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  2. @kingsalBesides finding the original files, is there anything I can do to help? I've been away from 3d art for a while; mainly just the occasional sculpting. Let me know.
  3. Yesterday
  4. What is making that continuous thumping sound behind a locked prison door on the first floor? It annoys every guard who walks past and now there's three of them standing there with their swords drawn. If I end up having to go through that door later I will be most inconvenienced.
  5. Symbols like Matrix4 are in the math library, which you can add to your link options. However, GlobalCameraManager is only available within the radiant binary, so your initial assessment is correct — this part is not available for plugins. Historically there has not been any use of external plugins that interface tightly within the main UI (as opposed to adding new dialogs which plugins like Objectives and Stim/Response already do), which is why the CameraManager is not exposed in this way, although it is already a module with a defined interface so it could be refactored if necessary. For now though, it might be simpler just to write your prototype code as part of the main radiant binary rather than as a separate DLL. It could always be separated out later if there was a need.
  6. Awesome mission! A good, old-fashioned mansion heist. I finished with all the loot and a stealth score of 4. I loved how there were multiple ways to get to most places in the mission, with only a few irritating choke points. Grabbing the On the off chance this ever needs to be updated again, I found two tiny oddities: Overall I rated this 9.5 colourful keys out of 10.
  7. I am not sure what you mean with animation controllers, but I think so. At least there are some joints that move more than one other joint. For example, the first joint on a finger will move the all following joints, so it curls the whole finger by just rotating the one joint. The same is true for the tail. Is that what you mean? Edit: and just because I opened it right now: the file werebeast_md5_imported_two_rigs.blend contains a couple of animations I made, that actually seem to still work (in Blender v2.78). If I remember correctly the latest exported files were botched for some reason and thought that the blender file was too, but right now it looks fine (at least on the first glance). So, if they are up to your standard, you can use them. And if not, they may at least be a starting point, so you don't have to start from scratch. Edit2: Ok, there are only a couple of animations working: idle_sniffing, Pain1, Run (this is running on all fours, but the idea was discarded, because the IK would be too complicated, IIRC), Run_two_legs, and Search1. But at least it is a start.
  8. That's a nice shot, and it does have a good atmosphere - well realised. I also like the premise of the mission; these "escape" missions always tend to be fun. Don't worry about your unfamiliarity with the asset library. Things will fall into place through practice. Also, very often, less is more - you can achieve good consistency with only a few objects, and that's good for mood as well.
  9. In this thread, we analyzed the number of downloads of a single release of TDM a cool ten years ago! There's also the moddb download statistic: https://www.moddb.com/mods/the-dark-mod/stats The statistic is a little weird, 'though, because it shows 1.3k Downloads in total at the top, whereas our files section on moddb lists 63k Downloads. https://www.moddb.com/mods/the-dark-mod/downloads
  10. Thanks guys, this will at least get me started. @Destined Does this rig have any animation controllers on it?
  11. I'm trying to get camera location as GlobalCamera()->getActiveCamWnd()->get... . Getting errors like this: 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "private: __cdecl Matrix4::Matrix4(double,double,double,double,double,double,double,double,double,double,double,double,double,double,double,double)" (??0Matrix4@@AEAA@NNNNNNNNNNNNNNNN@Z) referenced in function "public: static class Matrix4 __cdecl Matrix4::byColumns(double,double,double,double,double,double,double,double,double,double,double,double,double,double,double,double)" (?byColumns@Matrix4@@SA?AV1@NNNNNNNNNNNNNNNN@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: class BasicVector3<double> __cdecl ui::CamWnd::getCameraAngles(void)const " (?getCameraAngles@CamWnd@ui@@QEBA?AV?$BasicVector3@N@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: class std::shared_ptr<class ui::CamWnd> __cdecl ui::GlobalCameraManager::getActiveCamWnd(void)" (?getActiveCamWnd@GlobalCameraManager@ui@@QEAA?AV?$shared_ptr@VCamWnd@ui@@@std@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: void __cdecl ui::GlobalCameraManager::addCameraObserver(class CameraObserver *)" (?addCameraObserver@GlobalCameraManager@ui@@QEAAXPEAVCameraObserver@@@Z) referenced in function "public: static void __cdecl GameConnection::EnableCameraSync(class std::vector<class cmd::Argument,class std::allocator<class cmd::Argument> > const &)" (?EnableCameraSync@GameConnection@@SAXAEBV?$vector@VArgument@cmd@@V?$allocator@VArgument@cmd@@@std@@@std@@@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: void __cdecl ui::GlobalCameraManager::removeCameraObserver(class CameraObserver *)" (?removeCameraObserver@GlobalCameraManager@ui@@QEAAXPEAVCameraObserver@@@Z) referenced in function "public: static void __cdecl GameConnection::DisableCameraSync(class std::vector<class cmd::Argument,class std::allocator<class cmd::Argument> > const &)" (?DisableCameraSync@GameConnection@@SAXAEBV?$vector@VArgument@cmd@@V?$allocator@VArgument@cmd@@@std@@@std@@@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "class ui::GlobalCameraManager & __cdecl GlobalCamera(void)" (?GlobalCamera@@YAAEAVGlobalCameraManager@ui@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) I have a feeling that some parts are not opened for plugins yet. What's the right way to listen for DR camera movements and get position/angles?
