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Showing content with the highest reputation on 02/03/24 in all areas

  1. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
    7 points
  2. First post here but dude nice work! Love getting my grubby hands on new content. I'm currently working on my first map as well
    6 points
  3. Congratulations on the release! This is a very nice looking, small mission. I really like the layout of the street and back alleys. Well done.
    2 points
  4. As of v3.8 and as reported in 5467, DR only supports prefab tooltips for prefabs that contain a worldspawn entity (at least one brush or patch that's left as worldspawn) with an editor_description spawnarg. This is problematic because most prefabs don't contain such an entity, so if a prefab creator desires to include a tooltip something like a brush cube needs to be added to the prefab (see for instance 6267). This is a little messy as the mapper might not understand its purpose or forget to remove it after placing the prefab. It's also tricky to create a series of prefabs with descriptions in a single map because there can only be one editor_description spawnarg in the map at a time, so the creator has to store each tooltip in an external file like a Notepad .txt. I think an ideal solution to this would be that DR prompts for a description when exporting something as a prefab. The prompt window could already be populated if the mapper is overwriting an existing prefab with a description, or if the selection contains a worldspawn entity with an editor_description spawnarg. More flexibility in making tooltips for prefab would imo certainly be a valuable quality of life improvement.
    2 points
  5. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
    1 point
  6. Both things! 1) BJ doesn't rise 2) I can only kill him
    1 point
  7. Awesome mission. Very detailed. When I read it's small and your first FM, I did not expect a beast with verticality, secrets, and optional objectives. Perhaps it's smaller, but the verticality and level of detail make it look bigger. I had lots of fun exploring it and searching for all the secrets. Thanks!
    1 point
  8. a nice mission, had a lot of fun Thanks, I hope you do more missions
    1 point
  9. Developers / Mappers / Modders / Addoners be warned. Boundaries are closer than you think. Tag: Exceeded global memory size (196608 bytes)
    1 point
  10. Really nice mission! I finished in just under two hours with a total loot of about 6,000 and found all five secrets. Admittedly, one of them was a really lucky frob. Congratulations on the release. It's a really fun mission.
    1 point
  11. Only a few minutes in the mission and I can say it is very very eye pleasing. I love the clever use of low vegetation and the animated tree branches.
    1 point
  12. Aand finished! Not bad for a first map, not at all: I like that you kept it small, but condensed - it was just the right size for the story you set out to tell, architecture was nicely done, there was a lot of details on the streets and in the structures, secrets were nicely hidden (apart from maybe one or two, which I would not be able to find without cheats, as I wouldn´t even thought looking in those places, not deeming them accessible). I liked that this time, loot objective was optional, so you weren´t forced to find all of that, and the cookbook was pretty nicely hidden Also the main objective was original - I don´t think there was a mission yet where you had to steal a cookbook Looking forward to your following maps!
    1 point
  13. Think of the book as a surface that can be pierced by arrows and is very flexible to be carried over anywhere. Orient the book to upright with the front side/back side of the book and the tail of the rope arrow facing you, jump normally like jumping into a rope arrow while continuously pressing the key W (move forward) and space together on the keyboard.
    1 point
  14. Congrats on the release - just playing
    1 point
  15. I believe that 2 can in fact take place from time to time. I've just been playing the revamped 'Sir Talbot's Collateral' where I alerted Sir Talbot in his library. After running around the room trying to get out (another gripe) he was able to escape because the guard that normally patrols the room turned up. A few minutes later another guard arrived who must have been alerted by Sir Talbot. That doesn't take away from your argument though. Another oddity is that all alerts seem to be treated as 'There's a thief in the area' - I've seen a guard attacked by a spider, run off, and the other guards whip out their swords crying 'You're going to the gallows thief!'.
    1 point
  16. Congratulations on the release! Downloading now!
    1 point
  17. First mission in 2024, right? Grats.
    1 point
  18. Are you tired of looking at the same old painting skins? Do you want exciting, new banners to revitalize your WIP? If so, look no further than this all-in-one CC0/Public Domain asset pack filled with Paintings, Tapestries, and Prints! For the low, low price of $0.00, you can get over 80 brand-new images that will launch your Dark Mod map into the stratosphere! It doesn't get more FREE than this, people, so get the .pk4 while supplies last! This asset pack has been brought to you by @Wellingtoncrab and myself! Love it? Let us know! Hate it? Tell us your woes! Find a bug? We'll fix it. And did I mention that all these images are CC0/Public Domain? So go nuts! You can download the .pk4 from Google Drive here. Enjoy, Taffers!
    1 point
  19. See the section "Additional Information" in https://bugs.thedarkmod.com/view.php?id=6402 for a possible workaround where you control the movement type (creep, walk, or run) by the left analogue trigger. What you are requesting may be something like "control movement type by movement speed" mentioned higher up in the description of that issue.
    1 point
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