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  1. 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
  2. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  3. I'm not noticing the blackjack helper animation anymore. I tried using "tdm_blackjack_indicate 1" and didn't notice a difference. Is it working for anyone else? Also, the following is in the console log. WARNING:tdm_base01.pk4/script/tdm_weapon_blackjack.script(90): Thread 'thread_701': missing 'ready' animation on 'player1_weapon' (*unknown*) WARNING:tdm_base01.pk4/script/tdm_weapon_blackjack.script(104): Thread 'thread_701': missing 'unready' animation on 'player1_weapon' (*unknown*)
  4. For the menu setting, maybe we could re-purpose the "Show Menu Tooltips" setting. Who would want to not see the tooltips? They aren't intrusive! As for examples, two come to mind. Player frobs some junk item: Don't let everyone think an elephant entered the room. Hold down the 'Creep' key while you move objects to avoid making a ruckus. A guard starts searching the player: A guard is searching for you. If you dare blackjack them, get the drop on them from behind. Forget about bashing from a side or upfront, you'll only make things worse. First one has been a thing for a while if I'm not mistaken and should be communicated; thought we had to rely on the TDM Modpack... The blackjack effectiviness is known to cause confusion, especially on Thief players, since Garrett seemingly knows just the right spot to bash no matter the alert level of a guard. And I don't believe adding the Deadly Shadows-like animation to TDM was a proper solution; players should be able to read the situation instead of focusing on the blackjack, which sometimes you can't even see because everything is pitch dark. Of course, the second example should take in mind a previous standard explanation on blackjacking under normal circumstances when you equip the blackjack, for example.
  5. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  6. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  7. Why not? Is there a technical limitation that you can't add an animation when holding the button? There's a gui for shouldering, is it not possible to have a special gui for long-pressing a button? Indeed, this could be even better. But we need to test it first.
  8. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  9. The thinking behind the current design is as follows: Quick-press frob Pick up body and shoulder it (carry it) Pick up candle/lantern and carry it Pick up an item and carry it Long-press frob (for special action) Drag body or body limbs Pinch out candle Toggle lantern off/on If you are dragging a body, you cannot run off with it. It'll automatically get dropped at some point. So, shouldering a body and carrying a candle are almost the same. Dragging a body, pinching out a candle, and toggling a lantern off/on are all special actions specific to each of them. The timing and animation are identical to TDM 2.11, especially since my patch does not touch that code at all. The only difference is that it is less cumbersome to perform the shoulder action with a single key press rather than two key presses. Yes, it is quicker for the player to perform the action, but the game itself is not acting any quicker. The goal of this proposal and patch is to make these actions less cumbersome for the player to perform. Perhaps play the game a bit more to give your brain some time to rewire itself to the new controls. If you're still not satisfied, you can set the cvar to use TDM 2.11 behavior. tdm_frobhold_delay 0
  10. 3607: Add dip to shouldering bodies "When the player shoulders a body, a short rotation down of the POV, to simulate bending to pick up." Based on the 3607 description, it looks like the animation is as intended -- at least on my machine.
  11. The Dark Mod 2.08 https://bugs.thedarkmod.com/view.php?id=3607 Beta Testing Thread: Perhaps the shouldering animation is broken if the executable is used with the latest SVN assets?
  12. I'm not sure what you are referring to. The animation and timing are identical to TDM 2.11. It should look no different than a "Frob/Interact" followed by a quick "Use Inv. Item" in TDM 2.11. Could you please explain a bit more?
  13. Hey, have you guys seen this? http://www.decarpentier.nl/armed-mine "Suppose a game character needs react to the direct impact of a bullet on its body. Trying to achieve this accurately for all possible impact positions under all possible conditions using only an animation system would require an enormous set of available animations to choose from. Only then, impacts would fit nicely with the any previous pose and activity. Alternatively, the animation system (and possibly other systems, like inverse kinematics) could be used to generate a frame-by-frame pose that acts like a target to drive an actual physically simulated character body towards. This would be a bit like having a virtual puppeteer (the animation system) control a simulated marionette (the simulated character body, or rag doll). Obviously, you could try to set the simulated pose instantly to mimic the target pose, but this would simply hamper and override the physics simulation, causing it to break in various ways. Instead of using infinitely strong marionette strings, it’s better to drive the body by relatively weak virtual springs. This way, the physics simulation always has the final say. For example, the body would normally match the animations closely. But when shot, the body would receive a physical push from the impact. This impact will push the pose away from the target pose, stretching the springs. Consequently, the stretched springs will start to push back towards their rest length, restoring the actual pose to the target pose over the course of a (fraction of a) second." Theres a full article explaining the mechanics, as well as a download link for the the source code. The result is bizarrely interesting. A thing that pushes itself pysically no matter what direction its facing, and reacts in real time to force (impact, bumps in direction). It would be brilliant to have TDM AI reacting more organically to force/damage, specially when hit by arrows, sword blows or thrown objects.
