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Searched results for '/tags/forums/perl script' or tags 'forums/perl scriptq=/tags/forums/perl script&'.
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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
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So from my own personal experience, I recommend naming your map file (and the relevant files) something that uses three letters at least. I don't know why, but TDM doesn't like map file names with two letters or less, but only sometimes, so you're kind of playing with fire here. When I was working on A Good Neighbor, my map file was name was "gn.map" and for some reason, TDM just wouldn't accept my pk4 when I packaged it up. It took me way too long to realize that it was the short file name. I renamed it to "good.map" and voila! All of my packaging problems disappeared. and it seems like if you have everything listed. If your map had a map script, then it would need to be "(whatever your map name is).script", but you don't have one so you're good to go there
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From the old Beta testing 2.13 topic... Did you guys have some time to solve this for good? (A script-based fix is available in the TDM Modpack 5.0)
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============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------
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Darkradiant feature request (or idea): Add a button "Make efx file from info_locations". When you click it, it creates an efx formatted file with all the in the map existing info_locations and safes it automatically in an efxs folder in your fm folder. So then you only have to add the relevant presets for all the info locations. Maybe something for a Python script?
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
chakkman replied to Goldwell's topic in Fan Missions
If I recall correctly, Goldwell wrote in these forums once that he was working on a successor, but, ran into some technical trouble he couldn't solve when designing the mission. I think he's currently working on multiple parts of the Shadows of Northdale series. And, if I'm not mistaken, a little bird (on another forum) told that Act 3 is already in beta. -
Add button "Make efx file from info_locations"
datiswous replied to datiswous's topic in DarkRadiant Feedback and Development
Yeah ok but you can change spawnargs via script. Do you know a script that changes a spawnarg, because then the script could be altered to change the efx spawnarg instead. It's nice to know if this works or not. Unfortunately I have not digged enough into scripting to make such scripts myself. -
We know. There is already a support topic for that. https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/ And earlier: https://forums.thedarkmod.com/index.php?/topic/16672-trying-to-run-tdm-on-android/ And other systems: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Other_Systems
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[edit]Please note that this version of Return to the City has been superseded by an expanded and significantly performance-optimised rerelease, available here. However, I'd appreciate if some of these download links were left around so people can check out the original version if they wish.[/edit] Hello, Taffers! My FM for the Grand Christmas FM Contest, Return to the City, has been completed and available at TTLG (updated Hammers-into-Builders version) www.darklurker.com (updated Hammers-into-Builders version) www.uploading.com (Hammers-into-Builders update) www.mediafire.com (Hammers-into-Builders update) www.mediafire.com (second link - thanks, Vexd) (Hammers-into-Builders update) www.sharebee.com (thanks, Chiron!) (Hammers-into-Builders update) Have fun, and please read the release notes, below! (Especially point 1) Last but definitely not least, thanks are due to my beta testers, who have been very helpful in finding and fixing the bugs that have cropped up, as well as everyone on the TDM forums for their help and support. Thank you! Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas) (You are here!)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer.Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.