  12. That;s a bit vague, I am afraid. Thus please clarify:
  13. Mission is amazing and I am enjoing it apart from those minor issues. I could use a little help on the puzzle with rotating pillars though.
  14. Great mission. I love puzzly stuff. Atmosphere is great in all parts, but the Citadel is just amazing : )
  15. I just checked on both my notebook and my PC with version 2 and I could kill both of the revenants in the crypt without failing the mission. I really do not know what`s causing the problem on your end and I am very sad that in general it caused you so many problems.
  16. That reminds me of those old tickers that counted how many visitors came to your webpage. That would certainly be a pretty neat feature to have here
  17. I get the "do not kill" objective failed both with ver 1 and ver 2 with new saves in game. I ended up using some console commands to get through
  18. Agreed, that would be interesting and should be within compliance of any data regulations. I feel like it shouldn't be too hard to have a little download counter somewhere that can track each individual FM and/or the mod as a whole.
  19. With regard to 1), I suppose it would be possible to track the number of requests to the mission server from the in-game menu (without logging IP addresses or other personal information of course), and use this as crude measure of current player activity. It wouldn't be possible to derive actual numbers of unique players, just overall trends, but it might be interesting to see how the player activity varies over time (e.g. are there big spikes after a major release, has there been more activity during lockdown, etc).
  20. Most list dialogues in DR provide a search function. When the dialogue is your active window, type a search term.
  21. Those are all interesting questions that nobody can answer, as we do not deploy any tracking software. Maybe _B could be answered: Two are working on and off again on DR and the number of active devs for TDM itself ranges from 5-10 accross a year. And how many activate mappers are there? Hard to tell. My gut says about 10-20?
  22. I was pondering something earlier this week. They're just some academic questions that came to mind, and they have left me quite curious. 1) How many players (outside of the people active in the forum) are there of Darkmod? A) How many inside the forum? 2) And who else aside from TDM modders use DarkRadiant? A) What is their use of it? A.1-2) I believe DR might also be used by Doomers[1], and if this is true, how many[2]? _B) How many active modders of TDM and of other softwares are there? Still pondering, mmij PS. I hate these [insert seven-word, obscene English intensifier] emojis that keep replacing typed material. Can we shoot the program and kill it forever?
  23. I just checked and it works fine for me. I take it you tried a savegame generated with ver1? If so, then I am afraid this does not work as I think the savegames contain specific settings (team settings included) from the mission version the savegame was produced with. Sorry, I forgot to mention that when announcing the release of ver2.
  24. These are the files I have on the werebeast: https://www.dropbox.com/s/t97u6lm914fen7o/werebeast.pk4?dl=0 Not sure if they are of any help, but maybe you can find something useful among them.
  25. Oh that is odd. I don't think my inbox is full, I never get messages. But I did get a notification for this mention! it only took me a few days to notice it because I'm not here as often as I did a few years ago. Anyway, spring also asked me about the original source files a while ago too but they seem to be lost now, unfortunately. At this point I would just start over.
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