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  1. Is anyone able to give me some advice about my sound problems ? Ambient music and calm game noises are super low but as soon as a battle starts, the sounds of battle are really loud. I have an ASUS xonar dx audio PCIe card and use the oxygen HD audio driver. No matter which game, it's always the same behavior
  2. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  3. Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
  4. https://youtu.be/fwJwNLRY4kg "I am not enjoying my journeys, its so cold at the moment I imagine the chill could freeze a candle flame into a fire-gem and ole scratch's tears solid to his stoney face. Suffice to say, I'll be happy to get out of these whipping winds. A friend has asked me to keep an eye on his place while he is out of town. That part of Bridgeport is quiet enough, but he has been having a few problems he would like sorted out. I will know more when I get there." Download Link: v3.45 - https://mega.nz/file/jFEh3AYC#6EwN8eJ0uaioddse4iBTbTs-YKDsHAr_oHx9M4LI4T4 Thanks:- - As always espect to the Dark Mod team and for all the hard work they put and continue to put into it. - Flanders for his excellent models and textures. - Special thanks to the people that answered my technical questions on the forum. - Beta testers: (v3.45) Mat, DavyJones, Keruah, Oldjim, Amadeus, (v3.0) Lowenz, AluminumHaste, Greyman, nbhormore, McPhisto, Lost_soul, Pranqster and the original testers! Info: An update of the original Christmas Contest mission for TDM 1.08. Now requires version 2.14 List of fixes: For version 3.0 - (19-01-2013) The Tavern has been tweaked for better path finding and the punter's all sit down better, the barmaid now has RITS and there is new tavern music The south city gate barracks has a new room to explore, you have to climb to get to it. The Hotel has been improved for better path finding. The hotel apartment has been redecorated and a couple of new things for the player to interactive with and look at. There is a completely new shop for the player to explore and loot. Applied Grayman's winter breathing script, so when Ai are outside they all breath hot breaths of air The Thief's hideout was raised and tweaked for better game play. All side alley's have been tweaked visually. The north city gate has been visually improved. I have added a few new locations for the player to climb to for loot The objectives, briefing and readable's have all been tweaked. All top facing external surfaces have snow texture applied (this took frikin ages...) Added frost decals to every applicable window (this also took frikin ages) I increased perf again through out the map And finally lot of the bugs and issue and request players had have been fixed and addressed. For version 3.45: have placed a bunch of Volumetric lights in LOD better setting there were over a dozen broken or leaking vizportals and or overlapping vizleafs. found and fixed numerous texture misalignment. tweaked the locations and the monster clip for all the sleepers, to try and resolve the ko-death issue. tweaked/edited all the NPCs in the tavern, and one or more them was alerting all the others. edited the first objective so it only triggers after you read the note. remove the drop start for the player, very old mapping method that is no longer required. added Volumetric light version of a bunch of light sources and placed them on LOD better. added a area wide fog light to the sewer system. made the wine shop basement less aggravating to enter. fixed the pathing issues between the gnd and basement in the wineshop. lowered the brightness of some of the lights that were overly bright. fixed some broken lights that had been poorly placed and never spotted when this mission was release. fixed a shed load of broken, misaligned, misplaced, or just plain wtf is that there bits of brush and objects. will update this list as I go. added a building façade behind the SE city gate lookout and made some roof a single FS to enhance the skyline. added some winterised trees from Scrooge FM. moved the window on the small room to the south west and made it an opener, as it had been blocking access to a piece of loot. fix a couple more random issues spotted by the testers.
  5. I got it into my head that the cannibal tribe tormenting the blacksmith needed to be removed. This turned into something of an obsession as I tried various ways of disposing of them without the game catching on. Bashing them on the head and throwing them in the canal did not go down well, but then I noticed that the objective states "don't kill anyone in the pagan quarter". Nothing was said about dragging them out of the pagan quarter so they can be executed in the plague area where the authorities won't find the bodies. Predictably, this also did not work. I thought I had found a winner with the bonfire, but unfortunately that was either a one-off or they got caught by a fireball from the shaman guy. Having gone completely vigilante over this, I ended up The game became very erratic at this point, sometimes allowing the kill, other times deciding that the mission must fail. I never figured out the logic behind this - it may have been completely random, or it may be that it was only happy if they died in specific rooms of the complex. I kept on at this for several days, trying to catch the game in a good mood until every last one had been perforated. Only then, when I went to finish the mission, did I realise that the "no kill" directive gets switched off at the very end, and you can in fact dispose of the cannibal tribe then. Anyhow, it's not the destination, it's the journey. Also, I discovered that
  6. hmm been mostly into newer winter nights / diablo style gaming for rpg's i really liked the witcher series and besides not being a fan of turn based games i adored baldurs gate 3. atm looking forward toThe Blood of Dawnwalker which is a game created by some veterans that split of from cd project red (witcher developers). it is a game about vampires and you play as one but can determine if you want to be on the side of good or bad. https://store.steampowered.com/app/3751260/The_Blood_of_Dawnwalker/
  7. Can someone remind me which mission didn't start with an in-game map, but rather the player has to pick it up..? I ask because I am looking to place map inside a building, and only want to player to have the map at that point.
