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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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Old news but it slipped through my attention. i am getting quite irate over this. i will take a tiny step to be a part of /r/datahoarders movement considering i have much bookmarks that mostly contain niche websites, old documents , papers and old manpages(mostly in .ps or postscript format) that i can no longer access and not all of them are covered by archive.org... https://arstechnica.com/gadgets/2024/02/google-search-kills-off-cached-webpages/ anyway i found this interesting article and number 42 keeps racing through my mind : https://www.nature.com/articles/d41586-019-02969-8 I also just heard 2 days ago that duckduckgo was blocked in my country, it's interesting to see these 'competent' people working in the ministry of communication and informatics. The reason behind the decision is laughingstock. Truly /r/upliftingnews material. I love Dns Over Https so much because i use it to circumvent censorship *edit : great they are tightening up their deep packet inspection firewall, DoH is ineffective as of now. VPN is the only option this very time.
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That settles it. You have my thanks for making it completely clear. Now what's on my mind would be a pinned "already suggested and/or impossible" thread. I feel bad for whoever left the first page because of me. If you think it would be best, I'll go to moderation myself to get my own thread deleted so that no one else has to be the one to bother them
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Thanks, but no I didn't wrote that sky portal stuff and that was never my nick, someone else deserves the praise for that. And about participating on a thread about the sky portal stuff, I don't recall that but perhaps I did but I doubt it was to say how to code that feature in.
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No worries. I figured you'd be a good candidate. I think @7318 made our HL2 style portal skies, I keep forgetting if that was your old alt \ nick. ( Don't recall both of you in the same thread ? )
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@nbohr1more @stgatilov I appreciate the help, but that's all I will talk about my personal performance here. I just don't want to leave anymore of a mark on the first page than I did. Maybe I can agree to continue on with a thread in the tech support section. Either way... I've only brought my hardware's worth of experience to any superfluous player comments I added. Like chakkman said, there is no point in missing out on a mission. I wouldn't factor in anything you read here into a decision about trying a mission and doing everything that you can to get it to work well. This topic on the whole is mostly about the positives and hopefully what can be learned.
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While i am not a gamedev myself , i enjoyed every bit of this article : "1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond" https://web.archive.org/web/20180719170411/https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php?print=1 I remember there was also a similar article about the game Serious Sam. Can't remember the website name but it’s on the tip of my tongue On a different note, all things involving raw socket make me fascinated (yeah looking at you sock_raw, sock_stream, sock_dgram, af_inet, af_packet and so on)
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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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FM Packer - a helper python script for packing TDM missions
stgatilov replied to Skaruts's topic in TDM Editors Guild
Actually, it only matters on your local machine today. And if you share your pk4 with someone directly. When you release a mission, you send archive to e.g. @nbohr1more, he unpacks all contents and commits them into mission SVN. Then TDM server automatically packs it into pk4 and this pk4 goes into mirrors. -
Howdy! I never really comment on anything before but I have been playing Dark Mod missions for years. I wanted to say I am loving The Lieutenant series so far. I have played 1 and 2, about to start 3 (super excited). It seems from the thread that some people had a hard time with the optional objective of finding out what happened with Atkinson. I actually found everything on my own. While there were several things to read to complete it, all of the things were not too hard to find. Reading all of the papers, and journals, and checking the wastebaskets, are some of my favorite parts of playing the game. I love poking around. Also, the note saying something stank on floor 2 in the warehouse was a great indicator that something was probably dead up there. I didn't find all the loot in either but it's been fun figuring out your game design style and thinking about where you would hide things. I didn't have an issue making the loot goals for either on hard even though I missed stuff. I appreciate the way your design encourages deep exploration. Stealing, climbing all over the city, knocking people out, and being nosy by reading other people's stuff is why I love the game so your mods are filling all my buckets. Just wanted to thank you for all your work on these!
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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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Hi @boissiere that's where it all started, in the wiki it says The scriptobject as well as an example setup can be found on @Obsttorte's thread which says the code is in the pk4.txt. From there it's not very clear what has to be done. All I want to do is regularly update "gui::coordinates" as a string 0,1,2,3 in map_of_maze.gui windowDef Desktop { rect 0,0,640,480 nocursor 1 windowDef Maze_map { rect 130,2,428,476 background "guis/assets/game_maps/map_of_maze" visible 1 windowDef Player_position { rect "gui::coordinates" // Value to be updated constantly backcolor 0, 0, 0, 0 text "X" font "fonts/andrew_script" textscale .25 forecolor 0, 0, 0, 0.66 visible 1 } } // Required include for inventory map as mentioned in the wiki #include "guis/readables/inventory_map.guicode" } Thanks for the advice, I'll keep going over the scriptobject wiki to see if I can find the solution.
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Working on an update for my mission By The Cookbook. If anyone that played it has any further bugs to report, please let me know.
I posted more details about the update in the mission thread.
