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Posts posted by Goldwell
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6 hours ago, Labeeb said:
Thank you! An explanation re: your spoiler
SpoilerIf memory serves me correctly, there is a bug in which if you either interrupt or don't let a safe door open fully it wont make the insides be interactable.
The reason for this is that safes require an entity inside to be triggered to tell the game "hey the safe is open, you can grab the stuff inside", otherwise the player can just pull things out from the safe without opening it. What happened previously (and this is a result of me being a naive mapper back then) was that the safe door was set to only trigger that action on being opened. And so anything that interrupted the door would cause that to go wry and so you could see the inside of the safe, but couldn't interact because the game still thinks the safe door is closed.
To resolve that issue on your end, you'd have to go in and reload before you opened the safe and make sure that you don't interrupt/stop the door while it's opening. As I just tested this on 2.09 and can confirm if the door opens fully and the loot inside is frobable:
I do apologize for your negative experience there, and when I update this mission next I will be sure to make a note of that fix.
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On 2/25/2021 at 9:01 AM, OGDA said:
I've made a temporary solution for Windows 10.
After applying everything dark radiant looks like this:
Here are the steps:
1. In dark radiant in the menu "View" > "Colours" select "Black & Green"
2. Create a default_colors.reg file by just creating a text file and renaming it and insert the following into the file:
(you can also export the reg file of your system by going to the address HKEY_CURRENT_USER\Control Panel\Colors in regedit and export for safety reasons)File: https://das-kartell.org/files/darkradiantdarkmode/default_colors.reg
Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="240 240 240" "ButtonHilight"="255 255 255" "ButtonLight"="227 227 227" "ButtonShadow"="160 160 160" "ButtonText"="0 0 0" "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="109 109 109" "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="255 255 255" "WindowFrame"="100 100 100" "WindowText"="0 0 0" "Hilight"="0 120 215" "MenuHilight"="0 120 215"
3. Create a dark_radiant_dark_mode.reg file with following content:
File: https://das-kartell.org/files/darkradiantdarkmode/dark_radiant_dark_mode.reg
Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="40 40 40" "ButtonHilight"="20 20 20" "ButtonLight"="227 227 227" "ButtonShadow"="240 240 240" "ButtonText"="0 0 0" "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="240 240 240" "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="76 76 76" "WindowFrame"="100 100 100" "WindowText"="210 210 210" "Hilight"="0 120 215" "MenuHilight"="0 120 215"
4. Here are the definitions of the entries, in case you want to alter the colors. Only the field which have description behind them seem to be relevant for the colors used in dark radiant.
Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="240 240 240" < background color of floating windows and main window controls - 40 40 40 "ButtonHilight"="255 255 255" < shadow color of text in floating windows like light properties/inspectors - 20 20 20 "ButtonLight"="227 227 227" "ButtonShadow"="160 160 160" < main color of text in floating windows like light properties/inspectors - 240 240 240 "ButtonText"="0 0 0" < color of a few button descriptions like "select set" or "property/value" - 240 240 240 "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="109 109 109" < color of a few values in input field in floating windows - 240 240 240 "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" < 1 pixel high line under menu in main window - 240 240 240 "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="255 255 255" < background color in a few selection frames in floating windows like "light texture" in light properties window - 76 76 76 "WindowFrame"="100 100 100" "WindowText"="0 0 0" < text color of many text in input fields in floating windows - 210 210 210 "Hilight"="0 120 215" "MenuHilight"="0 120 215"
5. Optional step only makes main frame title bar dark when selected:
In windows right click on the desktop and select the option below! display settings (maybe adjust in english?) and in the following window scroll down, make a dark custom color and tick both of the lowest checkboxes for task bar and titles:
6. To swap to dark colors, click on dark_radiant_dark_mode.reg and integrate it into the registry.
Log off in Windows and log in again (no restart required).
Dark radiant is now in "dark mode".
To swap back to normal windows colors for all other programs, click default_colors.reg, integrate it into the registry and log out and log in again.
