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MirceaKitsune

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Everything posted by MirceaKitsune

  1. It likely has to do with the little window that pops up, which lets you know the map is loading and shows a bar of what has loaded so far; If DarkRadiant loads the last map on autostart, this window appears before the main DR window is spawned... if no map is loaded at startup however, the window appears later so it doesn't freeze the inputs. Just my theory at least, likely an issue with GTK for Linux or the KDE desktop.
  2. Was referring to most games choosing somewhat conventional weapons, rather than going with just one unusual arm... I can see your point though I tried setting "player_spawnclass atdmu:player_agent" in the map's worldspawn, where atdmu:player_agent is a redefinition of atdm:player_thief. I also tried renaming my atdmu:player_agent to atdm:player_thief directly afterward. However neither of those two approaches work, and TDM seems to ignore my redefinition of the player class entirely. It's not the only difference... at least not in the long run: The immediate goal is to modernize everything TDM offers, so that identical missions but with futuristic items can be created... once that's solid enough, there are plans to add many new gameplay elements (augmentations, weapon upgrades, interactive screens with keypads, etc). See this thread and this thread for screenshots and discussion.
  3. It is. To be fair however, I'm thinking of just modernizing the bow to make it more like a crossbow, rather than adding the classic weapons (pistol, shotgun, minigun, sniper, rocketlauncher, etc). While from a perspective of realism this makes less sense, it feels better from a perspective of gameplay; Single player games don't make you use weapons too often since unlike arena deathmatch you fight very rarely, whereas arrows the way TDM / Thief use them have multiple uses other than "those exist to kill people". I'll probably only add mainstream weapons decoratively, and find some excuse in the default story as to why everyone uses compound bows in the future The problem is that I don't want merely installing my mod to override the default weapons and player class of TDM, making all existing missions look modern and pretty much breaking them. I only want the items + player appearance + menu + HUD to change when the mission indicates it's intended for the mod, which should be done with a parameter somehow. Currently I have no idea how to do this, as the mod itself is not a FM and meant to be permanently installed as a series of pk4 files placed next to the original ones. I'd like the presence of a map entity or spawnarg or text file to control the def file replacement, like what Obsttorte although I don't know how to make my def file behave differently based on the presence of an argument in worldspawn.
  4. The biggest problem is that from what I remember, idTech4 has a hardcoded limit of 16 weapons. If this is correct I can only add 6 more weapons after the defaults, which really wouldn't work for what I'm trying to do. Keybinds are also an issue there, granted they can't be assigned independently from the looks of it. Also order... if I define an alternative to the blackjack, it would appear after the arrows which makes no sense! I wonder if it's possible to define my own tdm_player_something.def, and replace tdm_player_thief from tdm_player_thief.def with it. However only do this replacement if the FM chooses to do so, for instance if an entity is placed on the map. Would this be possible, and can I define a custom player_start that puts my redefinition of tdm_player_thief into effect if it's on the map?
  5. Got it... I wasn't aware of this initially. So if I define a custom weapon for "atdm:weapon_blackjack", and the player picks up both my weapon and the original blackjack, can they still have both and will pressing the same keybind (key 1) switch between the two? If not this might be more complicated and problematic. I'd need to have the map itself specify the replacement at worst, so the original definitions aren't broken across all of TDM while my pk4 is installed.
