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  1. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  2. 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.
  3. DarkRadiant 3.0.0 is ready for download. It took a while, but DarkRadiant 3.0.0 is finally available. Most of the time has been spent on improving DarkRadiant's renderer, which now features shadow mapping support of up to 6 lights. It's still not matching the engine's output (especially in terms of performance), but it should be faster and much more helpful than it was before. The effort that has been put into the renderer rewrite plus the bigger changes in the previous few releases make the jump to the next major version feel more than justified. Besides of that, a lot of non-renderer issues have been resolved in this release too, next to some fine usability improvements. For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.0.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.14.0 Feature: Realtime shadow mode Feature: Allow way to hide some entities in Create Entity list Feature: MD5 Animation Viewer: show current frame & total frames Feature: MD5 Animation Viewer: jump to frame Feature: DarkRadiant warns about missing .darkradiant file on load Feature: Ability to center 3D camera on selected entity Feature: Cut functionality to complement copy and paste Feature: Save user settings by application version Fixed: Free Rotation not working anymore, can only rotate along 3 axes Fixed: DR crash with combination of mouse buttons pressed Fixed: Git Sync Exception: too many redirects or authentication replays Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Fixed: Selected Skin not showing in ModelSelector Fixed: Reload Defs takes longer every time Fixed: ForceShadows materials are not casting shadows Fixed: Objective GUI doesn't display properly in some places Fixed: Crash on loading certain maps Fixed: Vertex colours do not show on models in lighting mode Fixed: Entity inspector shows inherited spawnargs of previous selection Fixed: DR overwrite order for defs is different from TDM's Fixed: X/Y and Camera View bindings don't save properly Fixed: Material Preview rendering Fixed: "Replace Selection with exported Model" sets classname to "func_static". Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant Fixed: Rotating a func_static result to random stretch textures Fixed: DR crashes when syncing with remote Git repository Fixed: Switching visibility of Github repo from public to private causes crash Fixed: Dockable window layout doesn't save new floating XY views Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg Fixed: Entity inspector considers inherited colors black Fixed: ReloadDefs moves def_attached light crystals to entity origin Fixed: Option to filter skins out of search results in the Choose Model dialogue Fixed: .lin files can't be opened if different case than .map name Fixed: Model chooser radio box selection issue Fixed: Changing multiple lights between omni/projected resets colours to black Improvement: Allow absolute paths for snapshots Improvement: Light diamonds and Speaker radii are transparent Improvement: Unify Declaration Parsers Improvement: Add "Create Particle" to right-click orthoview drop-down menu Improvement: Revisit Interaction Shader to get closer to the TDM looks Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs Improvement: UI for worldspawn-to-entity conversion Improvement: classname field should always be read-only, to force use of the "Choose entity class" button Coding: Update solution and build dependencies to Visual Studio 2022 The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  4. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  5. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  6. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  7. Three possible approaches come to mind: Make it adjustable. Maybe not a slider, as players shouldn't spend half an hour finetuning the animation. But if there would be two or three options to choose from, it may be a good start. I cannot make the animation raise higher, though, without a new animation. Make it depending on the current player illumination a.k.a. lightgem value. In dark areas rise the blackjack higher, in lit areas lower. A generally lower arm raising, so it is less distracting, but add the same time an acoustical hint that tells you the arm is raised, even if you cannot clearly see it. (As well as an acoustical hint for lowering the blackjack). Personally I guess I would be in favor of (3) probably, although I am not someone who would use the system at all, so I can life with all approaches. But I am all for the argument of making it as less intrusive as possible and not a big fan of unnecessary costumization, so (1) would be my last resort. I am open for suggestion, of course.
  8. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  9. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  10. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  11. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  12. Hmm.... then I must have misunderstood it. Thought the only change is the animation/indication. Still seems pretty finicky though. Edit: After reading a few pages of the linked thread, I must admit that I still don't fully understand what the changes are. Sounds like Obsttorte wanted to change the way the blackjack works directionally (i.e. that blackjacking from the front doesn't work anymore), but, it seems like some other members intervened and argued that the rules should not be changed, so, I'm puzzled about what has actually changed, apart from the indicator animation. From playing, I would say that the changes, if any, are very subtle.