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The Adventures of Thomas: Lucy's Quest Author: gg 2022-06-20 Version: 1.1 Required TDM Version: 2.10 or higher EFX: Yes ============================================================== Cautionary note: This FM needs a strong CPU/GPU combination sufficient to play the more demanding TDM FMs. Just as for many or most of the new FMs being released with the new gfx possibilities opened up it does a world of good to tweak the advanced video settings for the best combination of settings for your PC. For example, on my weaker laptop I set shadows as stencil and soft shadows off. On my desktop I set shadows as maps and soft shadows medium. Bloom off. Ambient occlusion off. Since the FM was built and extensively tested at these settings I believe either should produce a satisfactory experience. ============================================================== Sound Credits: freemusicarchive.org music Aislinn04_-_Aislinn_-_Lovely_Maria freesound.org klankbeeld_horror_1 freesound.org/people/CarlosCarty/sounds/522687/ om_aum_mantra_male_chant_bb freesound.org/people/Still%20Frames/sounds/37720/ still_frames freemusicarchive.org music The_Mind_Orchestra_Bruwynn tecknic.bandcamp.com/album/the-dark-mod-ambience-and-atmospheres Zack Bower Ancient_2, _3, _5. Solemn_1 freesound.org/people/Jagadamba/sounds/256006/ group_chanting_om_aum ============================================================== Thanks to: The TDM/DR developers for producing such a beautiful machine. The keepers of the wiki pages which are looking very good these days. Sotha for his invaluable tutorial "The Bakery Job". This tutorial is a jewel. Springheel for creating an atmosphere. Bikerdude for... ideas how to do things and scale things. Playtesters and advisors Dragofer, wesp5, datiswous, shadow. datiswous pointed out some immersion breaking lighting faults, so I got the idea. wesp5 gave me some good advice on how to tell the story - so it's more understandable. Dragofer gave me some early advice on optimizing the mission, which gave me a couple of months work with results that are well worth it. Dragofer wrote a script which optimizes CPU calculations of AI interactions. Shadow helped by testing the script, as well as testing other attempts at optimization. With the script in action only the minimal of AI interactions in the player's vicinity are called to be calculated. The script provides a general benefit but the results vary from computer to computer. The script targets a CPU task. ============================================================== Gameplay: Notes attached to objectives contain essential information on gameplay, on who the good/bad guys are, on what the player must do, and why. Mandatory objectives are linear, directing the player along a route to the goal. Optional objectives can be completed anytime. ============================================================== CAUTION: spiders, rats, undead, necrophiles, cannibals, psychotic thugs, and some generally unsavory characters. No snakes, though. The spiders ate them. ==============================================================
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Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
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I'll probably try Thief 3 for the first time in forever after snobel finishes making a Linux version of Sneaky Upgrade. https://www.ttlg.com/forums/showthread.php?t=138607&page=82 https://www.ttlg.com/forums/showthread.php?t=153010
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============== -= 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:
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It's not outside the realm of possibility, but after picking through the damage and repairing everything, I saw that my first guess was wrong.. it wasn't grouped objects, just specifically brushes that were turned into entities (func_static and otherwise). In some cases, converted brushes that were part of groups got moved to 0,0,0 but func_static models and worldspawn brushes stayed in place, forcing me to ungroup them, move the parts back into place, and then re-group them (or in some cases just delete the whole mess and rebuild from scratch). I'm curious though, @Frost_Salamander were you doing anything similar to what I stated above when your incident happened? Thinking back, during my script testing I initially made a mistake and put my .script file in the wrong folder, causing TDM console to give me an error about a non-existent function. The only reason I think this is significant is because I've since moved the .script into the correct folder and script calls work normally now, and I haven't seem the same entity relocation glitch occur since then. I'm thinking of putting together some kind of test map and seeing what I can do to try and reproduce it.
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That kind of sounds like the issue described here: https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/ A couple of us have experienced it but we're not sure what's causing it. In your case do the origins end up at 0,0,0?
