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Dragofer last won the day on May 15

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  1. This skin bug has occurred a lot recently in 2.08 with models whose file paths contain a hyphen (“non-extinguishable”). @stgatilov has recently put all skin definitions into quotation marks to avoid warnings when reading these file paths, and he’s also reworded the associated console error. Paradoxically those changes seem to correlate with the appearance of this bug. I don’t think there were any changes to skin behaviour? Also, I can’t reproduce this on my end, neither with old nor new versions of the .pk4: the skins work even if they don’t have quotation marks. I do know that nbohr1more was able to get rid of his problem by redownloading the FM.
  2. @Apiai I have no idea. @stgatilov, any idea how to diagnose a crash that doesn’t produce a “TheDarkMod.exe has stopped working.” message? What can still be tried is to use TheDarkModx64.exe, or to update to the 2.08 beta, which is close to finished.
  3. Yes, you can do it with making a new tdm_sound_sfx03.pk4. The .pk4's get loaded in alphabetical order and overwrite earlier .pk4's.
  4. @Apiai I'd try deleting the FM from your darkmod/fms folder (the name is river), then redownloading the FM. If that doesn't work, I'd appreciate if you followed these instructions to create a memory dump and post a download link for it here. (Basically when you have the message "TheDarkMod.exe has stopped working" on your screen, open task manager, right-click the process of TheDarkMod.exe and click "Create Dump File".)
  5. When exactly does the crash occur? When you start TDM, start the mission, after loading finishes etc.?
  6. They're in the southwest corner of the map by some trees and a coil of rope.
  7. It occurred to me that I'm still missing credits for 2 models that I found on free online repositories. Checking those websites again, it turns out that they don't state anywhere who made any of their models (one of the websites says it's for 3d printing). This makes it very doubtful whether I can use these models, because it's possible they're being distributed on these websites without their authors' consent. Is there maybe some hope for something that could redeem my use of these models?
  8. @ricon I forgot to say that, if you did what I suggested above, you'll also need to put a darkmod.txt into the folder of your mission (darkmod/fms/name_of_mission/darkmod.txt), and "Install" the mission in The Dark Mod. Maps should be saved in darkmod/fms/name_of_mission/maps. Like this The Dark Mod can see your mission folder and the .map files inside it. I've attached a darkmod.txt that you can use and edit. darkmod.txt
  9. That sounds like DarkRadiant hasn't been told where your darkmod folder is. You can check this by clicking on File in the top left of the screen -> Game/Project Setup -> set Game Type to The Dark Mod 2.0 (standalone) and set the path to your darkmod folder (i.e. D:/games/darkmod). While you're here, I'd also type a name into "Mission". This will setup a folder for your mission in darkmod/fms where your .map file and later other mission-related files get stored.
  10. Indeed, I think it's mostly practical reasons. First you need to recruit enough voice actors (1 for the player/briefing, at least 2 for a dialogue between NPCs), and ideally they should sound similar to one of the existing vocal sets. Usually you get multiple takes, among which you need to pick the best for each line (or ask for more takes if none of them hit the mark) and then edit & split up the recording into individual files for each line. Then each file needs to be setup as a sound shader, and each sound shader needs to be referenced by name in the conversation editor. And of course you need an idea for what should be said in the first place. A lot of steps/hurdles on top of all the other mapping work, but I agree that it does add much to the immersion and storytelling. Missions which have voiced lines, off the top of my head: The Painter's Wife, aka the Bikerdude/Shadowhide city FM, which has re-entered beta a couple days ago, has been upgraded with a lot of voiceovers and a voiced briefing recently. Basically all Goldwell missions, no doubt aided by the fact he's a talented voice actor himself with good contacts in the Thief FM voice acting scene. Volta missions I used several scripted dialogues in Down by the Riverside. I didn't use them in One Step Too Far, my first FM, because I had enough on my hands with learning the editor, nor in Perilous Refuge, my third FM, because that was intended as a less labour-intensive release while I continue working on other more ambitious projects.
  11. After a considerable amount of time and work by a group effort, while betatesting was mostly on hold, a new beta build has been uploaded today. The FM has been improved & completed in all kinds of areas (such as overall presentation, readables, voiceovers, execution of the main story and new secret locations), and now the time has come to resume testing. Both new and returning betatesters would be very welcome. In fact, quite a few new betatesters may be needed as it's been a while since the last build. Here's another link to the Discord server: https://discord.gg/fP32yEn"
  12. The command is: condump console_log.txt This will create a file called console_log.txt in your main darkmod folder.
  13. @JackFarmer Turns out you can just put in another line in the darkmod.txt: Title: Hidden Hands The Lost Citadel The 2nd line only gets shown in one place as far as I could see: Currently Installed Mission.
  14. @JackFarmer Behind Closed Doors does this, maybe you'd like to take a closer look at its darkmod.txt? darkmod.txt
  15. @NeonsStyle 2 things to look into: to be on the safe side, I'd change the names of the normalmaps so that they end in _local instead of _n. Don't forget to update the material with the new names. surftype15 shouldn't be in quotation marks Also, these files don't happen to be stored in a dds folder? If they're .tga they don't belong there.
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