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  1. I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
  2. I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
  3. Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
  4. Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
  5. On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
  6. Speaking of savegame compatibility. I hate it too Every time I decide to play some mission during beta, something happens and I have to switch to the most up-to-date version, and then can't even remember which revision I was playing on! I don't think we can realistically support savegame compatibility across versions. But we can probably do some lifetime improvements, maybe add various filters: only show compatible saves, or sort them by engine revision, showing engine revision at least, etc. Speaking of bugtracker. Perhaps somewhere on the forums there are messages from 10-15 years ago like "you can help us by posting a bug on bugtracker, we promise we'll look at it". If there are, I think we should delete them as those are false promises. It's not like we have a project manager who tracks all newly created issues 24/7 and decides what to do with them. It is safe to say that almost nobody looks at what's added to bugtracker. If some TDM issue is really annoying to you, the most likely way to get it fixed is to talk to some developers or team members, or at least mappers. It does not mean bugtracker is useless though: it is more like a knowledge database of everything that bothers people, with more focused comments, not a well-tuned pipeline to get it fixed.
  7. (For some reason I couldn't find any topic like this) I fired up Dark Mod with mild enthusiasm; it's a mod, afterall. But after having played through Tears of st Lucia, it left me almost shaking afterwards. This is Thief, pure and simple. Thief with Crysis-like graphics. It's an amazing piece of work you have done! It's what T3 should've been right from the start. Dark Mod feels just like Thief. This is Thief!
  8. I realize this is a bit of a different thing, but it would be great to have a dark mode for the overall menus (as in, the things not covered by the "Colors..." options). I've heard Linux users are able to do this somehow but on Windows 11 I don't see a way (the system-wide Dark Mode doesn't apply, for instance). And those PRs look super useful, great work!
  9. Reveal hidden contents werner Thanks, but I need a bit more. I have seen references to that location in this thread, but have not been able to find how to get there.
  10. Im going to discontinue the project as it takes up all my time and msys2 has dropped support for building 32 bit anyway. You can still get the compiler on github together with the changed launchers and system integration scripts. Main problem is that while many packages still build on 32 bit they are broken (needing more porting work or just not 32 bit compatible anymore). As msys2's repo now contains several thousand packages it became unmaintainable to filter out the ones that still worked. Also the python based documentation tools no longer work with 32 bit so a lot of the packages need to be modified to drop documentation builds on 32 bit which means i would have to rewrite several hundreds of packages. The compilers themself and many many of the libraries and tools work fine though and before i ditch it ill upload the latest versions of them that i know work. These tools include gcc clang go rust nim perl and to some degree python. Most rust packages work except webassembly which i disabled anyway. Documentation tools that does not require pythons sphinx also work for 32 bit. I keept qt6 at version 6.4.3 which is pretty old by now but is the last version with full 32 bit support. Qt5 is the latest though. Build tools supported are dmake cmake mingw32-make xmake bmake cargo nimble meson and ninja. Pretty much all compression and image support library including hdr versions. A ton of math and fortran libraries. Subset of the ada build system and tools. 32 bit clang compiler. Uses an older python3 and still supports documentation build on 32 bit. Much more stable than gcc but has less options (by default only supports C and C++, fortran is supported only on 64 bit). Id stick with the 32 bit clang compilers unless you need ada or 32 bit fortran modules.
  11. Arch is a bit to bleading edge that i would trust it with day to day work but pacman is a very good package manager. The arch de looks really good to. Im all for KDE based desktops these days, to many problems with gnome/gtk. Bazzite is very nice for gaming last i heard. If they could all collaborate on a single distro and pool all the best stuff linux would be one hell of an os .
  12. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  13. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  14. This thread has been very useful to me for solving: The cat thing The hat collector safe combination The bakery safe combination The sealed door in the lift shaft A relic piece I was missing. Could someone give me a hint for where I need to look, to find the chalice please? Many thanks.