  13. This is a list of all Animations (human, 3rd person) needed for TDM. It provides both a list of what we would ideally like to have for TDM 1.0, as well as a guideline to future animations after release. Currently I'm only tracking the animations used with our default skeleton, as all our humanoid AI should eventually use that skeleton, and therefore the same list of animations (some characters, like zombies, would be an exception). The first number indicates how many animations already exist and have been exported to the proguard and similar models. The second number indicates how many versions of the animation we would like to have for the 1.0 release. Obviously it's better to have at least one version for each animation before working on alternative versions. ***NOTE: This list should now be up to date for our new skeleton as of May 01, 2009*** ** entries with stars beside them are not essential for 1.0, and should wait until after release. Entries that are essentially completed are crossed off. Animations Master List Movement Walk, generic (1/2) (a serious patrol walk and casual civilian stroll) **Walk, female (0/1) Walk, torch (0/1) (holding object in left hand with closed fist) **Walk, drunk (0/1) Walk, blind (0/1) (for AI blinded by flashbombs, or possibly in pitch darkness) Walk, alert (0/1) (patrolling with weapon in right hand, ready for trouble; like T2 walks) Walk, alert, torch (0/1) (weapon in one hand, torch in the other)? Walk, suspicious (1/1) (walking slowly towards stimulus, alert 2) **Walk, carry (0/1) (holding a tray or other two-handed thing out in front) **Walk, wading (0/1) (AI wading through water or deep snow) Walk, frightened (0/1) http://forums.thedarkmod.com/index.php?s=&am...st&p=108009 Run, generic (1/1) **Run, female (0/1) Run, torch (0/1) Run, defensive charge (0/1) (AI raises left arm to shield face, weapon drawn) Run, panic (0/2) (fleeing, no items carried) Search, active (1/2) (AI walks around cautiously looking for the player, weapon drawn) Search, active, torch (0/1) (same as above but AI holds up light to illuminate their way) **Land from fall (0/1) (AI lands after falling, use knees to cushion fall) ================================ Idling Idle, generic (0/3) (just standing there doing nothing) Idle, drunk (0/1) (swaying back and forth; poor balance) Idle, torch (0/1) (holding torch in left hand) Idle, sit (1/1) (sitting down on chair; hands in lap?) Idle, sleep (0/1) (lying down, breathing) Idle, waiting (0/1) (hands behind back) **Idle, crossbow (0/1) (Holding crossbow in both hands, casually) Idle, turn 90 degrees (0/2) (left and right) Idle, turn 180 degrees (0/2) (left and right) Idle, cough (0/1) Idle, minor movement (0/5) (shifting weight, turning slightly, tapping foot etc) Idle, stretching (0/3) (stretching arms forward, arching back, yawning, etc) Idle, scratch (0/3) (scratching chin, hands, butt, etc) Idle, drink/eat (0/2) (reach out at table level and bring hand to mouth) Idle, spit (0/1) (turn head and spit on the floor) ================================ Combat Pain, generic (0/3) (AI flinches in pain--must be very quick animation) **Pain, leftarm (0/1) **Pain, rightarm (0/1) **Pain, head (0/1) **Pain, gassed (0/1) (AI clutches throat) Pain, failed KO (0/3) (AI just took blow to head; perhaps stumbles; but shakes it off) Draw, weapon side (1/1) (draw weapon from left hip, like sword) Draw, weapon back (0/1) (draws weapon from over right shoulder, like hammer) Sheath, weapon side (1/1) Sheath, weapon back (0/1) Combat idle (1/3) (AI stands ready to attack; eventually different animations for different weapons) Attack, bow (0/1) (includes drawing an arrow over right shoulder, then aiming and firing--code will pause during aiming) **Attack, crossbow (0/1) (raise crossbow, aim and fire (no drawing quarrels)) Attack, right slash (1/3) (eventually different animations for different weapons) Attack, left slash (1/3) (eventually different animations for different weapons) Attack, overhead slash (0/3) (eventually different animations for different weapons) Attack, quick thrust (0/2) (eventually different animations for different weapons) **Attack, spell (0/2) (mage/priest does some magical gesture then throws a spell effect) Attack, throw (0/1) (throws a bottle/shoe/dagger) Parry, high (0/1) Parry, left (0/1) Parry, right (1/1) Parry, thrust (0/1) **Death, drowning (0/1) (AI struggles to swim for a moment but sinks) Cower (0/2) (panic state, hiding or cringing) **Surprise (0/2) (jumps back, startled) ================================ Conversation Conversation, generic (0/4) (generic mild hand gestures people make while talking) **Conversation, angry (0/2) (shaking fist, gesturing wildly) **Conversation, shrugging (0/1) (an "I don't know" shrug) **Conversation, shout (0/1) (one or two hands up to mouth to call/shout loudly) **Conversation, salute (0/1) (roman military salute; fist to chest and then hand out straight: http://www.romanempire.net/romepage/images...001/salute.jpg) **Conversation, affirmative (0/1) (nod head) **Conversation, negative (0/1) (shake head) **Conversation, blessing (0/1) (raises two fingers and makes sign of the hammer in the air; like the sign of the cross but only two strokes) ================================ Actions Sit down (1/1) Stand up from sitting (1/1) Lie down on bed (0/2) (left and right) Get up from bed(0/2) (left and right) Search, give up (0/2) (suspicious look around yields nothing; hands on hips, looking aroung perplexed: http://forums.thedarkmod.com/index.php?s=&am...t&p=108009)) Search, kneel (0/1) (kneel down on one knee to check out blood/body, etc --assume weapon in right hand) **Search, look under (0/1) (bend over to check under bed, table, etc) Interact, grab (0/2) (generic reach out for something--high, med) **Interact, turn page (0/1) (reach out and move hand horizontal as if turning page) **Interact, grab low (0/1) (bend over and pick something up) **Interact, pound (0/1) (pounding on a door to get someone's attention) Interact, warm hands (0/1) (hold out hands towards heat source to warm them; perhaps rub them together)