  8. You can do: ./tdm_installer.linux64 --help Which gives you the following options: --unattended Install game without any human intervention. The most recent stable version is installed by default into the directory where this installer is located. BEWARE: it won't ask for any confirmation! Make sure to look into tdm_installer.log after it finishes. Return code should be nonzero if an error happens. --version {ver} Install the version {ver} instead of the default one. Only has effect when combined with --unattended. So pretty limited. I would say too limited.
  9. I don't recall seeing it before, is there a way to verify the game files?
  10. Indie Game - Window/PS/X-Box I am not native English, but for my German ears the English voices sound very German. The voice acting in the German trailer is much better though...and ends with a much better statement! Anyways, looks promising and since @chakkmanintroduced me to the genre with "Arx Fatalis" (which I am currently playing), I think I will give this a shot.
  11. I've been enjoying this mission, but I'm running into problem: when I draw a bow, my aim becomes locked. I can move back/forth/left/right, but I can't pivot or rotate my aim. I tried completely deleting my (Linux) game folder and starting with a fresh install of 2.14, but no joy, I have the same problem. Please assist.
  12. guess you newer played nehahra it sorta delves into the lore off Q1 but with a humerous twist. originally developed by mindcrime lord havoc (or lady havoc as it turned out ) and a few others from the old quake community. theres even a live demo that plays as a video as a prelude to the game (warning it is very long). it is not 100% cannon but close enough . it can be a bit nasty to get the demo based story running on modern ports. the original nehquake.exe used a lot of hacks to allow playing demo captures as videos. the game itself does run ok with darkplaces just dont turn on realtime ligthing as it fucks up the game because of missing support files for it. Q2 lore was... well a bit out there. idtech was most famous for its engines not exactly for game lore.
  13. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  14. Any idea why this isnt playing in-game? Its was 29mins ling Ive since cut that down to 3 minutes, but still dosen't play.
  15. I had this issue in the smith's shop and the bloodroot flophouse; the door doesn't frob, but the deadbolt does. the deadbolt doesn't unlatch, but the door swings in anyway. I think the game thinks the door is still closed. I've made it through the sewers and now I'm struggling to progress. I found a locked door in the apartments above, and a blocked gate in the canal around the corner. Did I miss something, or forgotten how to play Dark Mod?
  16. 1) Is it possible to remove "game saved" from the HUD when quicksaving? Small nitpick I know but I play all my games HUDless and like to get rid of every HUD element if there's no option to do so. The small pause in gameplay when quicksaving is feedback enough that the game saved. 2) Possible to replace the loot pick up sound with a custom soundfile? 3) Possible to replace the mission complete jingle with a custom soundfile? Any help would be appreciated!
  17. interesting search engine a bit like in the olden days. btw if you want to add it to firefox search engines you can do it with this url "https://wiby.me?q=%s" normally it is "https://wiby.me/search?q=%s" but the page does not understand this syntax.
  18. I think they're both very good. And, I say that even though I'm not into shooters too much. But, especially Quake 2 is a fantastic game. I know that some people complained about Quake 2 remaster, for whatever reason. There are the occasional post or two on the Steam forums as well, made by single people. Everyone else seems to thoroughly enjoy the game.
  19. Take a look: You know what drew my attention? Around 1:10 he says something similar to "it's mission based but at the same time it's very sandbox in nature. Every mission you are given a huge map to explore and no particular path is forced". Does that ring any bells? Looks like a nice game
  20. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  21. Thanks for this fun little mission. Great atmosphere, but it would have been fun if there was a bit more to do at the end after dealing with the tugs. Also thanks for making a mission that was so varied, which means you don't (easily) loose track of where you have been or where you are supposed to go. By the way: Played on TheDarkMod V2.15 #11349 on Debian Testing. The game unexpectedly exited (no logs found) when coming back and meeting the tugs, but it worked on the second try (reloaded savegame).
  22. This is fantastic. Hope some of this will end up in the core game. Huge improvement.
  23. Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
  24. The only way I know is unzipping /strings/english.lang (or any lang you use) and then change line: "#str_02916" "Game Saved" to: "#str_02916" "" Hopefully there is a better way. Yes, you would never know. One way to check if saving works in general is opening the console. On quicksave it also reports in the console.
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