Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 04/05/21 in all areas

  1. Sounds like another filesystem permission issue. Have you tried running the script as the Administrator account?
    1 point
  2. You will need to run translation script: I18N.pl https://wiki.thedarkmod.com/index.php?title=Internationalization
    1 point
  3. https://azgaar.github.io/Fantasy-Map-Generator/ https://www.fantasytowngenerator.com https://watabou.itch.io/medieval-fantasy-city-generator A Twitter Bot, which post a new fantasy map every hour (Twitter privacy front end Nitter link) https://nitter.kavin.rocks/unchartedatlas Soft http://mewo2.com/notes/terrain/
    1 point
  4. I found another thread with some statements regarding the topic:
    1 point
  5. Had to make a profile to be able to say thanks. This series is the best I've played with TDM. Thank you.
    1 point
  6. I've paste simply a old map from Constantinople in a pergament vector which I've found in the web, using the Lunapic online editor. Nothing special, everybody can do this. (Lunapic also has a extension for browser "Right click edit with Lunapic" which you can find in your browser store. Very practical, it allows you to edit an image from the web before sharing it with a few clicks) More nice and free online apps in my signature
    1 point
  7. Just got around to playing this one. Really enjoyed it. Love the attention to visual detail. Thanks for the hard work in bringing this to us.
    1 point
  8. Looping back on this, if the frob code gets booted we need to find something that works in a variety of lighting situations and material values (dark - light). I am against color coding anything simply because it could be a nightmare to manage what objects do what . I think keeping in line with classic thief is the way to go with some solution for darker materials (which dont show up very well in the current scheme). EDIT: The current prototype highlight looks nice IMO but is a bit too strong. We shouldn't go full white but maybe 25-50 percent. Another option would be to add a custom setting that allows players to pick how strong of a highlight they want.
    1 point
  9. No, I mean that TDM re-compresses the pk4 after download because we want certain file types to be uncompressed inside the pk4 I think so, maybe I need to update svn Is the 153MB version what we get in the in-game downloader?
    1 point
  10. This is intentional, we found that using the "Fastest" compression setting in .7zip shortens map loading time by 15-25s while only adding 17 MB to the .pk4 size compared to "Ultra", and I didn't notice anything unusual happening at install. After bringing it down from 550 MB and considering how long this map takes to load I think it's well within reason to have a 170 MB instead of a 153 MB zip that loads significantly faster. Is that with the newest SVN assets and source? There was a problem with redefinition of the camera script since some FMs use a custom version without inclusion guards, but I can now load into the map and inspect the security camera without problems.
    1 point
  11. I just noticed that the pk4 is poorly compressed At install TDM has to recompress the entire file supposedly having a compressed .ogg or a video. Also, svn fails to load the map due to assert failed in the remote camera script
    1 point
  12. The Painter’s Wife v1.2 is ready for beta testing! Compared to previous versions, this is a more modest update: One of the main features is that the FM archive has been cleaned up thoroughly, resulting in a much lighter mission that now weighs in at just 160 MB without compromising on content. The level has been tweaked and polished all over the place with an aim to improving lighting and performance. In particular the secret chapel is worth another look. The console has been used to track down numerous bugs that went undiscovered until now, in addition to some “regular” bugs that were reported. As always, a handful new locations have been added, such as a tiny roof garden on Kings St. Also note that the loot in the secret spider cave counts as the 14th secret now. A more detailed changelog can be viewed here: Anyone who’s interested in trying this out would be very welcome to do so by downloading from this link: Google Drive For providing feedback, please use the FM’s betatesting server on Discord (channel beta-v1-2-b1) or send me PMs on these forums.
    1 point
  13. @Xolvix we're in the same boat, I couldn't imagine scouring even modest-sized maps for 100% of the loot. But there are quite a few who enjoy exploring a map that thoroughly, and they seem to do it by keeping track of all the places they've searched, sometimes returning for another pass, and paying attention to every readable. So far I've seen someone getting 95% loot in this mission after 10 hours.
    1 point
  14. Hm....Northern American non-metric system?
    1 point
  15. People under 20 don't use forums.
    1 point
×
×
  • Create New...