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freyk

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Everything posted by freyk

  1. Got the permission to use the following camera script from atlanten:
  2. freyk

    Free Games

    I check moddb regularly for d3-mods, for inspiration for the cyberpunk fm. (because tdm uses its engine and its to me the most active one) I have not found any immersive sims d3-mods there, except Arx. But found many d3 mods/levels with a great atmosphere: Like blade yautja (standalone), promethieus, Hexen, Phantasm -serie, grimm, ruiner and endarchy.
  3. freyk

    Free Games

    Sure. I haven't played the Arx series. But for this one, I call it "Deus ex in the dark ages". I have already implemented some objects/scripts from this in my cyberpunk fm.
  4. freyk

    Free Games

    Yes, that is Arx - End of Sun. It is now also standalone.
  5. Added a keypad to the loginscreen. The player has to touch-put numbers in, instead using the players keyboard. (because in TDM the keyboard is for the players movement) I have been looking for a nice gui-skin a long time now. But haven't find any yet. Which cyberpunk based gui skins from theme-sites do you like? (openlicenced skins coming from sites such from the kde store, gnome look, rainmeter)
  6. Have you read the wiki? http://wiki.thedarkmod.com/index.php?title=Textures
  7. Bikerdude Nope, as the engine would then have no way of opening them. That and all resources used by the mode are covered by CC, which is the equivalent to opensource. 04 Jun nbohr1more Interesting question though. We integrated different zip libraries in the internal builds so there might be some sorta support for reading encrypted files but there's no API interface for passing the credentials. If encrypting will bring in more content creators (etc) I'm not implicitly apposed to it but it's on pretty shaky ground... Sotha's Photo 05 Jun Sotha "I am not selling TDM FMs. I am distributing the .pk4s freely, but you gotta pay for the decryption key!" 05 Jun freyk There is always a way. But why? Everyone should play fms and not selected few. Epifire's Photo 05 Jun Epifire Well the engine would have the required libraries to run the pk4s without a hitch. The encryption would prevent direct access and tampering of data within the directory itself. 05 Jun freyk Give us the freedom of modding, patching, improving your and our fms/stuff. an encrypted fm-pk4 crashed my tdm instantly, as predicted 05 Jun Judith It's not necessarily about selling FMs. If someone's making a lot of custom stuff, and just wants people to play the mission, without tampering with their stuff, there's no such option so far. 05 Jun nbohr1more Another justification. "I want to sell my new model on an asset market like Unity Store but I also want to show if off in a TDM mission I am building. I don't want people to unpack my mission and grab my model for free." If we allow mappers to encrypt, it may encourage pros to release more high-quality content knowing it can act as a platform to advertise their works. 05 Jun kano Encryption is one of, if not the worst things to happen to single player gaming. Games with encrypted assets prevent the player from learning, experimenting, improving, or otherwise getting more use out of the game than the time that it takes to complete said game. Locked down games that can't be modified or extended are why I won't spend more than 10 bucks on mainstream games anymore. And encrypting game assets is kind of pointless, because at some point they must be decrypted to be displayed. And with determined users, there are programs to "rip" them from the video memory, like 3DRipperDX. 05 Jun MoroseTroll Epifire: What about checking the hash of your own PK4(s)? This could provide some integrity for you data, if I get you right. Also, you could provide your own PK4(s) with intentially broken headers, and fix them on the run. 06 Jun Judith Kano, that's the problem: when you're an author, you don't want your stuff to be modified without your knowledge, and IMO Thief community is notorious for grabbing everything that's downloadable and doing whatever can be done with it (see Object repository thread on TTLG), so at least some control over your assets would be appreciated. Fortunately 3d ripper dx worked with DX9 games only. 06 Jun Epifire Well it certainly is a worth notion for content protection. Interesting discussion nonetheless. 06 Jun Obsttorte Well, the licence TDM is under already states that everyone can do anything with it. I think the assets fall under same licence, not sure. However, if you are releasing something for free anyways, why do you care what others do with it? 06 Jun Judith I'm not saying what we do is art, but compare it to exhibiting a painting and letting everyone paint over it and display it in other galleries as well. Some authors may not like it. Other more complicated cases include e.g. using paid textures as base (you can't distribute your work as an image, even if such paid texture is used as a layer in Gimp / just a component of your texture). 06 Jun Obsttorte I don't hink the comparision with the painting suits here. As said, the whole point of modding is 'modifying' things. In addition, you normally don't destroy the original source, but work with a copy. Regarding your second point, we avoid using assets that are protected. This includeds everything you have to pay for. 06 Jun Judith Does modding means zero control over the stuff you made? I don't think so. Maybe such disagreements over what modding is why engines like Unreal introduced packages. That discussion deserves its own thread, IMO. 06 Jun AluminumHaste This mod is open source, Creative Commons. Anything created for it is no longer yours, it is then in public domain for ANYONE to use as they see fit. You have to understand this BEFORE you make and release something for the MOD. If you cannot live with this then don't create anything. If you make a clock tower I can then use it to