Hope this helps a bit
That is huge, thank you!
There is one issue i'm having though inside the entity viewer, there are big white boxes in there despite the rest of the window being darker grey.
Any idea on how to make that whiteness darker like the rest?
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10 hours ago, OGDA said:
A dark mode would be really nice.
You are preaching to the converted here!
But sadly I don't think it's possible.
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That's very helpful Dragofer! Thanks for this!
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On 9/2/2020 at 3:09 AM, madtaffer said:
That was a bug in 2.08 which is fixed in 2.09.
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Update on Shadows of Northdale: Act 3 and Act 4 are coming along! Slowly but surely. They are both double mission releases, so essentially i'm working on 4 missions at once. It's taking longer to cook in the oven than expected, but hopefully it'll be something very special once both acts are finished! I'm unsure if i'll do a double release or if i'll release Act 3 as soon as it's done and then Act 4 shortly after. As with anything to do with development things change a lot. Just ask poor Dragofer, Moonbo, Skacky, Epifire or Kingsal as they're often victims to my endless design questions
Also as a point of reflection, i've been apart of this community for nearly 8 years! And I was looking back at the very first briefing I ever did (with a rather hilarious release date of fall 2013 for the accountant mission). Back when it was a single mission, before it became a campaign which I have since abandoned.
But I digress, here is an example of how far my voice acting and briefing video work has come since I first started contributing to this community.
How it started in 2013:
How it's going in 2020:
Anyway, back to work on finishing Shadows of Northdale Act 3!
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6 hours ago, greebo said:
Fixed: Default scale & natural function producing stretched results
Praise be to the lord builder!
Thanks once again Greebo!
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28 minutes ago, greebo said:
I actually didn't plan to create a notepad replacement, because it misses the point of a Material Editor for me. Why not edit your .mtr files and hit reloadDecls in-game just as fine?
I was thinking more along the lines of the particle editor, which provides entry boxes, sliders, controls, etc. to develop the material stages. A preview is a must too.
Ah I see, I misunderstood what you meant sorry.
When you said material editor in my head I was thinking something in DR that edits the material MTR files not the textures themselves.
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How hard would it be to implement something that autogenerates material files?
For example a UI where we select the source TGA/DDS files for the normal map/specular/bumpmap and then DR auto generates the material file for it based on whats selected there. Maybe even an option to copy those files into their respective FM folders?
Just something to automate the process a bit more would be handy.
One problem with this though is the lack of a dark mode in DR would make staring at black text on a white background very uncomfortable as we look through the material files (unless i'm misunderstanding what you're proposing here). Currently I use notepad++ to edit my MTR files, because it's a lot easier to look at.
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I've probably asked this before, but is it safe to build a current FM using one of the pre-release builds?
I typically hold off testing as i'm worried work on my map might get lost of some aspect of it be corrupted. However that natural texture bug is driving me nuts so it's tempting to jump in
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Updated to version 1.1
Spoiler- Replaced briefing video with new high quality file
- Fixed broken mirrors
- Fixed unbounded brushes
- Fixed broken top floor lights skin file
- Fixed broken vis portals-
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1 hour ago, greebo said:
Yeah, this bug bit a couple of mappers already: https://bugs.thedarkmod.com/view.php?id=5474
It's fixed in source, sorry for the inconvenience.
Awesome! Thank you!
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I wanted to bring this up for discussion before filing a bug report as i'm unsure if this is just my setup or not.
I will try to keep this concise for easier readability. The bug basically involves the "Natural" button in "Surface Inspector"
Here is how you replicate the bug:
1) Create a brush of any size in DR
2) Apply any texture
3) Open up surface inspector
4) With the brush highlighted, press the Natural button
5) Keep pressing and watch the texture change on the brush
So for example here is a brush with a texture applied
Business as usual, but if I keep pressing the natural button, eventually the texture will turn into this
I have tried this with different brush sizes and different textures, all with the same result. If I keep pressing the Natural button again in Surface Inspector the texture will flick back to normal eventually.
