Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/animation/' or tags 'forums/animation/q=/tags/forums/animation/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  2. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  3. Sorry if this was already reported, but Ive experienced pulling back the bow and the arrow model just disappearing. The bow will still be there, ill fire and the projectile will still launch, but not arrow on the view model. Strangely it doesn't always crash when that happens. This was definitely already mentioned Just confirming the arrow disappearing, shooting, but then not crashing, which is odd. EDIT: Ill start attaching the debugger. I have lots of guards in the mission but none of them are using the urinate animation. Does it happen randomly somewhere in the code? I can just try adding 50 guards lol.
  4. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  5. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  6. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  7. Interesting... hmm. As far as I know that animation is only called by a path_anim or path_cycleanim entity in a map or maybe by an authors custom script. I have seen it in missions before, so I know its been used. It could be buried deep somewhere in the AI's core code though, which would be... an odd choice to say the least.
  8. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  9. Well, my idea does not work. In reality, the penis gets created/recreated/reattached many times: anim urinate models/md5/chars/guards/proguard/animation_urinate.md5anim { prevent_idle_override frame 1 call overrideLegs frame 30 attach atdm:penis_s penis hand_l frame 30 sound snd_rustle frame 55 reattach penis LeftHips_Dummy frame 70 destroy penis frame 70 attach atdm:penis_urinating_s penis_urinating LeftHips_Dummy frame 70 sound urinate frame 340 destroy penis_urinating frame 340 attach atdm:penis_s penis LeftHips_Dummy frame 375 reattach penis hand_l frame 425 destroy penis frame 425 sound snd_rustle } As you see, the penis is already destroyed at the end of animation. And then there are two more ways to delete it: "attach" command looks at "remove_delay" spawnarg, and if it's positive, then schedules removal of the attachment penis also has "tdm_suicide" script attached, which also checks the same "remove_delay" spawnarg and deleted the same entity after this delay from script thread. So, why do we have 3 ways to destroy the penis?
  10. I have an idea. From time to time, these kind of guard create a penis during animation. This penis creates a thread during spawn, but it starts it as DelayedStart(0 ms). Instead of running the script immediately, it stores its entityNumber onto the callstack of the script thread. Let's suppose that for some reason penis gets destroyed immediately, and bow attachment gets spawned at this exact moment: then the bow attachment reuses entityNumber of the penis. At some moment suicide thread wakes up, reads entityNumber from stack, and kills the entity with this index --- but now it is bow attachment instead of penis. That's a simple explanation why dangling pointers are dangerous! However, if this really works like this, the whole scripting should be completely broken, since scripts in general often wait long time, and all the entities they reference might die during waiting. I can hardly believe this situation is always handled that bad. I'd like to ask people who have used scripting a lot. What happens if you have a local variable X of type "entity", then you do "sys.wait(1.0);", and then try to use X but it has died during waiting?
  11. Could it be something as simple as the arrow being drawn in the bow animation, isn't the same object being shot, and the arrow being drawn is destroyed at the same time as the player releases the attack button?
  12. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  13. Is it possible to have a different style of door? For example a window or a trapdoor. I mean is the animation of door opening and screen fading to black easy to implement on other type of doors? Edit: Nevermind. I figured it out. Answer is yes.
  14. I had a curiosity: Is it possible to define an item that is picked up and used by nearby AI occasionally, without necessarily having to link a path node to it or target it from the AI? For example a wine bottle on a table: The AI picks it up drinks from it and puts it down, while patrolling next to it then resuming their patrol after using it (playing an animation). Looking at the AI prefabs, an AI need to target things such as food items with the "pickup_bottle_pickup" or "eating_apple" spawnargs. Is there a way that's proximity based and doesn't require that?
  15. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  16. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  17. Okay, now this is a super cool idea! Social roleplay always felt a bit underdeveloped in immersive sims of Looking Glass descent, but that's a thoroughly understandable compromise. Social roleplay potentially makes the NPC decision tree logic and sound/animation requirements explode in complexity, such that not even AAA game makers generally want to touch it. But there is new technology around now that I think can overcome a lot of those difficulties quite economically. This is something I really hope will be picked up and start rapidly evolving for TDM in the near future. But for now some initial reactions: It's quite sensible to just use headgear to simplify matters with the player model. Maybe as this evolves more the guard disguise could be a helmet plus sur-coat/tabard. That would be plausible for the PC to quickly slip on and would not change his/her arms, but it would make a more believable disguise. And it could be even more plausible by introducing light-armored variant guards wearing sleeves and gloves like the PC! A similar civilian set might be a wide-brim hat and an over-coat or great-cloak. I unfortunately don't have time (or skills) to dig into this now, but I'd love to know more about the implementation: Does it it make you more visible to NPCs that are against your purloined team? That seems like a reasonable balance concession. Does it take time to put a disguise on or off, and do you need to be concealed for it to work? Does doing thief-y things like stealing (from nobles) or mantling around like a damn-acrobat make your disguise degrade faster? I wouldn't expect that level of complexity with only 3 days work, but it would be cool. Speaking of complexity, it seems like you could evolve this further to give each NPC an individual suspicion meter for each player disguise. Then you could do away with the artificial suspicion meter and have more sophisticated roleplay situations. I am excited to see this develop, and I really hope it can soon find a home in some future FMs!
  18. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  19. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  20. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  21. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  22. @stgatilov Could this be similar to the book animation lag/stutter issue?
  23. We will look at some of this stuff, but SPOILER tags, please!!!
  24. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  25. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
×
×
  • Create New...