  14. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  15. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  16. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  17. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  18. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  19. Been getting into this stuff lately and thought I'd chime in. Blender can bake any animations and attach bones automatically. It can even assign bones to each vertex for very complex and detailed morphing that uses rigged armatures (MD5) instead of embedded vertex animations. It's all possible, but the problem is that it's very expensive, so you need to manually optimise everything and think carefully about the actual end use-case. For example, you might get away with having 1 object doing a very complex morph in a cutscene, alone in a room with a fully curated environment, but not a warehouse full of hundreds of them all dynamically animating and interacting with the player. I believe the MD5 format can probably handle a lot, but still have some hard limits in terms of number of joints and vertex assignments per bone, so that needs to be determined. Ogre has a limit of 256 bones per object and 4 bones per vertex, which is normally more than enough but quickly gets challenged doing this kind of baking. A very low-tech solution is to decrease the "resolution" of the keys along the timeline. Default is 24 fps so baking will add a key to each one of those frames. Simply scaling everything in the Graph Editor 0.25, then again at 4, then optimise ("Clean Keyframes/Interpolation Mode") can quickly lower the density of the keyframing and save a lot of memory. When baking physics to animation, you want to keep a higher density at the moments of impact and lower density when the objects are falling/flying and coming to a rest at the end of its timeline. Different optimisations with different properties (even axes) can be done to minimise the keyframes without sacrificing the finer details of animation too much, with a little more effort. You can easily reach a point where it becomes quite useable by today's standards, if you're willing to put in the effort. I didn't even get into addons and scripts yet. In terms of having a character, like a werewolf, that would do a full morph in a particular sequence - it sounds like you want 2 entirely discrete characters with a 3rd morph-sequence-entity that only occurs during a self-contained scripted transition, basically so that the character itself isn't lugging around 100s of bones and MBs of keyframes. Anything more complicated would require a more robust animation system engine-side, like ability to blend animations of specified bones while allowing the influence of others - animation-blending. IdTech4 doesn't have it. Doesn't mean you can't be clever and invent some workarounds, though. (500+ bones, already too much for my comfort. Working on ideas to solve that...) https://www.blendersecrets.org/secrets/copy-animation-from-one-object-to-another https://blender.stackexchange.com/questions/68907/add-a-bone-at-each-vertex-location https://blender.stackexchange.com/questions/168241/setup-bones-on-cloth-sim-so-that-you-can-transfer-it-to-unity-via-fbx-export
  20. @Oktokolo There is no point in "anticipating behaviour" if it is completely random and leads to players quicksaving before approaching ai, just to quickload again on failure and repeat the exact same pattern that works this time just because a different random animation got played. And of course you can try to knockout any ai before it detects you, but that more or less neglects the whole purpose of pickpocketing. The player needs to have a chance to anticipate, some information that helps him to decide upon. When a guard is going to relight a light, it will significantly move apart a typical route, and the light won't shine immediately, but an animation is played accompanied by spark particles and sound. If it is an electric light you can see the ai approaching a switch. So there it is clear what will happen and so you can anticipate. A change of direction is normally within the shapes of the surrounding level geometry, so it makes sense and can be expected. A stationary guard that sometimes turns around will (if properly setup) do so often enough that the player is aware of that behaviour before getting close enough, so he can adjust his tactic. The issue here is a completely different one and, what is also important, not intented! This happens only with one animation for a specific class of ai. So it can easely happen that even a long time player doesn't even notice this behaviour. How do you expect someone to anticipate that under such circumstances?! The problem is that in the future every modeler making an animation would have to made aware of this, which is not likely to happen. So on the long run we would be going to run into this issue over and over again.
  21. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  22. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  23. In High Expectations one of the guards uses the urinate animation which I think involves the 'penis', but IIRC I think some message appears on the console about not being able to find the 'penis attachment' (which to be honest is better that way as it thankfully never makes an appearance). I never used the penis entity directly. Also I could reproduce the bow crash in the starting tunnel pretty easily just by partially drawing the bow and cancelling it until it crashed. Sometimes it takes a while but you shouldn't need to go up into the street and do anything crazy.
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