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freyk

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Everything posted by freyk

  1. OK. What can the community do to help?
  2. We are Greenlighted!! Now what?

    1. Show previous comments  4 more
    2. Gast
    3. AluminumHaste

      AluminumHaste

      Working on it lol.

      Not as simple as it looks :P

    4. Lux

      Lux

      Truly congratulations to the Broken Glass team. Amazing stuff and well deserved.

  3. Following the manual of this forumsoftware, password will be sended in plain text. In my experience, if you want to have something in tdm (and his other products), you have to do it your own. So buy a certificate for this domain and donate to it
  4. I would like to see subtitles too Well, you (or somebody else) can fiddle arround creating a feature that uses guis, soundevents and player positions. Tdm would intergrate this.
  5. The main website and this forum doesnt use a security certificate. And your plain password "IamNightCrawler" send to the forum is stored as a hash in the forums database. And your email "Nightinsect@taffer.com" is for the world to know.
  6. this is a common question. No, this game has no subtitles.
  7. Which error?
  8. And if we dont get a greenlight. How about registering tdm on itch.io?
  9. Status: Added some placeholders for the menus in the missionmenu. (to fill in later with info) repositioned the contentwindows of the missionmenu. Experimented a bit with renderdef for in the missionmenu health. Working on the mapviewer. edit: added screenshot.
  10. I dont have any experience yet with animating renderdef. for now I keep it easy and work with windowdef. Moving the image using transition works (a bit). transition "MapViewerMap::rect" "mapposleft mapposdown mapposwitdh mapposheight" "50 0 80 80" "400" "1" "33000"; but now i have to search howto count up a variable. following transition codeline doesnt work for me (snipt out some code) #define mapposleft 1 windowDef MapViewerMap { rect mapposleft, mapposdown, mapposwitdh, mapposheight visible 1 background "guis/assets/maps/map-indus" } windowDef MapViewerMapRight { rect 452,186,40,40 text ">" onAction{ transition "MapViewerMap::rect" "mapposleft mapposdown mapposwitdh mapposheight" "(mapposleft + 20) mapposdown mapposwitdh mapposheight" "400" "1" "33000"; } }
  11. Thanks for all the suggestions. Today i came with a other idea: Changing the layer order. (lowest) put MapViewerMap.MapviewerWindow (backgroundimage with a "hole").the navigation buttons, map label, etcAs result: see the attachtment.Its a work-around sollution, but it works. Now i can rotate mapviewermap, using command transition. But which commands can/should I use to zoom in-out and move the mapviewermap?
  12. Can somebody help me with the following task: For my upcoming cyberpunk-based mission, i'm working on a new mapviewer. Its a menu, with a "viewpoint"-window (inside this a map) and navigation buttons. I would like to re-position the map, after the player clicked on a navigation button. And to zoom -in and -out, if the player click on the + and minus button. Can you help me to code this? i got the following code:
  13. Added health- and energybars.
  14. ok. Added new objects Added a mapviewer.Added a MissionMenuProblems/questions: The mapviewer is very big. shall i take the new inventorygrid sizes? The mouse dont move. is it possible to zoom-in/out in gui images?
  15. all praise the mighty builder. Who compiles all the code. Love to all programmed things.
  16. Yes, but all this to avoid a lawsuit from eidos/enix/etc.
  17. My tip: use a twinpanel filebrowser for a better pk4 navigation. (like freecommander, total commander, etc)
  18. Status 22-2 Added labels "Energy" and "cash" to hud. (in the future it going to be replaced with icons) Energy value is static and "cash value only works in inventory Made inventorygrid a bit smaller, need to reposition things.
  19. And there is this wiki article, you can follow: Install TDM on a Linux Distribution
  20. Just kill and restart the updater, for a other mirror.
  21. V-Man339, you're in luck. Mirceakitsune and my project going to merge. So if you want to "test" something, take a look at this post. (there is nothing to test, because i know the bugs. But your user opinions are always nice)
  22. I will make the panels smaller. Its possible to make all values cvars. But its not easy to change the bordercolor around, for example, the grid, because they are images. The borders of the cells inside the grid, is easy to do. Is there a mapper who could help us, with "porting" d3 maps like earlier mentioned "genetic" and "lost city" or other? I dont get any responses from Baal. -- I have been browsing trough the addons and mods for doom 3 on moddb. And found some interesting mods (and files) we can use for this project: mods: arx (standalone-mod. dark ages deus ex. interaction with stuff, Nice human models), into cerberon (for a quadcopter?), maps: endarchy, Guis: hexen edge of chaos, grimm, endarchy maps: skyscraper, Redwill Manor, trains mod for tdm: ruiner Movies: Are there any other d3 maps/mods i have to look at? --- @MirceaKitsune Here is a copy from license, with a permission of Bethesda to Arx. -edit- added links. added videos in spoiler.
  23. Working again with the hud.
  24. For all level editors, you need to have patience. Because there are lots stuff you can create (and needs that to learn) Making levels takes hours/days/months or even years. for new mappers, to speed it things up, there are video tutorials. and there is also a mission generator. (somewhere on this forum)
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