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Showing content with the highest reputation on 05/28/23 in all areas

  1. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
    3 points
  2. In a weird way TDM can thank TDS for its existence, being so mod-unfriendly. That's reason enough for us to be part of this contest. Then you should be happy to know you can make an FM in TDM for the contest.
    3 points
  3. There's some scripting features that allow campaign-persistent variables to be stored: see the wiki Right at the very beginning of the first mission you'd call a function that looks something like this: void setup_campaign_vars() { float coinflip; coinflip = sys.random(2); if(coinflip<1) sys.setPersistantArg("person_is_male", "1"); else sys.setPersistantArg("person_is_male", "0"); return; } In that map or any later map in the campaign you can look up the persistent variable with float person_is_male = sys.getPersistantFloat("person_is_male");
    2 points
  4. I've created a very simple tutorial on my Wiki home page on how to create a material/texture from an online source (e.g. textures.com) using GIMP. This is something I didn't know how to do and wished that it existed when I started. Yes, there are some existing Wiki pages that kind of describe how to do this, but they are wildly out of date with respect to the tools used and are full of gaps to the uninitiated. What I've pieced together mainly came from existing Wiki sources, but updated with the current version of GIMP. I obviously realise that to a lot of people here this is 101 level stuff, but for myself and other complete n00bs that want to build something, basic tutorials like this are invaluable. It's using GIMP just because it's free and does most things a n00b will want to do, especially when it comes to dealing with older file formats that TDM requires. Anyways, the point of this post is I would like to ask if anyone who DOES know what they are doing could cast their eye over the tutorial and point out any gaffes or downright incorrect/misleading information. Not so much in the proofreading sense or GIMP-specific things (although that would be welcome too), but more around the images/properties themselves. I've labelled some sections with (ADVICE NEEDED) for stuff that I really don't understand very well but the whole thing is fair game. The tutorial is very short, and if anything is glaringly wrong it should be easy to spot by knowledgeable people. The main things I don't understand are the image properties when exporting - there are a million options and I don't know what most of them do. I've looked some of them up, but I don't necessarily know what's best for TDM. All I know is that what I've written seems to work. Perhaps if this gets into a state that makes sense we can add it to the main Wiki and clean up some of the existing sections on this. Link here: https://wiki.thedarkmod.com/index.php?title=User:Frost_Salamander#Creating_a_material_using_existing_images_(e.g._from_textures.com)_using_GIMP
    2 points
  5. An entire FM is probably a no-go, since my spare time is focused on something else these days, but I thought about doing a tiled material pack inspired by T3 textures. Will post it, if I come up with something worthwhile.
    2 points
  6. The way Id do it is sys.VecToAngles( point2 - point1 ); That gets you a set of angles from 0 to 360 - if you need their overall magnitude you could use sys.vecLength( angles ); Alternatively you can convert them with sys.angToForward( angles ); if you only need the angle on the horizontal plane. You can also use anglemod180( angles ); to convert angles to the range -180 to +180. I believe that function only lets you do 1 angle at a time. @thebighwere you able to get persistantargs to work? @MirceaKitsuneI think you'd be better off respawning an AI with the desired properties. I highly doubt TDM allows you to alter an AI to that extent.
    1 point
  7. What exactly are you trying to do? There is an acos function which, with some wangling, should be able to give you the angles you need? The angle between two vectors is given by acos( A·B/(|A||B| ) If you're after theta here: the angle theta is indeed atan(b/a), but it is also acos(a/√(b²+a²)) You just have to be careful about angles greater than 90, or greater than 180.
    1 point
  8. You can team up with someone. Then you also take that competition away.
    1 point
  9. Shit, we're old. Too bad T3Ed and its workflows are way too unstable (at least for me, on win10) to even think about making something for it again.
    1 point
  10. TDM missions are eligible to enter the TDS Anniversary Contest:
    1 point
  11. Well I would definitely like to play it!
    1 point
  12. There are some good particle options in both Iris and SLL for integrating loot glint as well if anyone wants to snag them.
    1 point
  13. We might need a climbing gloves mod for tdm...
    1 point
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