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Posts posted by datiswous
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A while back I made subtitles for this fm, but it was never included (I think it was going to be included in some update that did not happen). So I decided now to upload it here. Feel free to tweak the files if they're not to your liking. Plonk the pk4 in the mission's folder to activate.
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Maybe add damage to tdm_player_thief.def ?
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So I think for models there's ase, lwo and obj (?).
For sound there's ogg and wav.
Video there's mp4 and avi (ROQ) (?)
Textures tga, dds and maybe png and/or jpg (at least one of those 2)
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Where can I find info on supported file formats?
It would be nice if there would be one place where I can find info about file formats for different uses. For example:
- models
- ragdols (?)
- animation
- video
- textures
- images inside guis (briefing, readables)
- sound files
I cannot find this info on the wiki, but maybe it's there, but difficult to find.
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- Popular Post
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You can fote again for ModDB's Mod of the year:
https://www.moddb.com/mods/the-dark-mod
(although I guess TDM isn't really a mod)
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On 12/1/2024 at 2:08 AM, Daft Mugi said:
Unfortunately, the download screen can't be changed due to its rows and horizontal separators being part of the background image.
Maybe that should be changed to how it's done in the mission list?
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In A Time of Need 2: Breaking out the Fence
Sneak and Destroy (medium)
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I would like to see something happening when you get out of water. Sounds, slow movement, watery footsteps, etc.
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50 minutes ago, STRUNK said:
Shooting candles of of tables with normal arrows when you want to spare the water arrows.
This is such a nice trick. A shame they get alerted in the process..
I also found it's sometimes possible to remove candles from their original place (throw them to the ground) so they don't get relighted.
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Quote
I save every 1 - 5 min of gameplay.
For me it's more like every 15 seconds or so.
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18 hours ago, peter_spy said:
Also, I like checkpoint saves in games, it's an art of its own in game design. When I don't have to think about saving at all, because automatic checkpoints handle it for me in seamless and unobtrusive manner, so I can focus on playing – that's the best scenario for me
In Fear 2 I found I couldn't stop playing (in this case a negative), because it saves always right before a battle scene, but after the battle I often didn't want to do the battle again (in a next play), so I played till the next save, which then was often the next battle...
For me it's fine it excists, but not as the only save option, except if it is done in an exceptional way (maybe). If you remove manual saves, your game has to be altered to make up for that. And often I think game makers have no clue what is good, so well..
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On 11/23/2024 at 7:47 PM, STRUNK said:
edit2: I am too lame XD It was merely a syntaxerror afterall
: )
I just wondered if it's useful to use a code spell checker inside a code editor. Scripting syntax is (afaik) symilar to C++, so maybe that could help.
There are plugins for vscode and notepad++ I think.
Also found this Notepad++ doomscript highlighter:
https://www.moddb.com/games/doom-iii/downloads/doom3-script-highlighter-notepad
Not sure I like the syntax higlighting. In lightmode it's worse. Maybe it's supposed to represents a console editor?
C++ syntax highlighting:
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Chiaroscuro
I never heard of this term before and I think it's quite interesting:
QuoteIn art, chiaroscuro is the use of strong contrasts between light and dark, usually bold contrasts affecting a whole composition. It is also a technical term used by artists and art historians for the use of contrasts of light to achieve a sense of volume in modelling three-dimensional objects and figures. Similar effects in cinema, and black and white and low-key photography, are also called chiaroscuro.
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It actually works!
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4 hours ago, Sotha said:
Great video. Thanks for sharing.
We should have a playlist of video's about stealth gaming (not about the games themself).
I stopped playing Wolvestein the new order because of the forced auto save and respawn system. I see now there's actually a quicksave mod for it.
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I recently played The Last Offering on expert and had to start over 2 times because I forgot to save and accidentelly knocked out the 4th person.. It's so easy to slip into habbits.
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Well, I think @Dragofer has to patch this mission at some point...
In the meantime you can look here for a solution:
You have to find that line in file river_fading_materials.mtr and put // in front of it (or just remove that line). You find the file in the materials folder of that fm.
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What do you mean with "tools"?
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Ah ok, good to know, thanks!
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says:
QuoteIf you plan to have multiple security cameras sending to multiple display screens in your mission, or if the camera display will appear in the same player POV as the sky or reflective water surfaces, you'll need to use unique camera materials for each screen. You can find 9 additional camera materials in the textures/common/camera/ folder. If you should need even more, you can simply clone one of the materials and change the name after the map keyword.
If you want to use a functionality where you would use multiple camera's pointing at something and multiple screens, is it mandatory to use material code
map "_cameraN" // (N = number, for example 1, 2, etc.)
? So precisely that word with underscore in front.
That's what I think, but the wiki page doesn't take other use cases into account where you would use a different material file with other settings. I was thinking of adding that info.
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8 minutes ago, chakkman said:
From a mission's perspective, it makes no sense, so, the only real reason to have it would be that the FM author wants people to ghost his mission.
8 minutes ago, chakkman said:Those are gameplay decisions. There is no automatic save or save room in the original Thiefs, and, there is none in TDM too, so, it would be merely the FM authors decision that people have to ghost his missions.
Not k.o.-ing is not the same as ghosting.
TDM file format support info
in TDM Editors Guild
Posted
Nobody knows anything?