make clock tower chess boards, and you don't like it, then it's too bad. Anderson's Photo 06 Jun Anderson I don't see how CC is a problem for the author later reusing this in any professional field. It's not like anyone will plow TDM to find material to sue anyone. Take it easy. Any open source project is non profit and therefore profit is the last thing to think of unless getting experience or something to write in a CV about. That's it. Judith's Photo 06 Jun Judith In Unreal engines you can use all the assets the way you want, but you can't export models or textures outside the editor to modify them. That's the kind of author's control I'm talking about, and I believe that might have been the reason for Epi's question. Anderson's Photo 06 Jun Anderson Understood. Well, Unreal is a specific thing. Most people here have jobs and for them TDM is quite a hobby. So if you want to you can find a way to do something similar if you can argument your position to implement this (for Epifire). Judith's Photo 06 Jun Judith It's not about money, more like sense of authorship. I don't want people to edit my photos or publish them without captions/proper credit) either, this is absolutely normal. Anderson's Photo 06 Jun Anderson Well, if they are contributed to a project, it is reasonable enough to expect them to be adjusted/modified/improved? After all it is in common interest, especially if the author no longer shows up and goes AWOL. For example the account is terminated/forgot password/the author dies. Photos are also a personal thing, while various art assets, sfx, voiceovers are sort of a contribution. If it's made for the project, their existence is tied to the project. It's for the public i... Judith's Photo 06 Jun Judith That's a fair point. Although locking assets this way isn't bad either. You can improve things ad infinitum, and this way you have to take responsibility and submit something finished, not counting on others to do additional work. Anderson's Photo 06 Jun Anderson True as well. But realistically it's better to have the chance of someone picking up something old and abandoned. AluminumHaste's Photo 06 Jun AluminumHaste Okay, wasn't trying to hurt anyone's feeling, just pointing out the reality of this project in particular and how it works. Regardless of how other projects work, whether it's other indie projects or UT/Epic etc, The Dark Mod (which includes everything that comes with the mod, and anything added later) is under CC. Maintaining control over something you've given to TDM is not how it works. Not sure what Epifire is needing in particular as he... AluminumHaste's Photo 06 Jun AluminumHaste okay lol, this needs a thread, can't fit replies in. Bikerdude's Photo 06 Jun Bikerdude <Sigh> Anderson's Photo 07 Jun Anderson <Sigh intensifies> Judith's Photo 07 Jun Judith ¯\_(ツ)_/¯ jaredmitchell's Photo 07 Jun jaredmitchell Not to re-stir the hornet's nest here, but as far as I know the license from the source code in idTech specifies that only code, not assets, are required to be released. Does the license under The Dark Mod go further? stumpy's Photo 07 Jun stumpy I've had loads of things nicked and no credit for being the originator, it something you have to live with and lump it. Judith's Photo 07 Jun Judith Most of my stuff is properly unwrapped anyway, so you can't do much with these textures unless you really know what you're doing. That should discourage most people. I'm more afraid about models being used outside the mod. nbohr1more's Photo 07 Jun nbohr1more Our asset license is BY-NC-SA. This is mainly because we use assets that are "free" but are contractually bound for non-commercial distribution. (1) nbohr1more's Photo 07 Jun nbohr1more I don't see a problem with FM authors including their own non-free assets in missions. The questionable area is "selling an FM". It technically doesn't break the rules but it definitely could cause some sorta legal concern because the asset owners could conflate the FM authors with the TDM team. nbohr1more's Photo 07 Jun nbohr1more (Asset owners for 3rd party assets we include in TDM) Judith's Photo 08 Jun Judith Is it possible to add your own clauses to that, like "you may not use these assets outside TDM without author's permission / please contact me"? nbohr1more's Photo 08 Jun nbohr1more Yes, you can add any license stipulations you want to your readme just as with the original Doom 3 SDK. Springheel's Photo 08 Jun Springheel Holy crap, 39 comments? That's got to be a record. Nobody wants to make this a thread? freyk done.
  8. Thanks for looking in to it. I have not tested the gui ingame and not tested the keyboardinput correctly. So i did not noticed that the keyboardinput not work. because the keys are used for playermovement. Is there a way to disable them using a script? And how does a script that compares editdef-text looks like? As a workarounds I can create a touchkeyboard, but touching in the credentials will take long.i can display the logininterface fullscreen (like the ingame mainmenu), but then the player loses the ingame atmosphere. (when like reading letters in Thief 1 til 3)Or use two nummeric editdefs, 1 for the username and 1 for the password.
  9. You should play that game then, systemshock 2. (It has also a nice urban cybercity district in the tutorial level) (See this and the flesh, zombie, in the spoiler.) But If you can model some humanlike-zombies with lots of flesh, your are set. I prefer the quake 2 or 4 enemies.
  10. Thanks. Motorseps scifi project phaeton is cancelled, but the source for storm engine 2 is publicly downloadable. I dont want to switch engines, because TDM has (almost) anything we need. I will dig in the code, to see if there are any assets (like phaeton's weapons) we can use.
  11. About those updates, How should i know? I dont follow the latest windows/nvidia update news. But if i had read the startpost a bit more, i would also advised a driver update. instead of changing the game-screenresolution.