  15. I concluded that save preservation doesn't work between versions and accepted that. But yeah it can be frustrating. I would say download a 2.14 beta version, but don't upgrade tdm during playing. If you want to beta test a new version, just copy the install directory and install a newer beta on it. I think improvements could be made to the TDM installer. I think the installer could have an option in the last screen to delete all saves in excisting missions. It might be possible to write a simple script for that so players could do that themself if wanted. Another (better) idea is to hide saves from previous versions inside the load/save gui. So you only see the saves from that specific version and if you go back a version you might see saves from previous versions, but only those. One would think this is possible because it gives a not compatible warning on load of these saves, so I would say it's known info. The installer could be set via a shortcut to do automated installs based partly on existing data? So: Source directory files / downloaded online fms files location (excluding saves?) modds installed Edit: The installer (don't know if there are differences between Win and Linux versions) doesn't give many options for installing from script/command line it seems. You can set: --help: Display this list of parameters. --unattended: Unattended install. --version {ver}: Install the version instead of the default one. So (I think) one could make a script that: makes a directory with prompt: name copies over tdm installer to that directory Starts installer unattended with specific version (via prompt?) Copies over fms folder from previous tdm install directory deletes all save folders in all folders in fms folder
  16. This thread is intended for discussing and reporting things about the new frob changes during beta. Most of the description below was already given in a previous thread. Bugtracker: #6658, #6668. New Frob Control Styles I have completely refactored the frob-handling code. Now, it is easy to setup different frob control styles. There are currently 3 (and a half), which you can try in 2.14 beta. Under "Settings > Gameplay > General > Hold Frob/Interact" (cvar tdm_frob_control_style), you can change the frob control style. This setting replaced the previous hold frob delay setting (tdm_holdfrob_delay), because I think that nobody would touch that value unless they want to disable the holdfrob mechanic, which can now be achieved by the new setting as well. The currently available control styles are: Disabled: No hold-frob mechanic, i.e., pre v2.12 control style TDM: Short frob is the same as pre v2.12, but long frob is a shortcut for "grab and then use" (use-type interactions) Thief (v2.12): Same as TDM, but behaviour for bodies is swapped. Body limbs are interacted with via "drag and drop". TDM-inverted: Short frob for use-type interactions, hold frob to "drag and drop" objects (when you release the mouse button, you will release the object) I always loved the drag and drop interaction with body limbs created by Daft Mugi and I wanted to see it consistently extended to all objects, which motivated the refactor. I am very happy with the result and I hope you players enjoy it as much as I do. The Thief control style will still remain the default settings, however, as I didn't want to open that can of worms. Hold-Frob Mechanic for Doors There was previously no hold-frob mechanic for doors, except for experimental manual door control feature. I have added two additional new control modes for hold-frob on doors, which you can activate through the cvar tdm_door_control. The modes are: 0: Disabled 1: Manual door fine control (experimental, existing feature) 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped. 3: Hold frob to slowly open doors. Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack. It felt like mode 3 ("Slow Open") gave the most benefits and most direct controls to the player and pairs well with the force-close mechanic. So, I just set "Slow Open" as the default and I did not add it to the settings menu, but you are of course encouraged to try the other modes as well. The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion. 2.14 Beta Please use this thread to report any issues with frobbing (always state tdm_frob_control_style and tdm_door_control configuration), the new door control modes (please test them rigorously) and to give feedback on any of the above changes. Pinging players that previously showed interest in this: @wesp5, @snatcher, @Baal, @Skaruts, @Wellingtoncrab, @Amadeus
  17. Hello folks ! i´m writing this here because i really want to write to team members forgive me --- it will be harsh so if you don´t like harsh critics stop reading !!!! but before : I love tdm and therefor all members who put hard work/time/interrest + love into it !!"