  6. I see. It's still the TDM HUD so I assume it was at least somewhat implemented at the time.
  7. Hey. I'm trying to define a custom weapon, starting from a copy of the default broadhead arrow and bow. So far I defined my ammo arrow successfully and placed it on the map. However when I try to pick it up, the object acts like a movable and instead prints the following error: Here are the two relevant entries in my def file. The second one (atdmu:ammo_arrow_simple) seems to work fine, the problem is with the first (atdmu:weapon_arrow_simple). If I change "inv_weapon_name arrow_simple" to "inv_weapon_name broadhead" it works, meaning that TDM is taking issue with my weapon definition. entityDef atdmu:weapon_arrow_simple { "inherit" "atdmu:weapon_arrow" "model_view" "viewmodel_arrow" "editor_usage" "Simple Arrow Weapon" "def_projectile" "atdmu:projectile_arrow_simple" "def_ammo" "atdmu:ammo_arrow_simple" "def_attach" "atdmu:attachment_arrow_simple" "inv_name" "Simple Bow" // Broadhead Arrow "inv_icon" "guis/assets/hud/weapon_icons/broadhead_icon" "inv_weapon_name" "arrow_simple" // Corresponding ammo } entityDef atdmu:ammo_arrow_simple { "inherit" "atdm:ammo_arrow" "editor_usage" "Simple Arrow Ammunition" "editor_displayFolder" "Weapons/Arrows" "model" "models/darkmod/weapons/broadhead.lwo" "inv_name" "Simple Arrow" // Broadhead - Display name "inv_weapon_name" "arrow_simple" // Corresponding weapon "inv_ammo_amount" "1" // Amount of ammo received upon pickup "clipmodel_contents" "1056" // MOVEABLE_CLIP|CORPSE "removeWithMaster" "0" }
  8. Is this really TDM? I must play that incredible FM <3
  9. Any suggestions on what I could try to debug this, please? I'm sorry if I'm being a little insistent: This is being a major issue for me, and the only thing keeping me from using DarkRadiant and working on FM's. What I find interesting is that if a menu is open, DarkRadiant does sense keyboard inputs in the 3D view... whereas if no menu is open, DarkRadiant ignores the keyboard. This leads me to believe that DR is triggering some GTK / wxWidgets error, inverting the verification on whether a menu is open or not: If no menu is open, DR thinks it is so it ignores inputs... whereas if a menu actually is open, DR doesn't see it so it processes inputs instead. Maybe DR is being tricked into seeing a selected menu when it starts up, which throws off (inverts) its ability to keep track of open menus? [EDIT 1] Ran a new test and noticed the following behavior: If I open another window such as the Surface Inspector, then click on that window to select it (any field or its background), keyboard shortcuts (such as the arrow keys to move or esc to deselect) work perfectly. However the moment I click in any of the viewports (2D or 3D) the keys stop working again. I can even hover the mouse cursor over those viewports after clicking the floating window... I just can't close this window or click in a viewport. Could this be a focus detection issue? [EDIT 2] Found a workaround as well as the apparent cause! The problem only happens when "Settings -> Map Files -> Open last map on startup" is enabled. If I tell DarkRadiant to not automatically open the previous map on start, I no longer get the frozen keys issue.
  10. On an unrelated but still related note: I'm currently playing a bunch of mods for the first DeusEx game. The first being DeusEx Nihilum, which is a full fan-made game complete with original characters and maps and voice acting and an own story, nearly rivaling the quality of the original game! I'm trying to work on my branch of the modern TDM conversion in parallel, hoping it will inspire me in realtime on what and how I will be doing.
  11. Working on porting a modern bow for this mod using this model. The rigging is finally almost finished, just the new animations to create.
  12. Ahhh... fair enough. Yeah a textured shadow makes more sense for emulating that sort of lamp. I saw another screenshot of real soft shadows being worked on though, so it's definitely getting there
  13. "And since soft shadows are on the snow..."
  14. Actually I wasn't a fan of the later Hitman games for this reason either. They were simply too evil: You'd spend hours premeditating how to infiltrate a place and brutally murder someone... didn't matter who the person was, how they were like, who else was there, etc. nor were you given any choice by the mechanics. I ended up playing it eventually since it was still too interesting, but it had an odd way of being really uncomfortable.
  15. The defs and guis will be possible to fully rewrite over time, but that's why I'm maintaining the original gamecode (also to not miss updates in core TDM). The mod will definitely have some boring or frustrating moments, but I want to ultimately make it happen whatever the case.