  12. I dont see any this-problemrelated-errors in the log. Could you create another log using full screen? Set r_fullscreen from 0 to 1 in darkmod.cfg Then run tdm with arguments: thedarkmod.exe +condump pbhallamlog2.txt +quit upload the new log To solve this screen problem, i think you have to change the screenresolution(s) of the game to lower settings. But first you have to detect the screenresolution that works. First set a small screensize in darkmod.cfgChange to following values in darkmod.cfg: seta r_customHeight "600" seta r_customWidth "800" seta r_fullscreen "1" If this works without any problems, then go the videosettings of the game and change them.To play it safe, start first with a low screenresolution, test it. If it works set a higher screenresolution.(to reset the settings, delete darkmod.cfg)
  13. As you maybe know, I am working on several GUIs for a scifi fm for the dark mod. At this moment I am working on a loginscreen. I would like that the player input is a word-string, instead of numbers. So I would like to find a way to compare strings. Is there a way to compare a string using an if-statement, instead of using a float (or a gui_param)? Or do i have to use a script? please give an example. Or do i just have to use numbers, floats and gui_param? code in the spoiler
  14. That above to run TDM in a window, instead of a full screen. Thanks for the update log, but that is for the updater and not for the darkmod executable. Are there any darkmod.log-files in the folder? If not, here is a manual to create them. And use the command to create a appropriate log for us: thedarkmod.exe +gfxinfo +condump pbhallamlog.txt +quit (this will automatically launch TDM, generate a log and close tdm)
  15. I dont have in mind to create an big TC and its just a hobby project. The project method that i had in mind, is quick and dirty: Create a TDM FM Mission, (let someone) create one small map and combine existing scifi objects/assets of D3 mods and projects. If this get more community-creativity support, then look at the next step. This all, because i do/did not have any experience to create any assets or maps for TDM or D3 (only for unreal 1 engine games). I started to look at idtech 4 games and several d3 mods and maps. And found some gems that i can use, from like Blade yautja and Prometheus. And combined/merge the things from posters from this topic (like tefdal, demagogue, MirceaKitsune). Eventually this combine/merge all this in one project. Im trying to integrate features from the idtech4-RPG Arx - end of sun (a free standalone game using the idtech 4 engine). My suggestion to you is to play Arx, read this topic trough from start to get the idea & status, tryout at the stuff i already combined And try to help us out. Would you point his and Shadowhide work to me? I could not find any of his work on the forum or inet.
  16. Created a gui for the camera's. Now to find a cool desktop theme and code for them. What is your opinion of the content of the login and camera guis? Do i need to add more buttons? And which ones?
  17. Coloured in the Login window and found a password format for the editdef. Looking for a nice openlicenced cyberpunk desktop skin for the window and buttons. (At desktop theme sites like gnomelook, KDE.store and others. If you know some please post in this topic. ) and if-statement guicode to make it more interactive.
  18. But for my coming cyberpunk project, we can use music like that one. Browsed your trackslist and i think we can use songs like "all that remains", "close encounters", "a song for satelites"
  19. And what do you want from us? Nice music, but to me its too "electronic" to use in tdm.
  20. Like those keypadtouchscreens guis in D3, or fullscreen guis in Deus ex 1? Or use "windowed guis", like the (smaller) inventory grid in TDM (and other small ingame menus i already created). We have to decide when to use what. I dont want to read lengthy emails in a touchscreen. And if i use a cam, I need to see the details of the environment. A fullscreen gui is perfect for this. But then again I need to see/hear what happens around me, when i use the cam or read email. A touchscreengui is handy but not precise. In a windowed gui, you see / hear the enviroment and its more manageable. (when using the windowed gui, the player can walk/crouch/lookaroundcorners, but cannot look around.) For door-knobs and other small things, you can use a touchgui. I have tried to add existing weapons to TDM. But didnt succeeded, because im not a modeler or scripter. (havent seen new futuristic weapons yet) (im cureous for your weaponmodels) Have you tried/seen/heared/played (and merged) the (concept) files I (and other tdmforum_ posters) already made/collected?
  21. Scribbled down a login gui. How about these options? (see screenshot) I can also create a gui for the cams. I have tried to add new existing weapons. But didnt succeeded yet, because its difficult for me. - edit - Added screenshot.
  22. Awaiting for Mirceakitsune hud. Here some screenshots: Experimenting a bit with materials and transparent borders in gui. Trying to generate a cool loading image with Mapzen's Tanggram. running bladeghost's bladerunner map.
  23. How does the font show up in the standard font-viewer in windows? Does it look like the Dark11? If not, then the converter didnt do his job right.
  24. freyk

    Origins

    As a kid, I borrowed Thief 1 from a friend, but played the game until the second mission. (didnt reached the end of this mission, because of the "scary zombies and background sound"). Later i played Unrealtournament 1 mod "Thievery-UT", then Thief 3 (where i filled my shorts, at the cradle ) and later again Thief 1 and 2. I love the great atmosphere!! What happened how i discovered TDM as a game, is another story. (do you want that i post this?)
  25. All greate sollutions above. But didnt you find these answers yourself, if you used the topictitle as keywords, kano?
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