!! I´d thought to give useful comments to several behaviour in TDM/or missions But ---wait ---- at first : at the moment i am really fed up with the behaviour of save handling !!!!! started with 1.05 up to 2.10 i exapted one allways is in need for a new install of TDM ( To keep saves alive ) so now i have : 2.10 + 2.11 +2.12 +2.12 with mods +2.13 + 2.13 with mods with the announce of Displacment i got/am angry to follow the upscale one should do : (disdplacement ordered a 2.14-beta ) 2.14 beta + disp...V1 -> 2.14beta+disp.V2 -> 2.14beta2+v2 ->2.14.beta2+V3 ->2.14beta3 + V3 followed by 2.14beta4* ??????? just to keep saves alive ( 6+ more installs only to follow the .......??????) none beta -none v* can keep saves alive ( in meantime i renamed displacement - without help !! saved them and put them somewhere else to reload) only to have the chance to follow what works and what not --- i would have needed 6 + more installs of TDM ---- you´re kidding !!!!! To the one´s who where readind up to now please give me a Tip/Instruction per PM - how i could use save-Games i formally had I am sure it is possible ; because often by problems in Missions it´s been asked to send a save-file to reproduce the Problem (and it´s been answered)!) why -(for gods sake do you still behave in this threatness) my request to do an install routine for a new separat install of tdm (with all downloaded mission but withoutsaves) by stagilov was answederwith : not worth the efford so one has to do a new clean install - and download all the missions again --- (or to manual delete all the saves by one ) --- whow other stuff i mentioned (i thoughed could be of interest to team members) where just ignored ! in my wishlist for 2.14 only the Ko-arrow has been discussed (By Players) no comment about sorting mission list by date or getting Mission-Title in End-Screen-score also the new behaviour of rope-aropws in Displacement (not sure if Tdm/or mission related ) has not been answered there have been other ignored ! An other tip for the forum : Please : add : a dislike to your comments : instead of love/thanks/confuesed so with five dislike ( by now with PM) i will quit the forum and don't bother you again
  18. If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
  19. @Klatremusthis automap_city replacement should work - the automap gui needed to include the line #include "guis/readables/inventory_map.guicode" at the bottom automap_city.gui
  20. Got it! Sorry I didn't have a script folder, so I thought I had misunderstood. I got it working on Displacement v2 and the new v3 you sent me. Still doesn't work on Painter's Wife, but that doesn't matter. I understand the process now. Thanks a bunch!
  21. Ok so I was able to change the map_of.gui to the menugui 1 command quite easily. However, where exactly does the script file go? Just in the game base folder? I tried that and tested in on The Painter's Wife, but I didn't get a successful map screen immobilization in that mission. I didn't see the cursor either, but perhaps that doesn't take effect precisely because the map isn't immobilized. Edit: So I did exactly the same on my old v2 of Displacement and now the cursor appeared, but I didn't immobilize the camera. This means I don't have the script in the right place, but that the menugui command is correct, it just didn't work for Painter's Wife so perhaps something else in that mission overrides the cursor showing.
  22. I saw a couple of posts regarding the I probably would never have tried anything regarding that, so I am glad others figured it out. However, I was still running around trying to Also, Curio seemed to The replayability of this is probably the best of any mission. I enjoy replaying many, but this is compact. Very many places to go, and not a lot of travel to get there because everything is relatively close, even more so once routes are open. Back in the Lieutenant series, where those sliding lock doors were introduced, it was frustrating at first. I kept thinking I would have to find a key. But you come to find that it is telling you that there is another route into that particular room. I am now used to it I like knowing that the answer is to explore some more, rather than making a note to start a key hunt. Hate to be repetitive, but I can't say enough what a great mission this is and thanks (again) for all the hard work that has been put into a masterpiece.
  23. @SeriousToni btw did it work turning off fastboot ?. i seen some problems that turned out to be that but better to be certain.
  24. Grub has many options but with the advent of uefi and microsofts secureboot it became a somewhat different beast to handle when dualbooting. Mbr which was used before uefi became the standard generally did not have a lot of say other than starting the os (a bit like dos was to boot windows 3.11 for instance). With uefi the bios became quite a bit more integrated and uefi is its own whole mini os with gui features. The mbr was generally to small for advanced features like the os writing into it in general, uefi on the other hand is much bigger so more features could be used. This also made it somewhat more involved when dualbooting unfortunatly. Sure you can get lucky and things just work but in some cases you might look into ours spent because of strange flukes like toni's. The last few times i used dualboot i simply unplugged every harddrive except the one i was currently installing windows on then after it completed i unplugged that disk then plugged in the one i wanted linux on and when done i replugged all the harddrives and used the bios bootmenu key to select which one to boot from. It takes a bit more work but it also skips all the unpleasantries
  25. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 5 (21/04/2025) Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13 Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13
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