And just to include everything, here is the exact brush when it's broken:
Spoiler
<?xml version="1.0" encoding="utf-8"?> <map version="1" format="portable"> <selectionGroups> <selectionGroup id="0" name=""/> <selectionGroup id="2" name=""/> <selectionGroup id="116" name=""/> <selectionGroup id="120" name=""/> <selectionGroup id="122" name=""/> <selectionGroup id="126" name=""/> <selectionGroup id="128" name=""/> <selectionGroup id="130" name=""/> <selectionGroup id="131" name=""/> <selectionGroup id="132" name=""/> <selectionGroup id="134" name=""/> <selectionGroup id="138" name=""/> <selectionGroup id="146" name=""/> <selectionGroup id="149" name=""/> <selectionGroup id="152" name=""/> <selectionGroup id="5366" name=""/> <selectionGroup id="5368" name=""/> <selectionGroup id="5369" name=""/> </selectionGroups> <selectionSets/> <properties> <property key="EditTimeInSeconds" value="200639"/> <property key="LastCameraAngle" value="-30.9 133.644 0"/> <property key="LastCameraPosition" value="731.323 -3069.81 311.591"/> <property key="LastShaderClipboardMaterial" value="textures/darkmod/stone/brick/rough_blocks_brown"/> </properties> <entity number="0"> <primitives> <brush number="0"> <faces> <face> <plane x="0" y="0" z="1.000000" d="-56.000000"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="1.000000" y="0" z="0" d="-744.000000"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="-1.000000" z="0" d="-2976.000000"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="0" z="-1.000000" d="48.000000"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="-1.000000" y="0" z="0" d="0"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="1.000000" z="0" d="2784.000000"/> <textureProjection xx="0" yx="0" tx="-0.000000" xy="0" yy="0" ty="0.000000"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> </faces> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </brush> </primitives> <keyValues> <keyValue key="classname" value="worldspawn"/> <keyValue key="difficulty0Name" value="Thief"/> <keyValue key="difficulty1Name" value="Master"/> <keyValue key="difficulty2Name" value="Ghost"/> <keyValue key="shop_skip" value="1"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> </map>
And the brush when it's normal:
Spoiler
<?xml version="1.0" encoding="utf-8"?> <map version="1" format="portable"> <selectionGroups> <selectionGroup id="0" name=""/> <selectionGroup id="2" name=""/> <selectionGroup id="116" name=""/> <selectionGroup id="120" name=""/> <selectionGroup id="122" name=""/> <selectionGroup id="126" name=""/> <selectionGroup id="128" name=""/> <selectionGroup id="130" name=""/> <selectionGroup id="131" name=""/> <selectionGroup id="132" name=""/> <selectionGroup id="134" name=""/> <selectionGroup id="138" name=""/> <selectionGroup id="146" name=""/> <selectionGroup id="149" name=""/> <selectionGroup id="152" name=""/> <selectionGroup id="5366" name=""/> <selectionGroup id="5368" name=""/> <selectionGroup id="5369" name=""/> </selectionGroups> <selectionSets/> <properties> <property key="EditTimeInSeconds" value="200643"/> <property key="LastCameraAngle" value="-26.4 120.744 0"/> <property key="LastCameraPosition" value="731.323 -3069.81 311.591"/> <property key="LastShaderClipboardMaterial" value="textures/darkmod/stone/brick/rough_blocks_brown"/> </properties> <entity number="0"> <primitives> <brush number="0"> <faces> <face> <plane x="0" y="0" z="1.000000" d="-56.000000"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="1.000000" y="0" z="0" d="-744.000000"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="-1.000000" z="0" d="-2976.000000"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="0" z="-1.000000" d="48.000000"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="-1.000000" y="0" z="0" d="0"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="1.000000" z="0" d="2784.000000"/> <textureProjection xx="0.009766" yx="0.000000" tx="0" xy="-0.000000" yy="0.009766" ty="0"/> <material name="textures/darkmod/metal/detailed/panel_rottingpaint03"/> <contentsFlag value="0"/> </face> </faces> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </brush> </primitives> <keyValues> <keyValue key="classname" value="worldspawn"/> <keyValue key="difficulty0Name" value="Thief"/> <keyValue key="difficulty1Name" value="Master"/> <keyValue key="difficulty2Name" value="Ghost"/> <keyValue key="shop_skip" value="1"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> </map>
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On 12/22/2020 at 5:08 AM, Dragofer said:Oozing with atmosphere and incredible visual work as always Dragofer. You're a master of your craft!
