Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

datiswous

Member
  • Posts

    3223
  • Joined

  • Last visited

  • Days Won

    54

Everything posted by datiswous

  1. I think here is some info about flinders: https://wiki.thedarkmod.com/index.php?title=Breakable_objects#What_happens_when_an_entity_dies? So I think you replace the door model with different door pieces that fall to the ground. Maybe it's possible to make a custom one for wood pieces. Also maybe it's good to add a quick smoke particle or something that happens when it breaks so (maybe) you can hide the transition. I wonder if you could set: "def_flinder" "models/darkmod/junk/door01_broken_piece.lwo" "flinder_offset" "0 0 -5" "def_flinder1" "models/darkmod/junk/door01_broken_piece1.lwo" "flinder_offset" "0 0 5" "def_flinder2" "models/darkmod/junk/door01_broken_piece2.lwo" "flinder_offset" "0 5 -5" "def_flinder3" "models/darkmod/junk/door01_broken_piece3.lwo" "flinder_offset" "0 -5 0" Because I think"flinder_count1" probably makes copies and maybe you don't want same looking door pieces. At least that's my idea currently. But I never tried any of this.
  2. Finally! A new member. Welcome new member.
  3. I think the lockpicks have to go inside the lock. Maybe that's impossible, but otherwise I don't like it much. I think probably for that to work the player has to be automatically moved in the correct position for that to work. Also, this looks like you use two lockpicks at the same time, which isn't the case in tdm (I think). It's still very cool what you did there.
  4. Maybe this info helps, maybe not: https://choosealicense.com/
  5. @GeepI think you forgot to add a license. I think you should.
  6. Ok, I can give it a try. It does depend on enough info-locations available inside the map though. Sometimes there's not enough (I had this with Grayman's WS1).
  7. I was wondering (from conversation here) if it could be useful to load efx-presets in the room(s) bij script via buttons/gui? So you can hear how footsteps sound in the different efx-presets. I'm not sure how you normally do this, but since 2.13 I think you just need to change a spawnarg.
  8. Are you using an old version of the fm, or the newest version? If you use the newest version, you should not get a crash (in Linux). I just post this to make sure that you didn't miss that nbohr1more just fixed the mission and uploaded it to the database.
  9. Well at least there's the source code. I still think it's suboptimal to having to overwrite tdm executable for this. But maybe there's no way around it.
  10. Subtitle files. Not sure if I tested them. I might update them later and re-upload. hhvf_subs.pk4
  11. Is this the same as nameless_objects ?
  12. A quick fix for the paintings in that area: Unzip the materials folder from northdale1.pk4 In the materials folder you find file tdm_models_decorative_wall.mtr . Open it in a text editor. Find material painting03_L and put // (two forward slashes) in front of line program ambientEnvironment.vfp // program ambientEnvironment.vfp Now the paintings can be frobbed without tdm crashing. It might be better to put // before all other instances of this line in the material file. Or completelly remove all frob and ambiant stages. This whole block (frobstages and ambiant stages) can be savely removed. { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/painting03_l_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/painting03_l_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting01_local // Bump fragmentMap 2 models/darkmod/props/textures/painting03_l_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular }
  13. I can confirm this crash (on Linux 2.13) and I found a way to fix it. The issue seems similar to the encountered in fm Down by the Riverside:
  14. This ai doesn't finish his sentence, probably because of idle animation interrupting. I guess it's more noticeable with subtitles.
  15. I downloaded this video: https://www.youtube.com/watch?v=p4nP3lYd6wg and then implemented it as the video briefing in-game. Looks much better (1080p) and it saves half of the space. You can do this by saving the video as intro_cinematic.mp4 placing it in a "video" folder in the root of the fm. Then create a "materials" folder in the root as well and copy the file briefing.mtr from northdale1.pk4/materials into that folder. Then the briefing.mtr needs to be like this: video/introbriefing { qer_editorimage textures/editor/video { videoMap video/intro_cinematic.mp4 } } (so basically you need to change .roq into .mp4)
  16. Can't figure out the save code. The note doesn't help (me) at all. Great mission @Sotha. I think I can already say it's one of my favorites. Would be nice if this had efx though. Many moments I thought a guard was close by, but he was actually somewhere downstairs, but because of no efx everything sounds flat. Here are subtitles (tested). It's only one conversation area though, in this location: ulysses_genesis_subs.pk4
  17. It's a nice mission, but I like most of your other missions more.
  18. Why are all the days on readable's in German? Here are subtitles. I tested them while playing and finished the mission. Maybe you could check for spelling, etc.? You could include them when you fix the previously mentioned briefing bug. Edit: I didn't include the Hemsworth barks ( sound/voices/hemsworth ), because they aren't story related and they have tdm_ in front of the name, so I thought they overwrite core files anyway, but I'm not sure. I can still add them if needed. bathouse_subs.pk4
  19. @GoldwellThis mission skips the difficulty setting screen if you watch the whole intro video. If you skip the intro (pressing mouse or esc key), you do get to see the difficulty screen, where you can select the preferred difficulty before start. Maybe some wrong setting in mainmenu_custom_defs.gui or the file is outdated? Edit: Seems when I change line: #define MM_BRIEFING_VIDEO_LENGTH_1 123766 // for backwards compatibility only into: #define MM_BRIEFING_VIDEO_LENGTH_1 124000 // for backwards compatibility only or: #define MM_BRIEFING_VIDEO_LENGTH_1 123000 // for backwards compatibility only Fixes the issue. Maybe setting the length exactly the same as the ROQ video makes the briefing gui move forward 2 steps instead of 1, for some reason?
  20. This mission does not load at all (2.13). If I skip the intro I see a black screen with music in the background. Pressing esc. multiple times quits (or crashes?) tdm. False alarm. Something was wrong in my install. I did see this in the console when starting the briefing video: [swscaler @ 0x7eb88cf95540] deprecated pixel format used, make sure you did set range correctly
  21. Maybe you mean efx referb? There's a referb slider in the audio settings. Maybe it helps.
  22. Is there a list of missions that needs subtitles more than others? Like a priority/popularity order. I guess maybe Shadows of Northdale, Volta and Hidden Hands? The smaller missions are easier to complete and test, but probably less reason to have subtitles for them.
  23. The only issue I have is that it's possibly a bit too easy (I played medium though and knocked out everyone). For the rest it's a nice small mission.
×
×
  • Create New...