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Installed this mission and now my game will not start at all, I get a blue screen page with all this in it... TDM 2.12/64 #10651 (1435:10651) win-x86_64 Feb 24 2024 17:13:42 3311 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX Winsock Initialized Found interface: {7E4AFCE4-2858-4AA4-9EC9-B91694C33FCD} Intel(R) 82579LM Gigabit Network Connection #2 - 0.0.0.0 NULL netmask - skipped Found interface: {2340C0DC-39A7-4482-8282-B77A8FDCFC8A} Realtek RTL8168C(P)/8111C(P) Family PCI-E Gigabit Ethernet NIC (NDIS 6.20) - 192.168.1.168/255.255.255.0 Found interface: {DEAB3071-3FD2-4C63-B353-E5E60D5C3C17} Bluetooth Device (Personal Area Network) #5 - 0.0.0.0 NULL netmask - skipped Sys_InitNetworking: adding loopback interface Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] C:\All Games\TDM 2.10/fms/vr_vol1 [M] C:\All Games\TDM 2.10\fms\vr_vol1\vr_vol1.pk4 (167 files - 0xda24df0e) [C] C:\All Games\TDM 2.10/ [C] C:\All Games\TDM 2.10\tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] C:\All Games\TDM 2.10\tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] C:\All Games\TDM 2.10\tdm_textures_stone_sculpted01.pk4 (466 files - 0x90cfd856) [C] C:\All Games\TDM 2.10\tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] C:\All Games\TDM 2.10\tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] C:\All Games\TDM 2.10\tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] C:\All Games\TDM 2.10\tdm_textures_stone_brick01.pk4 (527 files - 0x8ac69a5e) [C] C:\All Games\TDM 2.10\tdm_textures_sfx01.pk4 (69 files - 0x6589664a) [C] C:\All Games\TDM 2.10\tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] C:\All Games\TDM 2.10\tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] C:\All Games\TDM 2.10\tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] C:\All Games\TDM 2.10\tdm_textures_other01.pk4 (127 files - 0x36932451) [C] C:\All Games\TDM 2.10\tdm_textures_nature01.pk4 (292 files - 0x8baa85ff) [C] C:\All Games\TDM 2.10\tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] C:\All Games\TDM 2.10\tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] C:\All Games\TDM 2.10\tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] C:\All Games\TDM 2.10\tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] C:\All Games\TDM 2.10\tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] C:\All Games\TDM 2.10\tdm_textures_carpet01.pk4 (131 files - 0xb4446f55) [C] C:\All Games\TDM 2.10\tdm_textures_base01.pk4 (436 files - 0xbe13aef2) [C] C:\All Games\TDM 2.10\tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] C:\All Games\TDM 2.10\tdm_sound_vocals_decls01.pk4 (341 files - 0x7ceaaf6d) [C] C:\All Games\TDM 2.10\tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc) [C] C:\All Games\TDM 2.10\tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] C:\All Games\TDM 2.10\tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] C:\All Games\TDM 2.10\tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] C:\All Games\TDM 2.10\tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] C:\All Games\TDM 2.10\tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] C:\All Games\TDM 2.10\tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] C:\All Games\TDM 2.10\tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] C:\All Games\TDM 2.10\tdm_sound_sfx01.pk4 (987 files - 0x1be1f1f2) [C] C:\All Games\TDM 2.10\tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] C:\All Games\TDM 2.10\tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] C:\All Games\TDM 2.10\tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] C:\All Games\TDM 2.10\tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] C:\All Games\TDM 2.10\tdm_prefabs01.pk4 (1018 files - 0xaf4d4650) [C] C:\All Games\TDM 2.10\tdm_player01.pk4 (127 files - 0xd983fc45) [C] C:\All Games\TDM 2.10\tdm_models_decls01.pk4 (101 files - 0x7acb73c6) [C] C:\All Games\TDM 2.10\tdm_models02.pk4 (2262 files - 0x357310a0) [C] C:\All Games\TDM 2.10\tdm_models01.pk4 (3357 files - 0xea32fa8c) [C] C:\All Games\TDM 2.10\tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] C:\All Games\TDM 2.10\tdm_gui01.pk4 (760 files - 0xbb24734e) [C] C:\All Games\TDM 2.10\tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] C:\All Games\TDM 2.10\tdm_env01.pk4 (176 files - 0x8bd4045b) [C] C:\All Games\TDM 2.10\tdm_defs01.pk4 (194 files - 0xde333662) [C] C:\All Games\TDM 2.10\tdm_base01.pk4 (208 files - 0xaf435101) [C] C:\All Games\TDM 2.10\tdm_ai_steambots01.pk4 (52 files - 0xc6279c12) [C] C:\All Games\TDM 2.10\tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_guards01.pk4 (379 files - 0xbc2cde8d) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] C:\All Games\TDM 2.10\tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] C:\All Games\TDM 2.10\tdm_ai_animals01.pk4 (82 files - 0x91388f45) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec mission.cfg - file does not exist. Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' [ACTIVE] OpenAL: found device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output(Optical) (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output (Realtek High Definition Audio)' OpenAL: device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...calling CDS: ok ...created window @ 0,0 (1600x900) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 12 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 OpenGL version: 3.3.0 NVIDIA 560.94 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug v - using WGL_EXT_swap_control Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 32 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program environment ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program soft_particle ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.12/64, win-x86_64, code revision 10651 Build date: Feb 24 2024 Initializing event system ...890 event definitions Initializing class hierarchy ...173 classes, 897120 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- ERROR:Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" -------------------------------------- Error during initialization. Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...restoring hardware gamma: success ...shutting down QGL Which to me is all rather meaningless.