  14. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  15. The console messages I posted above include: missing 'ready' animation on 'player1_weapon' missing 'unready' animation on 'player1_weapon' And, the script file has: script/tdm_weapon_blackjack.script 90: playAnim( ANIMCHANNEL_ALL, "ready"); 104: playAnim(ANIMCHANNEL_ALL,"unready"); So, the questions I have are: Where are those animations defined? What is keeping the game from finding them? Edit: It looks like they are defined in "def/tdm_weapon_blackjack.def". def/tdm_weapon_blackjack.def 143: anim ready models/md5/weapons/blackjack_view/ready10.md5anim 144: anim unready models/md5/weapons/blackjack_view/unready10.md5anim
  16. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  17. I think @Daft Mugi’s goal in exploring all of these things is smoothing the transition from thief players into the mod of which many, including very prominent fm authors, are vocally critical and dismissive of often because of these types of mechanical differences we are all used to at this point. It’s an effort worth encouraging, even if some changes can’t make it into core over concerns like backwards compatibility which could be valid in cases like this. Either way I would offer the script up to mappers as a way to extend their missions if it’s possible to package it in such a way. The example of Volta was brought up as one which might potentially break as a result of this being implemented at the core level - that is also a mission where the player movement speed, the ai damage model and animation rates, weapon animation rates, blackjack behavior, etc have already been tuned extensively by the author to be more like thief. While not as extensive I did similar things in my mission. So I would think there may be authors interested in designing around more thief like mechanics. Probably a valid argument that it also bad for these things to be inconsistent across missions, but the ship has sailed at this point and this type of extendability is also what makes TDM great. Personally I find it a bit annoying when mappers don’t design a railing or ledge to allow a clean body drop over (come on - just make 40 units please), but there is no arguing that regardless of whether or not they intended this as a consequence, they did certainly design that way.
  18. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  19. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  20. @snatcherThe point of this thread and what I am currently working on is a different implementation of the blackjack attack, replacing the animation based one with a more straight forward approach, in this case a trace. The rules, under which a blackjack is considered successful as well as any other gameplay aspects are untouched. In addition, the indication animation does neither affect the execution of the attack nor the ruleset. And it is not intented as a "solution" as you call it. It is intented as a help for new players and is currently still work in progress. Before making suggestions you should really read more carefully what the scope of the work discussed in a thread is, as you tend to bring up things that have nothing to do with the matter at hand (not for the first time). And you still haven't brought up an actual argument for the point you made about the indication animation. Just repeating that it is "too much" doesn't make it true.
  21. I tried the latest trunk and saw the blackjack animation. I'm not sure what the animation itself intends to solve? I see cases where hand is not raised but hit causes KO. Aside from that, the target often moves, in which case this animation lags too much behind. And it feels like a visual noise in general, because the hand goes up and down all the time. As far as I remember, I detected only two problems with KO: Ceiling or doorway blocks it: very annoying for everyone. Helmeted guards are hard to KO, meaning that some hits fail pretty randomly. There are some standard rules about when and how someone can be KOed. I suppose it's something like: Civilian: in any state from any direction Guard: from any direction (maybe only from behind when alerted) Helmet guard: only when not alerted and only from behind Helmet + face grill: no way to KO I recall I suggested removing the additional difficulty in KOing helmeted guards. Because adding such unpredictable difficulty in this case only makes player's life more annoying: if he wants to KO helmeted guard, he'll do it anyway, but after a series of reloads.
  22. If the can-blackjack animation is automatic (not initiated by the player), please put that animation behind a cvar. If it is like TDS, definitely please put that animation behind a cvar. For example, a blackjack helper toggleable option. Also, considering blackjacking from the front as an exploit is surprising. There can be more risk with that approach, since a guard might see the player and become alerted, making them unable to be knocked out. Blackjacking from the front can be carefully planned as well, so I don't know why that line of thinking is just for blackjacking from behind.
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