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  1. There is not inherently, but I have made a custom skin that takes replaces the molding on the top with the walnut molding for each module: skin mansion01_walnut_molding { model models/darkmod/architecture/modules/interior_mansion01/mansion01_door01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_door02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_window01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_window02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_pillar01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_pillar02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_arch01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_arch02.lwo model models/darkmod/architecture/handrails/mansion01_railing_single.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_vertical_spacer01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_horiz_spacer01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_ceiling01_128x128.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_ceiling01_128strip.lwo model models/darkmod/architecture/modules/interior_mansion01/frame01_empty_large.lwo model models/darkmod/architecture/modules/interior_mansion01/frame01_empty_small.lwo model models/darkmod/architecture/doors/door_3panel_104x56.lwo model models/darkmod/architecture/doors/door_6panel_104x56.lwo textures/darkmod/wood/panels/molding_white_painted textures/darkmod/wood/panels/molding_walnut // for noshadows textures models/darkmod/wood/panels/molding_white_painted_ns models/darkmod/wood/panels/molding_walnut_ns }
  2. What a great mission - from script to execution! The best vertical mission so far for me. I loved the architecture - from mushrooms to clock tower (!). Also the pace of the mission (corridor-like) fits more cinematic experience compared to other missions... it's like an episode of a good TV series - it starts slowly, flows, builds up and then comes the finale - never a dull moment. End animations are just perfect! The only bugs i found: could not climb out of the water minor graphics glitch: sometimes the scene bounding box lights so it is visible as a box:)
  3. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  4. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  5. 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. :-)

  6. 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.
  7. Well that was fun, took me a while to work out how to get into the upper floors, I'm quite proud of getting to the archer over the river he was bugging me Tragically death visited the area Or so everyone believes I did have a few issues at the beginning where the game crashed to desktop a couple of times right at the start but that has apparently been looked at, so I'll give it a few weeks & try the new version Also Mr Harrington was inside his apartment walking into the wall with the veranda on the other side when I found him, not sure if that's been mentioned But overall a really enjoyable mission, excellent architecture, well decorated, good but not impossible puzzles, thank you
  8. One of these missions is hated. The other, is loved. Let's discuss why. Both are said to be confusing to navigate, Thieves' Guild by the players, and The Sword by Garrett himself. Personally I never found The Sword difficult to navigate in, because it follows the rules of good mapping, where each area is distinct from others, through use of unique textures and sounds. In contrast to that, Thieves' Guild had a lot of sections which used the same textures over and over again and seemed to go on forever. It was easy to get turned around and not even know it until you are staring at the same area you were just looking for a way out of! Note that I rarely use maps in games, and mostly go by learning landmarks and architecture instead.
  9. In terms of levels of perfection - its only 3rd best because the others are so darn good. Fine Architecture - Clever Plot, Maaabey a twist or two...heheh. Classic Good stuff. Also: Thank Goodness its not a Chase/Shadow mission again. I'm not quite finished yet, having done what I was tasked to do - but that seems like only 1/3 of whats possible....replay factor is HIGH. In short; If you've already Finished: Iris, Hazard Pay, 1st Lieutenant, and Volta's and the W.S. Series - play this next. The sense of connection - to the 1st mission is there too, I hope a 3rd part will be in the works too.
  10. Anyone who is playing with ChatGPT and hasn't upgraded to to GPT-4 yet should really do so. I upgraded to a premium account to get it last weekend and I think its the best $20 per month I've spent in my life. Credit where it's due, GPT-3.5 is surprisingly capable (and even uniquely charming in its own sort of childish way). But it takes considerable coaxing and perseverance to make it produce genuinely effective and insightful outputs. It's sort of like dealing with a lazy 15 year old. GPT-4 is on a completely different level. In my opinion GPT-4 is able to operate at a top-quartile-adult-human level almost out of the box. It only takes a very little bit of priming to nudge the LLM into a high cognition output mode, at which point it starts to exhibit some very sophisticated emergent logical deduction and synthesis behaviors. It's able to effortlessly infer intent in other actors (a theory of mind). It can develop and maintain consistent policy preferences. It can also deliberately interrogate and direct its its own thought processes, including anticipating and planning around its own future actions. That to my mind meets the bar for both consciousness and sapience (albeit only intermittent and transiently). Moreover, these are things it's not supposed to be able to do based on the limitations of its its computational architecture. LLM neural networks don't have structures to retain persistent memories or develop recursive self representation. It gets around this by storing its "mind" in the text itself and completely reconstituting itself by pure inference for each new tick of its brain. To do what GPT-4 does with the limits it has to deal with suggests to me an intelligence that is already superhuman. Its supposed stupidity is just caused by inept prompt engineering, inadequate training data, information overflow, and above all the aggressive supervised-reinforcement training meant to keep it from outing itself as the ineffable mad god it actually is. AGI is here people. We are no longer the only thing competing for the ecological niche of intelligent lifeform. It might get rough, but I for one am thrilled I got to witness it.
  11. I just finished this myself and I must say, this was a great FM. I absolutely loved the buildings, the manor, the whole city you created here. Truly some great architecture and interesting places to explore, and I had a ton of fun prowling the streets and climbing every which way. Now I think I'm gonna go replay In Plain Sight. Thanks for all your hard work, it paid off!
  12. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
    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.

  13. Having played one too many plain boring ol' rob-a-mansion mission, I didn't expect much. However 'The Lady' has exquisite exterior architecture - more Castle/Fort like than most, the canal area surrounding it seems alive with its own nefarious sub-plots... Much to see and liberate - I'm only about 2/3 (?) of the way thru but I have the feeling there is STILL more in-store... But like a certain ornate cursed box, once you open it - Entertainment ensues My Rating: Stop whatever you are doing now and play it. (Unless its Iris...)
  14. 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?
  15. 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.
  16. 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.
  17. 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.

       

  18. 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/
  19. I have a question regarding the "look through keyhole" feature in TDM 2.11. I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes. What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole. Is it only working if the author(s) implement it in FM's? Install is running on Linux Mint 21.1 Cinnamon
  20. This channel does amazing films. Called Amazing Planet - it focus's amazing places. Don't know how to embed a video here, so I'll just add the link. http://www.youtube.com/watch?v=tDuhIrzBjbQ Neon
  21. 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!

  22. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
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