Search the Community
Searched results for '/tags/forums/new models' or tags 'forums/new modelsq=/tags/forums/new models&'.
-
I should start by saying the suggestion was inspired by this exact feature being successfully implemented in the FPS Red Eclipse (Cube / Tesseract engine) for a long time with very good looking results. I'm a developer or at least mapper for RE as well, if you need more information I'll ask its admin Quin for more technical data on how the system works. I can also find or create a video showing how the wind mechanism functions if anyone can use that. TheDarkMod currently lacks any real system for simulating wind: If you want to make a FM that takes place in a stormy environment that looks good, you're out of luck. All we have is a handful of animated props animated to appear as if swaying in the wind, namely a tree and banner that move slightly: You can't adjust the intensity nor the direction of the wind effect, at best you can maybe tweak the animation speed to match the wind strength you'd like to depict. There is a much better way using vertex shader deforms defined in the global shader. The first step is defining wind direction, this can be done as a property of the location info and / or using an entity for radial wind direction. When touched by a wind value above zero, models (static or animated) will play a sine wave animation on vertices, its direction and distance and frequency defined by the wind entity spawnargs and the entity's distance from its epicenter. Obviously models must specify which vertices should be wavy, the most common way is using vertex colors though an intensity texture also works if that's preferred, in any case models must include per-vertice information to specify which points should sway in the wind and by how much. Particles also need to be blown away by the wind but that should be very simple, further effects like affecting the direction of noise transmission are optional and can be done later at best. Existing assets will need to be modified to make use of this. This includes every tree and grass so branches and leaves are affected by wind the further they are from the trunk and the base of the tree, obviously this should also be done for all banners and even the clothes on AI so you can see the the sleeves of characters flutter in the wind. All particles should be affected including flames and smoke so torches blow to the side. Note that old maps would not be affected even after the assets are modified since they'd need to specify wind information for the effect to activate.
-
for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
-
I have problem with unintentionally translucent models in gui: [img]https://imgur.com/a/ctxvu6P[/img] windowDef Desktop { rect 0, 0, 640, 480 backcolor 0 ,0 ,0 ,0 visible 1 nocursor 1 renderDef rosary_cord1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_cord_bow_b.ase" needsRender 1 modelRotate "gui::Offset_vert"/4, "gui::Offset_horz"-22.5, 0, 1 modelOrigin 0, 0, 0, 1 viewOffset ("gui::cord_horz1"*250)+50, "gui::cord_vert1"*250, 80, 1 lightOrigin -200, ("gui::light_Offset_vert"*100), "gui::light_Offset_horz"*100, 1 lightColor 0.8, 0.8, 0.8, 1 } renderDef dice1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_dice.ase" needsRender 1 modelRotate "gui::Offset_vert"*2, "gui::Offset_horz"+45, 0, 1 //+135 modelOrigin 0, 0, 0, 1 viewOffset ("gui::dice_horz1_n"*250)+50, "gui::dice_vert1_n"*250, 80, 1 lightOrigin -200, "gui::light_Offset_vert"*100, "gui::light_Offset_horz"*100, 1 lightColor 0.5, 0.0, 1.0, 1 //purple } } (-there are 8 models of cord and 8 of bead.) This is a rosary, reacting to the player's viewing angles. But you can see the model's back. Sometimes it goes away at some angles of the player's rotations. In some arrangements of renderDef bracelets, a few models work fine, the rest don't.
-
You can mix two different bumpmaps (scrolling and static) using vertex colors. Here's attached to a pendulum: It should look even better on animated models (md3, md5), except those don't support vertex colors, so no bumpmap mixing there. With vertex colors you can also have two sets of bumpmap + occlusion mapping animated independently, moving in different directions, at different rates and with different scale. Could be useful for water surfaces as an alternative to the stop motion method.
-
Ahh I understand. I may someday take the idea to the lab but I will have to re-think how many things are structured, ie: objectives, items that can spawn in one room but should be used only in that room, ambient light and/or music from room to room... The idea is that each map (room) is completely isolated from others so that authors can do whatever they want without interfering with anything else. Each room can have its own set of scripts, materials, textures, models, music, anything! Sure, a basic set of rules must be respected but mappers will be for the most part free to do whatever they please. Anything and in any form.
