wench). [Fragment from my eventual style guide:] TO BE DETERMINED: Some styles of including a speaker ID in a subtitle use parentheses or square brackets. This is not important for subtitling barks, but may be for “verbosity story” subtitles. Parentheses. These are used to refer to what the AI is saying/vocalizing. The most common purpose is: Descriptors for non-word vocalizations that are not otherwise represented, e.g., (coughing) (sneezes) Other purposes, used sparingly, are: Descriptors for vocal style or sound quality, e.g., (sing-song) (hoarsely) Indicating the speaker’s physical or emotional state, e.g. (surprised) (sleepily) (drowning) Providing stage directions or context, e.g., talking (to buddy) Indicating the speaker is actually talking in a foreign language, though shown in English. As the examples indicate, the text within parentheses should be all-lower-case and relatively short (for CPS/WPM considerations). If it refers to the entire phrase, put it at the beginning, and, if using a verb, favor the “...ing” form, e.g. (humming). If it refers to a particular location within the sound file, if using a verb, favor the active-form, e.g., (hums). For a long sound, consider indicating its conclusion: (humming done) or (/humming). Do NOT use parentheses (or square brackets) to enclose speech to indicate: whispering or sotto-voce. Instead, add a prefix word (whispers), (whispering), (confidentially), etc. asides by the speaker. Dashes can be helpful to set off such speech, or an embedded “(aside)”. Be modest in indicating the loudness of a bark; while the voice tone can be evident, the actual volume that a bark is emitted is not under the subtitler’s control. Square Brackets. These are: Mainly reserved for future “verbosity effects” sounds. Can be used for non-vocal sound included with a bark clip, whether associated with the AI or not, but important enough to warrant a subtitle mention. This will be rare. Example: [claps]. Curly Braces. TDM fonts do not support these.
  12. Yep, that'd be the one! I had some issues with minor syntax errors, when setting it up; which is why I'd still opt to write a short guide about it. The one click, do-all option is really nice. I've only had one issue (only tested with Maya) that has UV borders being rendered as hard edged in the final product. I worked around it by doing one final export with Lightwave, as it seems to be a smoothing issue. Other than that, it's worked flawlessly for me.
  13. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  14. I decided to try DarkRadiant and followed the instructions word by word until i got to the "dmap compiling" part here: http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!#Dmap:_Compiling_the_Mission The problem I was facing as a beginner is that the instructions were not enough, the path were mixed and shown forward and backward "\", "/" for folder structure. Then i tried to get smart from here http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ and still could not get the test to work, luckily, just in time this video came out https://www.youtube.com/watch?v=hpkkE681TPo and i followed the steps EXACTLY as the video was explaining word by word and i managed to start my test mission, so i would like you to update the page "Dmap:_Compiling_the_Mission" http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!#Dmap:_Compiling_the_Mission explanation for other newcomers how to do the first testrun of the level so they do not get frustrated like me I could see that i am not the first one to run into trouble at exactly this part of the A-Z guide, in my opinion this is the most important part, even if it sounds logical to the veteran dark radiant users out there anyhow, this is my first post in the forum so i just wanted to contribute this part as "feedback" so the A-Z can be improved at the right places for new users
  15. No later than Tuesday, I'll be releasing the following - - A spreadsheet with all The Lord subtitles. The spreadsheet calculates metrics, that help decide which subtitles benefit from extension and what those extensions individually should be. Plenty of examples there. - A companion Word doc explaining the spreadsheet and the workflow generally. The spreadsheet is relatively complicated and so benefits from a column-by-column explanation. - The testSubtitlesLord FM with the resulting polished subtitles embedded in it. This FM is slightly different than its Thug predecessor; the Word doc has the differences. To come in March/April - - My personal Style Guide for these barks - A cleaned-up C++ program to gather sound clip durations to import into the spreadsheet. (Current version works but is a bit too smelly to release.) - Possibly the spreadsheet in template form - And another AI character's utterances.
  16. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  17. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  18. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  19. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  20. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  21. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  22. It's the duration that matters. If the clip exceeds 6 seconds, use srt. Individual segments within srt should be 1-6 seconds long. There's more to it than that. I'll DM you later today with a Word doc, a draft fragment of the style guide under development, that delves into this. Specifically, if there's too many words to read in the time that a subtitle is shown, you may need to edit out some words. That is, move away from a verbatim caption. The fragment has quantitative guidance on this.
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