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Congrats on the release! These are some fantastic quality of life improvements
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On 12/26/2020 at 8:24 PM, stgatilov said:
I do plan to do updates for all of my missions, real life has been very hectic of late, so I haven't had a chance to even open TDM/DR in a couple of months now.
I'm hoping 2021 will be easier to manage so I can peel away for some older mission updates and to finish off my new missions.
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On 10/23/2020 at 3:51 AM, refl3ks said:
Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
Fantastic work, very atmospheric!
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8 hours ago, Dragofer said:
Wasn't able to find a bugtracker issue for it, but I found the thread where it was discussed. The changes took place around the 21st of March (i.e. rev 15880-15882).
I'm not even sure whether the code or only the assets was changed, but I've never seen this black lamp issue before 2.08, and now it comes up regularly and is fixable by adding quotation marks. This is even though stgatilov found a piece of code in the linked thread that suggests this shouldn't have an effect ingame.
Sounds like an easy fix at least. I'll have to add that to the list of updates going out for my missions.
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12 minutes ago, lowenz said:
With 2.08 I can complete the FM @master with fewer loot than required.....is it normal?
Yes, that was a purposeful decision I made.
My reasoning for that is that a lot of folks complained about the high loot goal in Act 1, so for Act 2 I made it so the player could finish the mission without reaching the loot goal if they so choose. Typically I add in an "optional" tag to signify that but I wanted to see how people reacted to the system as it was.
Turns out most people just think it's a bug, so in Act 3 i'll have to change up my method by either lowering the loot goal by a large margin, or just removing it and putting more focus on other objectives.
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I'm going to repost what I wrote in our private DM's
QuoteAdding the custom "mainmenu_briefing_video.gui" was aimed to fix a bug that caused the player to see parchment if they left clicked during the briefing video, it is not to prevent blank parchment from showing if you hit escape (that is a separate issue).
If you want to test this for yourself load up Shadows of Northdale Act 1 and hit play mission, then left click during the video. It will skip the video and then you will see the objectives screen.
Now close TDM and go into the folder "fms\northdale1\guis\" and remove the file "mainmenu_briefing_video.gui" and load up the dark mod again and start Shadows of Northdale Act 1, but this time when you left click during the briefing video it will skip and land you on the blank parchment instead of the objectives screen.
So yeah if there is a way we could have it so that regardless of what the player hits to skip the briefing video it would take you straight into the objectives, that would be awesome. But once again, the custom gui only fixes the blank parchment bug for left clicking, not hitting escape.
Just to add to that, when the update that has this bugfix in it rolls out, i'll gladly remove the offending gui files and update my missions to whatever the new format/setup is.
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On 7/23/2020 at 8:08 AM, Abusimplea said:
If you are here because TDM differs from modern games, i would start with the oldest missions.
They feature less streamlined gameplay and less modular geometry. They are basically more rough and less rounded from the flow of time. Modular building and "you found N of M secrets" wheren't a thing back then.
They are less rich in eye candy too - but they still look good and profit from soft shadows and SSAO.
Secrets in missions started in Thief: The Dark Project which came out in 1998. So that’s definitely not a new gameplay thing.
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New paintings
in I want to Help
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These are fantastic OGDA! Thank you.