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I have a strange situation in DarkRadiant where several map objects (mainly func_static and atdm: entities) have become untethered from their vertex origins. The objects themselves have all clustered around the center point of the map (0, 0, 0) but their vertex origin is still in its original spot. When I look at the entity properties window (screenshot included), the origin property still shows the correct position, but for some reason the entire distance between the proper origin position and the current position of the object is treated as the entire object. This has wreaked havoc on my map (and I foolishly did not keep an emergency backup) so I'll have to reposition them manually unless I can figure out how to undo this. To make matters worse, it happened suddenly while I was saving some other changes and I didn't notice until later, and now I can't simply Ctrl+Z undo it. I still have the origin data in the object properties, but I'm not sure why this happened, or how to revert it. Has this ever happened to anyone, and how badly screwed am I?
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Well you can just go into the console and type: map angelx for example. Angelx is the map for the first mission. but then you miss out on the briefings. If you still want to see the briefings you have to extract some files and edit them. Not difficult. It could be told in the bottom of the readme.txt for example how to do that. Also you can just type: tdm_end_mission in the console till you reach the mission you want to play. Would say that's the easiest route.
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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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My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
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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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============== -= 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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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).
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Finished this up the other day and enjoyed all the exploring. After misplacing myself on the map, (could of used a spyglass here lol), I explored the west side of the map before realizing where I wasn't headed - my apartment. So once I got my bearings I continued on my way over to my apartment and exploring the rest of the city. Thanks for all your hard work, I look forward to more.
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This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem: I create a map with a leak (or defective portal) and save it (name, for example: m1) dmap , console shows leak when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map then I save the map with a new name (m2) dmap again back to DR: then there is a pointfile Anyone has seen this problem as well and if so, is there a fix?
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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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"Dame Fortune is a fickle mistress. Every time she opens a door, she throws a brick through your window..." I'm happy to announce that my second FM, "The Last Night on Crookshank Lane", is now available on the Mission Database: https://www.thedarkmod.com/missiondetails/?internalName=crookshank Backup download is also available here: https://share.anon-kenkai.com/crookshank.pk4 Big thanks to @Airship-Ballet, @wesp5, @JackFarmer, @taffernicus, @Bergante for beta testing and feedback. Special thanks to @datiswous for generously providing in-mission subtitles. This is a much bigger and more ambitious FM than my first attempt, and it ended up taking a year and a half to complete. It was also a very educational lesson in the importance of proper map optimization. It's a sort of soft-sequel to "The Threepenny Revue", but not part of a series per se, and can be played as a standalone mission. I took inspiration from FMs like "The Painter's Wife" in TDM, and "The Sound of a Burrick in a Room" from Thief Gold, and although I'd never put myself in the same league as either, I was always impressed by their size, scope, and detail. City exploration FMs have always been my favorite, and those maps and others like them inspired me to take a crack at something similar. Enoy!
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Cryengine is Free...
OnlyTaffingCowardsHide replied to OnlyTaffingCowardsHide's topic in The Dark Mod
It's not a commercial project, what terms are even relevant to us? I'm literally suggesting a free to use tool that would convert all existing assets to a modern engine... and still all we can do is complain... I love this community, cynicism on a level that Garrett could only aspire to Yes there is a chance that Crytek could shut it down, if there are examples of such a thing happening to non commercial projects I'm happy to hear about it, but ultimately if it does get shutdown you would lose nothing, as mappers would continue to map in Dark Radiant anyways. -
Are these easier, or have you simply already learned it? It's mostly the story and the inventing of the map layout and AI-pathing routes itself that I find difficult, not the technical part of mapping with DR itself persé.