  16. For my repository, I will most likely be making my own from scratch. I'll be taking a look at how you made yours just to get a glimpse of how I should redefine the HUD in essence.
  17. I think also CC-BY-NC-SA since they're assets and not code.
  18. Oh god yes! Whoever implemented that, you're awesome I definitely hope that's also something we'll be seeing in 2.06.
  19. As far as I'm aware, you haven't done anything wrong and have only brought positive contributions. I do have the general feeling that it's not easy to please everyone in the TDM community, as views on certain matters may be more diverse and strong than other places. I hope you're not thinking of also leaving the community, and may choose to remain a casual developer at least.
  20. I find it very disheartening that you're needing to ask how to edit a game because someone doesn't like you seeing blood and insults, this far into the 21th century. If it were me I'd ask my parents what is actually their problem, and request them to let me enjoy my game in peace without nosing more than they need to into my life... obviously in a polite and non-accusatory matter, I'm not trying to advice anyone to be mean or disrespectful here. Sorry if this answer seems a little rough... I just can't stand pointless censorship, age discrimination, and people blowing stuff out of proportion in general. Otherwise I wouldn't really bother with such editing, as you're only destroying the realism of the game there. If you wish to avoid blood, don't get into fights and use the right tools; Don't use the sword or broad-head arrows to take out enemies, but instead use the blackjack or gas arrows. Another neat trick is to drop crates on their heads from above.
  21. Sounds like a very nice improvement. Thank you for the lovely work!
  22. I did think I explained it several times, but perhaps I wasn't careful and didn't choose my wording well in the other posts. Glad too that it's clear now.
  23. That is literally, precisely, what I am doing: My mod is only distributed as an addon! Precisely like say, the addon AdBlock Plus is distributed for the browser Firefox: You get Firefox separately then install the addon on it, the addon itself does not come with Firefox. Again I might change this years from now (regarding just the game code) once the mod is self dependent, but I don't even know if it will ever get there. This reminds me: I wanted to leave a few analogies for those who are so opposed to the idea, as I was simply curious how they feel about some similar examples. Suppose someone has made a proprietary web browser, like say Internet Explorer by Microsoft: The browser itself is non-commercial, however it's used by millions of people and friendly to modding. Someone decides to make an addon for this browser, which is their own work entirely but of course runs in the browser... the person takes donations for it. Is this person committing a crime or being disrespectful toward Microsoft? Take any commercial FPS game, for instance Unreal Tournament 3: It is copyrighted to Epic Games and as proprietary as it gets. Someone decides to make a mod for it, implementing custom characters / maps / game types as is very common... they receive donations for their work. Has this person breached the terms of Epic Games or disrespected the company? To venture into the realm of firmware as well, for instance with computer motherboards: Gigabyte offers a mobo with their own proprietary bios. Someone is taking donations to create customized free bioses which people can flash in their place, and makes one for this mobo as well. Has the person committed a moral or legal wrongdoing toward Gigabyte? The LICENSE.txt file distributed with the TDM engine already makes this aspect clear, and is available in several Github forks and other repositories. To quote the two relevant parts:
  24. As I explained, I only work with other freely licensed assets and using Creative Commons / GPL is obviously allowed on Patreon... there would be nothing to report. However I believe this issue is settled by now, since as I said I'll only post public announcements later on like I do on all my blogs. The TDM code is otherwise a great base, and it would be a bad practical decision to use another engine or new code just because of this limitation.
  25. http://patreon.com With the added correction that working on just one mod is usually not enough: Most creators that earn anything significant work on multiple creations... or they have an account dedicated to just one game, but that game is of AAA quality. I think I maintain two mods / games now, with more on the way once I get around to working on every WIP sitting on my drive... I also do 3D animation and rendering though, otherwise people might care less. TLDR; It's possible, but not all that easy either.
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