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Author note: A couple of weeks ago Kingsal & myself set ourselves a challenge, to see if we could make a small wholesome winter themed Dark Mod mission. And if we could do it as a speed build in two weeks. The final result was Snowed Inn. Enjoy and Merry Christmas! Thank you to our beta testers Epifire & Skacky. Thank you to Moonbo for his briefing video script revision. NEW UPDATE AVAILABLE 1.2 Version 1.2 Dropbox Mirror Version 1.2 also available via the in-game downloader File Size: 379 mb
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So I just read in a post about the black parade over at ttlg that someone was using a custom script to create a little challenge. You can only save your game for every 200 loot you gather. As many missions struggle to give loot a valuable sense of existence because it is only used as a mission goal (while not being part of a campaign where it would carry over), I personally found this a really good and refreshing idea. So, would this be possible in the dark mod too, either as a customizable game option or as a custom script j in a fan mission ? What are your thoughts on this idea in general ?
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https://www.ttlg.com/forums/showthread.php?t=134733
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Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal posted a topic in Fan Missions
VOLTA 3 : GEMCUTTER 1.1 [ TDM 2.12 REQUIRED] Please make occasional hard saves! There is a rare quick save crash that happens. AUTHOR'S NOTE --------------------------------------------------- Can you believe it's been 15 years of The Dark Mod? Happy anniversary and please enjoy this mission. --------------------------------------------------- DESCRIPTION --------------------------------------------------- This is a medium size, dense city / boat mission that continues the Volta storyline. It's an evolving campaign - some story details in here might not line up with Volta 1 and 2. --------------------------------------------------- CREDITS --------------------------------------------------- VOCALS by Andrew Bartmess, Desino Mortem, Goldwell, and Yandros. TESTING by Amadeus, AluminumHaste, Bikerdude, Dragofer, Epifie, Goldwell Mat99, Mike A, Skacky and WellingtonCrab. ADDITIONAL MODELS AND TEXTURES by WellingtonCrab and Epifire. EDITING by Amadeus and Moonbo. --------------------------------------------------- SPECIAL THANKS TO Goldwell for years of feedback and help Amadeus for helping get the Volta story into a good spot. -------------------------- FAQ / GUIDE (spoilers!) -------------------------- -------------------------- BRIEFING SCRIPT (spoilers!) -------------------------- Youtube link courtesy of Goldwell: -
On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
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Sorry, I think it should be #include "guis/mainmenu_briefing_preamble.gui" At least that's what I see in some existing gui files: the guis subdirectory is important. I think it is irrelevant. Just like in C/C++, C preprocessor runs before the main language and does simple textual transforms only. It does not know the main language at all. It understands only directives (lines starting from #) and some strings which were #define-d beforehand. After preprocessor is over, the main language starts working, and it only sees what is produced by preprocessor, it has no way to know about the directives. So in the first example it will check if the current mission is indeed 1. If it is not, it will remove the section inside #if from the source code, the Doom 3 GUI language will not even know it was there. If it is, then the section will survive. Then it will handle the #include, which basically says "please copy/paste the contents of that file here". In the second example, the preprocessor has no freaking idea what the first line means. It is not a directive. So it will leave it as is, regardless of which mission it runs now. The it will handle the #include, i.e. copy/paste the file contents regardless of which mission is now. Given that Doom 3 GUi language only allows to use if-s inside event handlers, the second approach is only valid if you use it inside a single script event handler. Which is often too small. But then the parts which are not specific to either mission will be included/present twice, no? In fact, if #include sounds complicated to you, you can just do everything without it. Imagine that file2.gui contains the full GUI code for mission 1, and file2.gui contains the full GUI code for mission 2. Just put contents of both files into mainmenu_briefing.gui surrounded by appropriate #if MM_CURRENTMISSION == ? and #endif. Preprocessor will process each #if and drop the ones which are false. Since #include is just a command for preprocessor to copy/paste, it works effectively the same way. It just allows you to have one mission per file instead of one megafile with the stuff for all missions (well, as long as paths are correct).