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I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
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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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NPCs tracking player with their heads and torso - procedural animation
stgatilov replied to Arcturus's topic in The Dark Mod
The same happens if you execute "kill Streetwalker", and will probably happen on any map for any AI that is completely removed from the game. Your threads holds entity reference and uses it all the time, and when the entity dies we get this warning.- 12 replies
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
@stgatilov The same warning appears when you type in killmonsters which deletes all NPCs. I don't know why in this mission it can't find this particular NPC. When I load the map it prints a warning about entity #78, but when I list entities in the map, there is no one with that id.- 12 replies
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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]
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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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Question: HowTo change skybox based on location?
kingsal replied to Bikerdude's topic in TDM Editors Guild
Ah okay.. We need to set "triggered" "1" on those info_portalsky or the engine will just set whatever sky comes last in your map file as the first skybox. Also we need to clear curr_skybox = "" to let the location system update it. This should work now. No need to trigger the skyboxes in the map file or anything like that. skybox_edit2.scriptskybox_edit2.map -
Sounds aren't playing in-game: what am I missing?
Skaruts replied to Bikerdude's topic in TDM Editors Guild
Isn't the maxdistance a bit too small? 50 is just about half the player's height. -
Question: HowTo change skybox based on location?
Bikerdude replied to Bikerdude's topic in TDM Editors Guild
So I edited the map/script to match the entity names in my WIP, and now the starting map isnt correct. But if I leave the zone and re-enter is than become correct. skybox.map skybox.script -
Question: HowTo change skybox based on location?
datiswous replied to Bikerdude's topic in TDM Editors Guild
Ok I got it working. See attachments. Ignore the ugly look. When you walk into the small room on the right the sky changes to the one with the moon. When you go back it changes back to the thunder sky. void skymoon(entity room2) { sys.println("script skymoon running.."); sys.trigger( $moon ); } void skythunder(entity main) { sys.println("script skythunder running.."); sys.trigger( $thunder ); } void main() { } See also: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Example_script_to_turn_entities_on/off_when_player_enters_a_location testp.map testp.script -
Question: HowTo change skybox based on location?
datiswous replied to Bikerdude's topic in TDM Editors Guild
What is weird is that I found I made a small error, but it still works.. void skythunder(entity main) Should actually be: void skythunder(entity room2) I think, because I'm doing a "call_on_exit" for zone room2 Edit: I think the script example is for triggering a single entity on and of while in this case you trigger different scripts for entry and exit. -
So have anyone else been having this issue? If you dmap & map in the same session via an exec config "exec myfm.cfg" files in the console, TDM will eventually start having a regularly timed stutter that wont go away untill you close and reopen tdm.
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https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Tools#Console_Commands I added a small bit of info about console commands "gui_edit 1" and "gui_debug 1". Before this there was absolutely zero info on this in the wiki, although they seem quite useful for gui editing.
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So I would like to use the call_on entry, call_on_exit method to change skyboxes. I have tried the following, but its causes a crash on map load - I have 2x skybox entities 'portalsky_pagan' and 'portalsky_wastlands'
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Question: HowTo change skybox based on location?
kingsal replied to Bikerdude's topic in TDM Editors Guild
Actually this should be inside a zone wrapper so you can do other things when changing zones (set fog, trigger sounds, ect) This will also activate any targets the you have on the location entities. The debounce part is important since it will prevent zones from getting triggered too fast and causing errors. If you do get weirdness like the wrong skybox appears or the location entity triggers its targets twice, let me know. Might need to bring the grace period down from 0.4 - 0.1 or 0.2. string curr_skybox = "portalsky_night"; // <<define starting skybox void change_skybox(entity zone) { entity skybox = zone.getEntityKey("skybox"); if (curr_skybox != skybox.getName()) { sys.trigger(skybox); curr_skybox = skybox.getName(); } sys.println(" [SKY] Sky set to " + curr_skybox); } entity __last_zone = $null_entity; float __last_zone_time = -9999; void setZone(entity zone) { float now = sys.getTime(); // Debounce if (__last_zone == zone && (now - __last_zone_time) < 0.4) { return; } __last_zone = zone; __last_zone_time = now; // do stuff if (zone.getEntityKey("skybox") != $null_entity) { change_skybox(zone); } // Drive one-shot triggers zone.activateTargets($player1); } skybox_edit.map skybox_edit.script -
Question: HowTo change skybox based on location?
