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Strange enough I think we still don't have mission briefings styled like this: I was thinking about this and what I would change/improve style wise. For example in the video the text is stamped on every picture making the pictures smaller. With tdm's subtitle support this isn't really needed.. Also, I thought about possibly implementing subtle animations in some pictures (motion-comic style) and it would be nice if you could see which picture is played, by making it a bit brighter than the rest.
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The same kind of GUI animations like in Thief 3? Requires some extra coding for those effects.
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Priest model's skinning was horribly mangled so I fixed it in the repository and on Sketchfab. It's still bad, but at least not fubar. The collar should be stiffer now and I glued the stole to the legs. It doesn't look great in idle animations but better when walking.
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- pbr
- physically based rendering
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I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections. Here's an updated .blend file with male NPC animations. .blend file with a female model Like before: use armature_control to animate the model when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor
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And for #2 there was equally a setModel() correct? They should work for most entities I imagine at least static ones. Biggest question here is if the models being set are precached in case they aren't used elsewhere on the map, if not the player will likely get a quick jitter and console warning when they first activate and load. Biggest question is how to make an AI or ragdoll disappear and become completely disabled, then reappear again when reversing the effect. In the past I'd just teleport them away, but this becomes an issue if the AI patrols across a path_corner chain especially ones that play different animations like sitting or sleeping: You can only teleport them at a fixed point and not where they left off when disappearing, the engine will likely complain about having no path to the next node while the AI is in the invisible room then not know where to go next when the AI is brought back if it's at a fixed respawn point in that area.
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Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
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Lieutenant 1 In Plain Sight: I can't get out of this situation
datiswous replied to tes's topic in Fan Missions
Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807 -
well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
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Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
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- tdm
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I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
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You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
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I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
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I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
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Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
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How can I create an account on the TDM wiki?
nbohr1more replied to Fiver's topic in TDM Tech Support
(Again ) Not that I have the authority to approve / deny this but I think that your odds of approval would increase if you refrained from opening bug-tracker tickets for issues that are "mission specific" and must be fixed by the mission author rather than the TDM Team: https://bugs.thedarkmod.com/view.php?id=6540 Your privilege to add to our wiki is contingent on your comprehension of both technical attributes and "standard conventions and policies". That ticket indicates that you don't quite grasp the latter yet. Normally, wiki contributors have submitted some work such as textures, models, scripts, animations, missions, code, etc. A valuable tech-demo or asset tends to fast track approval. Otherwise, if your contribution is voted as helpful in a dedicated forum thread that can also speed up the process. Rather than opening a thread about "wiki access", open a thread under TDM main about player concerns or under the Editors Guild about mapper / mission topics that need better documentation. -
As someone focused on attempting special FM's with slightly unique stories and genres compared to most missions, especially when it comes to adding a blend of scifi to the mix, I could use a repository of readily available custom assets that deviate from the default theme. Obviously I can grab anything from OpenGameArt or BlendSwap, but for a lot of stuff converting models or creating materials might be a lot of extra work better spend actually getting a map done. I know there were a lot of mods for Doom 3 / Quake 4, which makes me wonder if any freely licensed ones were ever released: Almost everything made for vanilla idTech 4 should be compatible with TDM and possible to copy-paste into a FM, especially when it comes to decorative models or textures or sounds, they should be plug-and-play from any Doom based project: I'd only need to know they're freely licensed and at worst CC-BY-SA-NC like TDM. Only exception is AI: We use our own rig and animations, any custom character must have been made for TDM. Though when it comes to monsters, granted they have their own animations and IK for ragdolls included, I suspect any md5mesh can be easily adapted with a custom def based on the spider AI: Technically even humanoids might work since I don't think we're limited to a hardcoded rig... we do however have a lot of specific animations for those so any complex character would need anims for walking / attacking / using / more which can be remapped, things like firing the bow would be impossible as that must be precisely animated yet a generic swing might work for any melee weapon. I'd also ask if anyone's ever made custom AI that were never featured in any FM but are available for others to use, like the anthro characters I rigged ages ago but never got around to actually making a FM with. Only resource I can think of myself is the PhilipK texture set, one of the most popular texture packs for open-source projects: The pk01 and pk02 packages come with material definitions for Quake 4 builtin, they can be extracted and used directly in any FM... I think I already did that during my attempt to create a Cyberpunk mod and the materials work great in TDM.
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Hello! This will surely be seen as a silly, easy question, but I want to change the model that gets spawned when the AI eats stuff. I believe all the animations are stored in "tdm_ai_guard_proguard_devel.def" and here I have found the carrot animation and thought it would be easy to just exchange the carrot for ex a muffin but no, not so fast, DeTeEff. I guess I'll have to create some kind of def file for my FM but exactly what do I put there? Do I have to copy a whole AI definition and add the muffinanimation or can I just add the muffin somehow?
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I'd hardly call it a mod, if the functionality is already there and it's merely about presenting the settings in a different way. Anyway, I already said that I basically concur and that I would ideally like to see an extra accessibility settings GUI for all related features: frob helper, head bob, more subtle mantle animations, you name it... Still, your reasoning is kind of wrong because the intention of the frob helper was not to detect frobably objects, but to help the player aim on small frobable objects. The "Always On" feature unconditionally helps the player aim, so this does not conflict with the intention of the frob helper at all.
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I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
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For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.