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Thanks everyone for your passionate feedback so far. The topic of save restrictions really brings out the “travelling circus” haha! Even with maybe a clown act or two! I appreciate all the perspectives! @kingsal Just to clarify, the idea was always meant as an optional feature. It was never something forced onto any player. The intent is not to punish or restrict, but to offer map authors and players another tool to curb quicksave and quickload habits if they choose to. So customization would be key part of this, whether you set the loot threshold, turn it off, or adjust it per mission. I completely hear those who feel any kind of restriction undermines player freedom in immersive games. That is why I believe this should be extra and opt-in only, not tied to standard difficulty or forced on anyone who does not want it. On the other hand, I think the proposal from @snatcher about rewarding restraint, such as stealth score bonuses for minimal saving and loading, is an alternative brilliant way to turn the concept into something encouraging rather than restrictive. That could motivate players to play differently without feeling confined. Anyways.. Let us keep the discussion creative and constructive. For next year’s circus, maybe we can add a small demo to show the crowd PS: Thanks a lot @datiswous for taking the time to search the forums again. I somehow wasn't aware that this topic came up already a few times, and the forum search itself often is not working so well. So thank you!
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This happened to me during building of Lieutenant 4. I didn't realise the brushes clustered around 0,0,0, but I remember roughly where they ended up and I just went back and looked at the map in DR and it was indeed that position. Like you, I don't know what caused it and I had to revert to an earlier version of the map and lost a bit of work. Not too much because the map is in Github and I commit/push frequently. I didn't raise a bug report because there was no way to reproduce it. Can you think of anything you were doing at the time it happened? We should raise one anyways I think because it appears it wasn't a one-off occurrence.
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*** WORK IN PROGRESS *** VIRTUAL ROOMS - A TUTORIAL SETUP BRICKS LAYERS TESTING I will try to explain here how to create a Virtual Room but be informed this is not a DarkRadiant or mapping tutorial. If you are new mapping and need help go check the boards, the wiki and other online resources. Please don't ask here general mapping questions, this is not the place. 1. SETUP The first thing you need to do is to extract all contents of the pk4. Pack files are zip files with a pk4 extension. Go to "fms/vr_vol1" and extract its contents. Delete "virtual_rooms_vol1.pk4". You must have this structure: 2. BRICKS Open in DarkRadiant fms/vr_vol1/maps/vr1_00_template.map A Virtual Room is created by stacking bricks together. Think of a 1x1 Lego brick. Our base brick is a cube of 64x64x64 Doom-units. Basic operations: Set the grid to 64 in the grid menu Select a brick (Shift + Left Click) Clone the brick (Space) Move the brick (Left Click inside + Drag) Or resize the brick (Left Click outside + Drag) Unselect the brick (Shift + Left Click or Esc) Or delete the brick (Backspace) Textures & Materials Select a brick (Shift + Left Click) or select a surface (Shift + Ctrl + Left Click) Go to "window > Surface Inspector" (S) In "Texture Properties > Shader" choose a "virtual_rooms/vr_" shader. 3. LAYERS Go to "window > Layers" (Ctrl + L) There are two layers that contain critical elements for a Virtual Room to work: World_Player World_Theater You can do what you want with the rest of the layers. I personally use "Stage" for the bricks. 3A. World_Player This layer contains the player start location and the exit zone. Move the entities around but don't change their properties. World_Player > info_player_start Name: virtual_room_entry_point Description: location where the player starts. World_Player > info_tdm_objective_location Name: virtual_room_exit_point Description: location where the mission ends. The "Virtual Compass" points to it. It is grouped with the next entity. World_Player > func_emitter Name: virtual_room_exit_emitter Description: An emitter that signals the exit. It is grouped with the previous entity. 3B. World_Theater This layer contains essential brushes and entities. The default size of the room is a cube of 3200x3200x3200 Doom-units. There is a "false floor" at the bottom where you can hide entities. You should not change anything here, except for info_location to set the name of the room and perhaps "virtual_room_ambient_music". The mandatory atdm:ambient_world named "ambient_world" entity The default worldspawn that acts as the skybox, surrounding the arena A nonsolid entity named "virtual_room_false_floor" that hides anything that falls through. The default inventory items: the Spyglass, the Lantern and the "Virtual Compass" (always pointing to the exit) classname atdm:campaign_info named "virtual_room_campaign_info" that prevents weapons and ammo to be available in the next room. classname info_location contains the name of the current room (change it). atdm:speaker_ambient_music "virtual_room_ambient_music" has the default ambient music. You can change the music and add revert here if you want. Check the companion script functions "virtual_music_stop" and "virtual_music_start" to stop / resume the music on the fly. atdm:target_addobjectives "virtual_room_objectives" contains the objectives. You shouldn't change anything here unless you know very well what you are doing. 4. TESTING Save your map and give it a number and a name: "vr2_01_name.map". A single word for the name is recommended. Launch TDM, bring down the console and dmap it: "dmap vr2_01_name.map" Test the map: "map vr2_01_name.map" Does it work? Congratulations, your Virtual Room is good to go.