Bikerdude replied to Bikerdude's topic in TDM Editors Guild
So I cleaned it up and and made it simpler for new mappers - skybox.map skybox.script -
Question: HowTo change skybox based on location?
datiswous replied to Bikerdude's topic in TDM Editors Guild
It's very simple. Just make a trigger and target the specific info_portalsky. See added testmap. It has a default portalsky and when you touch the box it will change it to a different portalsky. Edit: Ok maybe I didn't read the topic text correctly, sorry. I guess you already know this, but want to do it via script. testp.map -
Question: HowTo change skybox based on location?
datiswous replied to Bikerdude's topic in TDM Editors Guild
You can have multiple info_portalsky entities in a map. Triggering one will change the active skybox to that one. I just quote the entity info on the wiki/DR. -
The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1eGMhIkoMFqlkk_ehN430cP63RQr5quEh/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
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As far as I know this can make performance drop a lot if you have complex particle systems like that in the sky, but that's only my research when I tried to have real clouds in my skybox. I think this is a really good idea of yours to try out by someone. How to get the particle system to do these glimmering waves and how much does it impact performance outdoors in a map .
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in many cases it is actually better to buy some quality usb powered external speakers like creatives pebble as they deliver far better sound than the ones onboard on pretty much any laptop. they have one drawback though and that is the lack of any subwoofer connections, and since they are so small you might miss the deep end of the spectrum (can use fxsound to boost bass but take heed of distortion as that indicates that you are driving them to hard). if you want something that really shines then the AudioEngine A2+ is one of the best. sadly it is also pretty expensive... these speakers can use bluetooth for a wireless connection which might appeal to some. if you dont have the dough then fxsound can smoothen out the rough edges most built ins have. can also still use it with the better externals for environment effects or to alleviate age induced hearing deficiencies or boost bass.
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It's clear that the app can't turn a Laptop with small speakers in a HiFi device, only that it sounds with way less distortions and parasite noises, enough to improve a lot the quality and experience in games and streamings, more in headphones, these anyway advisable for music files for the best experience.
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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Bug tracker: https://bugs.thedarkmod.com/view.php?id=6676 Hi, I've noticed some light leaks that only appear when playing with shadow maps (as opposed to stencil shadows). I'll show two cases that I think are not simply errors in modeling/mapping, but rather may indicate a general bug with shadow maps. The first case can be seen in many missions: both of these bucket models allow light to leak inside them from certain angles when shadow maps are enabled (see images below). When playing with stencil shadows, the interiors of these buckets are fully shadowed as expected. I brought this up to some devs, but @Bikerdude found that the bucket light leaks couldn't be fixed at the shadow mesh level, and he suggested it was a general shadow maps issue instead. Hearing this, I realized it could explain a tiny light leak I had seen in my WIP mission. I decided to make a simple test map with similar brushwork to clearly show the problem. So, that test map is the second case: these grid-aligned worldspawn stairs leak light through the corners when playing with shadow maps (see image below). When playing with stencil shadows, the corners between stairs block light correctly (see image below): Out of curiosity I put the buckets in the test map too. The light volume is quite large (776x776x776), which seems to exacerbate the light leak (see comparison images below): I'm playing TDM 2.13 on Windows 11. The test map file is attached to this post if you're curious. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6676 smt.map
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I have a small speed build mission that I need a some custom voice lines for. many thanks.