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Posts posted by datiswous
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Putting the dds folder in the root tdm folder does it, so you have the same folder structure as in the pk4, you don't need the other extracted files and folders though. You don't have to repack it. Be aware that if tdm updates the file in a future update, you won't notice it because you're overruling it. Therefore it's important to remove all the files and folders that you don't want to override from the dds folder.
To sum it up:
- extract the dds folder from tdm_gui01.pk4 and put that folder in the tdm-root
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remove everything that you don't want to override from that folder.
So in this case keep /guis/assets/objectives/parchment_ingame.dds (including that folder structure)
I'm not an expert and there might be a better way, but this seems to work.
Might be something for a plugin, to darken all readable assets in all missions.
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Well, you can make a darker version of parchment_ingame.dds . I think you can unzip the dds folder inside tdm_gui01.pk4 and inside that there is /guis/assets/objectives inside that there is that file. If you make that file darker (or completelly change it), TDM uses that instead of the one in the tdm_gui01.pk4 .
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I tried to get it working. The D3 port of Trenchboom gives mentioned above error and with the normal version of Trenchboom I could import them in DR, but then I got an error at Dmap in tdm. Well maybe it can be used for Doom3/Quake4/Prey mapping.
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Congratulations on your first fm. It's a very interesting mission. Would like to see more missions on moving platforms.
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16 hours ago, jonri said:
What FPS do you have in that car? (set com_fps 1 in the console)
It's actually com_showfps 1
15 hours ago, Marbrien said:I don't know how to open the console.
Press Ctrl + Alt + ~
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In the wiki there is a detailed list of video tutorials:
https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials
I think the startmap.pk4 is still very relevant.
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On 5/4/2022 at 8:41 PM, freyk said:
I love those mgs2-like weather effects from this map for RTCW 1.
Add such effects with a gui overlay? Is that how it's normally done in tdm (I think so)?
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Mark it solved
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Rochard. If you like:
- Platform games (somewhat) - Check
- Puzzles - Check
- A decent story with good acting - Check
- Good music - Check
- 3D graphics (background) - Check
- Gravity control - Check
- A Gravity gun - Check
I love this game. Never found something seriously comparable.
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On 7/17/2021 at 2:00 AM, Zerg Rush said:
Most metal fans, like me, love classical music, because metal and classical music have a lot in common-
Ah that's why I don't like both.
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23 hours ago, demagogue said:
two pathfinding scripts,
What, Only 2?? Is this automatically used based on the aas or something? What would the fire elemental use?
Some in-water creatures like fish would me nice, although maybe md3 would be enough for that.
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For what game?
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1 hour ago, SirGen said:
Sorry, I can't seem to remember how to use spoiler tags.
There is an eye icon in the post editor toolbar, this adds a
Spoilerspoiler
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On 3/7/2022 at 1:01 PM, stgatilov said:
JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help...
It works for creating screenshots. Saving still crashes to desktop.
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On 4/23/2022 at 3:34 PM, Araneidae said:
There was a very long pause before it crashed.
I have the same. It also happens when making a screenshot.
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14 hours ago, thebigh said:
One cool effect I'd like to see is a key ring. No more cycling through numerous keys in your inventory, keys you grab go on the key ring which then opens any door to which you have the right key.
It's interesting. I guess when you pick up a new key a key is created in your inventory which replaces the previous key based on what it is supposed to open (inv. icon might change as well) in combination of what you can already open. I guess you can have some sort of tracker that tracks your current keys and selects the correct key based on that info. At least that is how I think about it.
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I had a similar crash in 2.10 with the save room saving in Hazard Pay. But maybe it is unrelated.
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On 4/7/2022 at 4:48 AM, thebigh said:
Dynamically stretching and skewing walls isn't so easy. I'm not sure if TDM has the capability to move individual brush vertices, edges, or faces.
Well, if you can make a sliding wall (door), you can make a sliding room (to expand a hallway), or make a room smaller by moving all the walls + ceiling inwards. I would think.. So much to try out.
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4 hours ago, stgatilov said:
Although it won't help you if someone uses jpeg file in texture or as SEED map.
Is this not only an issue with writing jpgs? Texture is loading if I'm correct.
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On 3/21/2022 at 7:11 PM, nbohr1more said:
Yep. Linux is a bit of a pain.
The last time I tried replicating a crash, I invoked "gdb thedarkmod.x64" and then "run" and when the application crashed, I invoked "step" to see subsequent operations.
After doing more digging, most Linux distros should have kdump installed and the /etc/kdump.conf should show the path where crashes are supposed to be written.
The kdump data is also supposedly able to be parsed by gdb.
If you have working info for Linux crashdumps, maybe you can update the wiki article?
https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes
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Mabe better to not clutter this thread with feature requests and discussion about that? Just keep this about dev-testing.
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I think the Notes window for missions should be listed in the main menu (when mission is installed), because previously it was accessible directly every time you start the mission. Now not anymore with the new menu.
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Sure, I will try it out
What does "Bad Internal Format" even mean?
in TDM Tech Support
Posted
The updater is an old program. It is not used anymore for updating tdm. For updating you use the installer. If you don't have the installer, you have to download it, dump it in the tdm folder and start it.
I think it would be helpful if you tell which versions you're currently running. Apart from that you probably get better (faster) support if you update first.