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  1. 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.
  2. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  3. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  4. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  5. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  6. The interesting question is.. How much effort does one need to put into them to make them work ingame in terms of performance, detail and animation.
  7. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  8. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  9. @chakkmanAhh right so I see what's happening there. The beast is playing an "eating" animation which is making his head very hard to hit Probably similar to their crouch and maybe other animations such as the walk. It could also be that their head is just too far forward in a lot of cases. Sucks because thats a lot of animations to fix if it is indeed the problem. Thanks for finding this. I don't know if I'll have time to fix that animations soon, but as your playing just be aware when their head looks up and down, it will also change the hit detection volume. I can't tell from the video but is your blackjack raising up to signal a successful hit? It should shift up slightly if you are about to get a KO. That was integrated in 2.11
  10. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  11. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  12. "Mantle roll" refers to the player's view rolling or tilting during a mantle. The "mantle roll" option sets the amount of roll/tilt applied to the player's view. You can try it out yourself in 2.11 (or later) using the "pm_mantle_roll_mod" cvar. Set it to "0" for no roll, "1" for 100% (or regular) roll. Personally, I set it to "0.1" for 10% of the regular roll animation. I chose "mantle roll" to match the term for the head bob setting "bob roll" (pm_bob_roll). Any suggestion for a better term than "mantle roll"?
  13. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  14. I had a look at the C++ code, here's what I found (I'm no expert). There is code that attempts to deal with AI being blocked when on a path. Specifically, MovementSubsystem::CheckBlocked has this line: if (traveledPrev < 0.1) // movement is very close to zero traveledPrev is the distance travelled during the previous cycle. If this check is true, the system thinks that the AI might be blocked, and it starts processing movement a bit differently. With most AI, their walking speed is such that this check only happens when they bump into something. But the spider_child walks so slowly that sometimes this check happens even when isn't blocked. I think that's what is happening here - normal walking by the spider results in the movement subsystem thinking that the spider is blocked, so it has the spider back up and try a different path. So the spider looks like it is doing an animal patrol. The walking speed of an AI is determined by its walking animation. To test my theory, I made a custom spider_child that uses the ai_spider's animation, and sure enough, it followed the corner paths correctly (because it is walking faster). The downside is, the spider_child looked weird as heck, because the animation is made for a larger spider. So this really isn't a solution. Maybe the spider_child animation needs to be modified (sped up)? Or the code needs to handle slower creatures? I don't know. This explains why your timescale change allowed the spider to follow the paths - by speeding it up, it was moving fast enough to avoid that check in the C++ code. Edit: If you set "anim_rate_walk" to 1.6 or greater on the spider_child, it seems to work fine. Give it a try.
  15. The mystery is solved, because I just tested it on the Bafford mission. I only engaged with one guard; clubbed him to death with the blackjack, and then knocked him out while his death animation was still playing (this is slightly qwerky to pull off and is generally more likely to occur in dark areas). But it registers as both a KO and a kill on the stats screen, in spite of the fact that it was the same guard and he was killed before he was knocked out! lol
  16. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  17. I found this free AI tool, which maybe is usefull for you. Wonder Studio is an AI tool that automatically animates, lights, and composes CG characters into a live-action scene. It takes single-camera footage and detects the actor's performance, transferring it to the CG character with automated animation, lighting, and composition. It also allows for multiple characters to be used, and has an artist community with free characters (or use own). It is designed to make hard VFX shots a thing of the past. https://wonderdynamics.com
  18. I looked but didn't see this video posted in these forums. It's pretty cool.
  19. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  20. 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.
  21. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  22. Everything is closed source, there was a low property limit, and a mechanism slowly adding to that property count during mission making, so FMs don't compete with OMs too much (removed by Snobel years later), and the only way to make any custom content is to have a very peculiar version of 3dsmax (5.1) and other odd tools (e.g. MilkShape for animation).
  23. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  24. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  25. It seems we killed two birds with one stone (double model / lights on) by moving the attachment from the entity to the animation: anim idle models/md5/weapons/mod_playerlamp/idle.md5anim { frame 1 attach mod:attachment_playerlamp hand_r frame 1 sound_weapon blackjack_sheath frame 12 melee_hold } The lamp no longer auto-spawns but script/tdm_user_addons.script is still required to load script/mod_weapon_playerlamp.script. Console command to spawn the lantern: spawn mod:weapon_playerlamp In v0.2 I also updated def/tdm_player_thief.def to version 2.11 (thanks to @Dragofer). z_handheld_lamp_v0.2.pk4
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