-
Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
-
Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
- 251 replies
-
- 29
-
-
-
Interesting idea, but I would rather choose to start a specific mission instead of doing them in order. I guess that's more difficult to implement though. You could have them all in one map and in the briefing select which challenge to start. I wonder what you had in mind for the community inclusion. Would other mappers add maps to the campaign list, or would mappers make new missions in the same format?
-
A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
-
============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
- 433 replies
-
- 24
-
-
-
Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
-
[EDIT] This matter has been resolved, and no fault of the website. I wanted to add a different look to my Venice map by buying a street of models to use. I found this and bought it. It's a lie. What you get is a set of OUR (Dark Mod Arcturus Rocks and assorted .ASE models from the Grass Demo; packaged up with random textures and images. This has given me a complete head fuck as now I can't trust this bastard with my credit card details so I have to cancel my card and notifiy everyone I do business with in direct debits of the new card which I won't get for 10 days.
-
As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
- 44 replies
-
- 10
-
-
hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
-
Upon opening a map I have been working on, I am missing some of the ase models like shelves, stairs, door handles etc. They load within the game fine but all I see in DR is question marks on a small box. What is the fix?
-
Aye they are mostly used with tar and other unix software . The head on later models have changed to the same mechanism used in vhs recorders, so a spinning head. And yes excessive cleaning is discouraged mostly because with digital it does not matter so much and there is allways a risk of damaging components when cleaning
-
Back to the on-going translation effort. Here’s some general observations and lessons learned while translating the main readable. Recap This readable, mentioned earlier, has an all.lang entry of: [English] // Readables in airpocket.xd: "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1__title" "Appointment to Service\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1_body" "\n\nHEAR YE ALL, that the Bearer is found Fit to Serve, and appointed to the Rank of Ordinary Seaman, aboard the Merchant Ship Esmerelda, by Authority of the Shipmaster, Captain Riggs.\n\nThe Appointee serves Under the Direction & at the Pleasure of the Captain & Officers. By the Law of the Sea known by all, while Aboard, Violations of Duty will be Judged & Punished by the Captain & Those carrying out his Orders. Thievery, Mutiny, Assault, & Other Gross Breeches of Order will be met by Flogging or Death. At Successful Voyage End, the Appointee on Discharge will get the Agreed Wage recorded in the Ship's Log, less any Deductions.\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2__title" "Further Instructions\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2_body" "\n\n\n\nAs agreed, the 2 new crewmates will bunk in the galley, and share the sea trunk nearest the door in the mess.\n\nCaptain Riggs\n" As stated earlier, this text, stripped of #str_ IDs, tabs, and quotes, was given a long directive context prompt and fed into ChatGPT for forward-translation into all the TDM languages. For verification, individual language results were then back-translated (without additional prompt context) into English using Google Translate. Google Translate was also the preferred choice for spot patch-ups. Results were Good Overall Across languages, most sentences appeared to roundtrip-translate quite fine. Some languages (e.g., Turkish) needed more patch up, perhaps due to less AI training or just a greater sentence-structure differential. I did not stress-out about how well the officious over-capitalization of the original was carried over into the translation. Forward-Translation Problem #1 – Piecemeal Translation and Naming Consistency In order to keep this exploration tractable, at the outset I subdivided the collection of English #str_ into various groups (e.g, inventory items, character names (including shouldered), readable, briefing, etc.), and arranged to translate each group separately into all languages. The downside of this is that the subgroups end up with different names for the same thing. This is not unusual IRL, but not real desirable in a game. So, for instance, a key (inventory item) labeled “Mess” (for the door to the ship’s eating place) often has multiple correct nautical translations in a given language. When the word “mess” in the readable is translated, the AI may