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Stone 24pt Font Upgrade, June 20, 2024 Final Release With this third and (I hope) final update, Stone 24pt becomes TDM's only font+size that fully provides all 256 characters defined in the TDM custom character map. This last update concludes adding the more difficult characters, chiefly symbols, Icelandic, and remaining accented letters. Plus general overall tweaks to improve character rendering and spacing (as evaluated with testSubtitlesANSI), while preserving important metrics, e.g., xSkip of ASCII alphanumerics. Unwanted overlapping boundaries were eliminated, and things made more consistent. As one example, the metrics for the lower-case "e", and accented characters based on it, were adjusted a year ago to suppress stray marks, but at the expense of clipping the glyphs, making them less stylish. With the added insight now provided by datBounds visualization, it was possible to restore the style while keeping the stray marks away. In summary - 16 new glyphs were created. 64 existing characters got tweaks. These were mostly affecting the .dat, but some glyphs were moved in the bitmap (a little or a lot) to solve various problems. Download: 2024 June 20 Stone 24 Final Font Update.zip As with the prior interim releases, this download is made up of - .dat and 2 .dds files, for distribution/game inclusion .ref [with changes annotated] and .xcf [master source GIMP project, including datBounds layers] The hand-annotations in the .ref file are neither absolutely conclusive, nor necessary to preserve for future work. You may generate a fresh .ref without them from the .dat file by using refont. Enumeration of Changes: There will be some follow-on work, e.g., expressed earlier in this thread in a bugtracker entry.
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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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Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
RedEmber replied to RedEmber's topic in The Dark Mod
For sure, sorry for the late reply. Here's the "unfortunate events" mod, the code isn't cleaned up and I've only done limited testing on it since I decided against this idea: Rules: Loading the game after an alert disables saving (save-on-loot) and causes a random misfortune: "You tripped loudly!" - Makes noise "A flash bomb turned out to be a dud." - Lose a flash bomb "You grow greedier." - Increase required loot for next loot-save by 10% "You sprained your back!" - Minus 20 HP, never fatal "You've misplaced some arrows." - Lose 5 broadhead arrows "Something is crawling..." - Spider "Misfortune's dark thread entwines you." - A ~1% chance of all events triggering, instead of just one. Download: z_addon_loading_challenge.pk4 The limited lives and thief hunter mods aren't in an usable state. I'm actually quite satisfied with the save-after-alert mod, for me it's working great and it's striking the right balance of feeling bad and good for being found. It's still bad to be found but it also becomes a great opportunity to run and save. Only thing I would like now is a way to fast-forward time so there's less waiting in place, sort of like in MGS5 where once you're well hidden you can just smoke the cigar and make time pass by and be instantly back into sneaking. I was thinking using the compass could toggle making time pass by 5x faster or something...? I'd love something like that but what could one even do that would throw off the balance of as few maps as possible? -
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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Any project or organization that relies on volunteer work benefits from harnessing what each participant offer. In the case of TDM, some people write code or scripts, create assets or animation or missions, write on the forum, etc. Others (like myself) do testing or write documentation. I was under the impression that this project was open to contributions also when it comes to documentation (hence this thread). And, as I understand, it was open at least at some point in history (and multiple wiki users never made a single edit). I believe this was changed to avoid spammers. That is understandable, but once it has been established that a new contributor is not a spammer and instead shows a genuine interest to contribute, is there any good reason not to let them do so? As I wrote earlier in this thread, I have demonstrated that I am familiar with wiki formatting and that I have good intentions. Also, any mistake on the wiki is easy to revert. If it makes any difference I can limit myself to one edit a day the first month and start doing minor edits like fixing spelling, formatting and linking.
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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. -
Although aspects like the non-commercial license make this a bit different from an actual engine like Godot, I've always thought of TDM as a sort of no-code game engine for making single-player games, be it one centered around a fixed genre and default assets. Even if FM's can't be sold, I still pondered the idea of distributing special projects as standalone packages, which should of course be done in addition to having your FM in the installer which remains the ideal way to run them. As such I was wondering what others think about a procedure to pack your map with the TDM executable and relevant assets as a zip archive, which can then be posted in places where anyone can easily download it and run the exe. The idea is aimed at making distribution on platforms like itch.io / GoG / Steam easier: If you make an involved project based on TDM that you want to offer on your own website or service external to the normal TDM community, it's harder to tell your players "go to thedarkmod.com download and install the project TheDarkMod then look for the name My Fancy Mission in the mission installer to play this"; Folks these days will find that a bit convoluted, everyone is used to downloading a zip or an installer and running it in place. FM creators could have more reach by being able to share downloadable FM's elsewhere on the internet, even attract new players to TheDarkMod who wouldn't normally look into it but discover TDM from this one FM they saw on a blog. A good example is the RenPy visual novel engine: You can run a story with the engine in place, but if you want to distribute it you can do so with a copy of the engine embedded for all platforms. Without this ability RenPy users could still make novels with the engine, but would be limited to the RenPy community and people already running and familiar with it as a software: It would be hard to distribute it to people in other places who don't necessarily know what RenPy is and might not play it if they have to install the engine separately then plug your novel into it. How such a thing would probably be implemented: A menu called Distribute Standalone Package would be available in DarkRadiant. It checks which assets are used by the active map, for campaigns scan every map in the maps directory; Those assets are extracted from the core pk4's and copied to an install directory alongside core assets / game code / engine executables with the active FM set to your project. For example: If you use it on a test map that only has the dirt material and a citywatch AI, the install will contain a copy of the dirt material / texture and the citywatch models / textures / skins / defs / vocal sets followed by core stuff and of course the map itself.
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@Acolytesix I presume this is regarding TDM 2.12? If so, please update the thread title. Thanks!