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I had an idea... but I don't have a plan. New Volumes of Virtual Rooms must be the result of a collaborative community effort. We have to figure out everything: rules, content, plot, presentation... and we have to figure it out together. I am not the director or supervisor of this project. I can act as a coordinator during the initial stages but consider me as simply another member. Anyone is free to volunteer for any role. VIRTUAL ROOMS VOL.2 (ALPHA) Whenever there is new content new alpha versions will be made available and the good news is that the first alpha is already here! Member @thebigh quickly figured it all out on his own and he already created the very first room for Vol.2: Thaumaturgy! Please note Vol.2 is not available in the in-game downloader. It will be uploaded to the official repository only when the project is complete. Manual install instructions: Download the alpha from here Create the folder "fms/vr_vol2" and place the pk4 there Launch the game and look for Virtual Rooms Vol.2 (alpha) Room names: DISCUSSION What do we want Virtual Rooms to be? I propose we start with a basic set of Questions & Answers and let it grow from there. Can you help improving these Q&A? What is a Virtual Room? [Provisional] A Virtual Room is the container of an idea or an experiment. Anything that doesn't fit in a more serious project can have its home in the form of a Virtual Room. A Virtual Room can be large or small, simple or elaborated, short or long. Are there any rules? [Provisional] Yes, we want to have a cohering experience and for that we need a consistent set of main objectives. To keep things simple yet interesting the current main rules are: While having AI is not required being seen by AI is an instant failure There must be at least one optional piece of loot in the map The player must reach an exit point to complete the room Each room (map) can have its own set of scripts, textures, materials, sounds... As long as the main rules are respected, you are free to do what you please. Can I have extra objectives in my room? [Provisional] Yes but think how you will let players know about them. Do I have to adhere to a particular aesthetics? [Provisional] No, you do what you want. You can opt for a blocky design or you can go with your own style. How do I submit a room? [Provisional] Upload it somewhere and announce it publicly. Somebody will eventually include it in the next Alpha. Can I revisit the room I submitted? [Provisional] Yes, of course. As many times as you want or need. It is your room after all. In what order are rooms arranged? [Provisional] "First come, first served". When we have a good number of rooms we can see if authors agree to different arrangements for a linear or cohesive experience, if such thing is even possible considering the different sources. Will I be credited for my room? [Provisional] Yes by default but you can opt out. Authors will be listed in the release page, in a readme, and we can probably add something in the briefing or debriefing. Is there a tutorial on "how to create a room"? Yes, one is in the works but it is not yet ready / available. Discuss!
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There is a post over on TTLG: https://www.ttlg.com/forums/showthread.php?t=153145 Just re-checked, it was also just "an idea" and the scripts he posted mainly resolve around the enemy movement speed. I was so hooked up on that idea that I didn't remember this in the first place, sorry!
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I honestly don't remember what I was doing, and I think I noticed the problem a good bit after it happened because I was working in a different section of the map when I noticed it. I thought maybe it could be something to do with exporting as model, because you can choose 0,0,0 origin for it. But that's kind of difficult to do by accident and then not notice it until later.
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When will they finally update their forums to a mobile friendly version..
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Well currently most veteran mappers make bigger and bigger maps (except Sota), so I don't think they would be very interested in changing this pattern, except in a chalange (hint!). Although it could be a nice inbetween. Then there are people that currently don't map (like you) which might find making a mission too dounting (like me). So could be a nice entrypoint. I think currently VR is still in beginning phase and so it looks barebones because Snatcher just wants a starting point. The details can be added later. as can be seen on many even recent maps, quality depends on what the mapper want. If I want to create an hour long chalange. I can do so fine. So I don't think mappers are being inflenced to make less interesting maps/missions for tdm, but it can be a place to try out small projects that can also motivate people into making more interesting stuff later. So I don't really see negatives myself.
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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.