choose a different one. So patch-up is needed to make the references match. (Future projects might well benefit from a more holistic use of AI.) This problem also affects ranks and titles of persons, about which more next. Forward-Translation Problem #2 – Nautical Ranks and Titles left in English ChatGPT, when translating “...appointed to the Rank of Ordinary Seaman”, almost always left “Ordinary Seaman” in English. And would only sometimes translate “Captain” into a target language. (For a quick look at some suitable nomenclature, type this - “EU commercial nautical deck department ranks in all EU languages - into Google Search and see what the AI provides.) Furthermore, when “Captain” appeared in the readable as a title, e.g., “Captain Riggs”, ChatGPT liked to leave it unchanged. There are two ways to think about that: ChatGPT thinks “Captain” is a first or nickname. ChatGPT thinks that the rank of Captain (and perhaps the surname) implies this is an Englishman, so the rank should be left as conferred by the governing authority. It would be easiest for me to just leave it as “Captain Riggs” throughout. But I’m not really trying to imply Riggs is English, and would think translated immersion would be better if the title was also translated. (I haven’t yet decided which way to go.) Forward-Translation Problem #3 – Lost Nuance affecting a Proximity Clue The last sentence of the readable refers to “the 2 new crewmates ... share the sea trunk nearest the door in the mess.” The English implies that this trunk is *within* the mess. In retrospect, it would have been better to phrase it that way (perhaps I will in the end product’s [English]). Translations into some languages kept this implication; others just said something like the trunk was “near the mess door”, so could be outside the mess. This is a bigger problem than you might think, since the areas involved are underwater and chaotic, so search is difficult. I will do patch-up retranslation where needed.
-
Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
The moment they start running they turn into lemmings. You would have to make new walk animation for climbing with minimal forward motion. You can't make it too slow or they refuse to climb. In this example steps are 0.5 wide. -
By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
-
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.
-
I wanted to see if you can have more then one idle animation for a head just like there are for the body. I quickly made several md5.anim files and added them to a list in tdm_ai_heads.def anim idle models/md5/chars/heads/npcs/head_idle.md5anim anim idle1 models/md5/chars/heads/npcs/head_idle_1.md5anim anim idle2 models/md5/chars/heads/npcs/head_idle_2.md5anim anim idle3 models/md5/chars/heads/npcs/head_idle_3.md5anim anim idle4 models/md5/chars/heads/npcs/head_idle_4.md5anim They are all just 2 frames long, except the one with the open mouth which is 12. It takes a lot of time to cycle through them. Did you know that TDM head has two joints for the tongue alone? It seems like a new animation is picked at random only after NPC says something?
-
That's the list of files: /trunk/dds/models/md5/chars/undressed /trunk/dds/models/md5/chars/undressed/undressed_old_man_01.dds /trunk/dds/models/md5/chars/undressed/undressed_old_man_01_hair.dds /trunk/dds/models/md5/chars/undressed/undressed_old_man_01_s.dds /trunk/def/tdm_ai_heads.def /trunk/def/tdm_ai_undressed.def /trunk/materials/tdm_ai_undressed.mtr /trunk/models/md5/chars/heads/npcs/head_old_man_01.md5mesh /trunk/models/md5/chars/undressed /trunk/models/md5/chars/undressed/tdm_ai_undressed_old_man_01.md5mesh /trunk/models/md5/chars/undressed/undressed_old_man_01_hair_local.tga /trunk/models/md5/chars/undressed/undressed_old_man_01_local.tga
-
been working with the developer towards adapting a few more TDM functions like support for newer cpu models, uncoupling of the framerate (looks like he finished that one himself) and maybe somewhere down the road a GLSL based renderer plus shadowmaps. sadly my time is stretched all over the place atm due to illness in the family so i havent had time to do more work on it. one gripe people had with the port is that it is not compatible with the GPL build mods though most of them have been ported now so its mostly just a problem if the modder newer released his sources.
-
College started today, i had a plan to redesign footloose with new side objectives but ultimately I ran out of time other than that ive mostly been teaching someone how to 3d model and ive been working on a godot inventory manager (a simplistic one with no transition animations or anything between holding items), now that my course has started though I will probably go dark for a while.
-
Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!