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  1. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  2. You CAN deactivate it though - see other posts in this thread about it.
  3. Oops, I guess I should have read this poll/thread before posting comments about the relevance of 32-bit in the technical discussion about 32-bit Linux builds. My argument against catering to the people who have installed 32-bit OS on 64-bit machines is that this is a group of people who are: Tech-savvy enough to install their own operating system, but... Not tech-savvy enough to realise that they have installed the wrong architecture for their machine, and... Entirely uninterested in upgrading to a current OS version (which probably no longer offers a 32-bit option), or re-installing their OS to make proper use of their own hardware, and... Perfectly happy with applications being limited to 4 GB RAM, which is far too small for decent performance these days, but... Still expecting modern games to work. I assume this is a group of people who are vanishingly small in 2024, and if they do exist, their expectations are so unreasonable that we shouldn't care about them. If they really want to try TDM on their weird setup, they can always compile the source themselves.
  4. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  5. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  6. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  7. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  8. The question is, what do you want the Unofficial Patch to be? Then do just that. Players shall judge. I am fairly sure, yes. What's wrong with some free virtual relighting ? Since you are interested in some skills what we can do to avoid duplicates is to adopt the same basic entities with the same basic properties. That way players using only the Patch will get your version but players using both the Patch and the Modpack will get a single instance (whichever mod that wins). Here is an example for the Whistle. tdm_playertools.def Go from: // Whistling sound to distract enemies, added by wesp from snatcher entityDef atdm:playertools_whistle { "inherit" "atdm:playertool" "editor_usage" "Don't use, gets automatically spawned at the start of the map" "scriptobject" "playertools_whistle" // changed by wesp "inv_category" "#str_02394" // Tools "inv_name" "Whistle" "inv_icon" "guis\assets\hud\inventory_icons\whistle_icon.dds" // changed by wesp "inv_map_start" "1" } To: // Whistling sound to distract enemies, added by wesp from snatcher entityDef mod:playerskills_distraction { "inherit" "atdm:playertool" "editor_usage" "Don't use, gets automatically spawned at the start of the map" "scriptobject" "playertools_whistle" // changed by wesp "inv_category" "Skills" "inv_name" "Whistle" "inv_icon" "guis\assets\hud\inventory_icons\whistle_icon.dds" // changed by wesp "inv_map_start" "1" } tdm_user_addons_wesp.script Go from: void user_addon_init_wesp() //If any of your addon scripts need to be initialised at map start, add their init function here. See the line that has been commented out with // for an example. { entity blow = sys.spawn("atdm:playertools_blow"); // added by wesp entity whistle = sys.spawn("atdm:playertools_whistle"); // added by wesp statistic_message_init(); // added by wesp thread frob_details(); // added by wesp tdm_frob_lock_init(); // added by wesp tdm_chest_sounds(); // added by wesp tdm_unlit_lamps(); // added by wesp sys.waitFrame(); // contingency in case no addons are specified } To: void user_addon_init_wesp() //If any of your addon scripts need to be initialised at map start, add their init function here. See the line that has been commented out with // for an example. { entity blow = sys.spawn("atdm:playertools_blow"); // added by wesp entity whistle = sys.spawn("mod:playerskills_distraction"); // added by wesp statistic_message_init(); // added by wesp thread frob_details(); // added by wesp tdm_frob_lock_init(); // added by wesp tdm_chest_sounds(); // added by wesp tdm_unlit_lamps(); // added by wesp sys.waitFrame(); // contingency in case no addons are specified } See if that does the trick, and if you like it.
  9. 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.
  10. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  11. Sounds great. Unfortunately you don't have to get very far in any discussion about either changing existing gameplay mechanics or about giving players more in game customization options to see why mappers stop bothering with the debate club politics and instead divert the energy to do what they can to address what issues they can themselves. There is clearly also a disconnect between how people think they feel about these changes and how they do in practice. Kingsal's missions seem to be widely considered as some of the most polished missions in the game, because they are a holistic designs that look, sound and play a certain way. As a result I have never seen a player complain about something like the run modifier being increased in a particular missions thread and it’s clear there are very few players who are ultimately conscious of anything besides that the overall experience feels good. So there is reason these get adopted by other authors. The players are entitled to their opinion - but it's the mission authors choice ultimately. And I can only speak for myself, but I came to TDM because I saw working examples of things I wanted in my mission. These were not “stock” or “standard”. They were achievable by virtue of the games extendability. If the day comes where we get locked out of that kind of control of our designs, I would probably walk.
  12. I created discussion here and mentioned authors (maybe I missed someone though). Unlike the previous thread about main menu GUI overrides, I think the new one does not look aggressive . The main question there is why this was done, and how to adapt to avoid this problem now and in the future. Indeed, all the missions will be fixed by 2.13 even if some authors don't respond. Dev builds regularly break something, although usually it is done unintentionally. I added "known issues" point on the dev build, which happens pretty rarely. I apologize for the negative emotions this change has caused. Sometimes I am too rough in communications. Moreover, I am not a creative kind of person, I'm more a technical type of person. Thus I believe in interface boundaries, so in my mind the blame for breakage is always on the side that violates these boundaries. Anyway, I know I'll have to fix the breakage, probably myself if necessary.
  13. Seriously, if devs are never allowed to make changes that break things, then the mod never moves forward. It's a bandaid, rip it off, get it done. That's the point of dev builds. And if people are downloading DEVELOPMENT BUILDS to play the mod and shits broken, guess what, they should have read the very first post of this thread. For the people eager to play with the latest state of development P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  14. Welp it's about that time again to wheel out The Lieutenant for another mission and I could use some help making sure it's at least somewhat playable. Please register your interest here and I'll start a new beta testing thread soon. Due to custom assets the file size is quite large (about 500 MB). Potato users welcome. Some screenshots:
  15. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  16. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  17. This last month, I've been exploring TDM's font situation, and improving the documentation as I go. In the wiki, "Font Conversion & Repair" was rewritten, with parts broken out and expanded as: Font Files Font Metrics & DAT File Format Font Bitmaps in DDS Files ExportFontToDoom3 Q3Font Refont As announced earlier, that last item is a new C++ console utility for revising font metrics in DAT files; essentially another alternative to Q3Font and Font Patcher. It now has additional functionality that provides font-coverage analysis. A summary of current results across all TDM fonts is reported in the forum thread "Analysis of 2.12 TDM Fonts". Also, refont allows its human-readable outputs to be decorated with an annotation for each character (out of 256 codepoints). Associated with that, I've just created and released 4 annotation files: 1 Cyrillic version for TDM's russian map 3 variants for TDM's custom english/european char map. One of the variants was derived from another new mapping file that is now available from existing wiki article "I18N - Charset". Within that file is a list, in a standard format, of the 256 TDM bitmap codepoints mapped to the corresponding Unicode U+NNNN value and name. This may be useful in defining TDM's mapping to TTF font editing programs. For all these wiki pages mentioned, I imagine there will be additional cross-links and tweaks. But pretty much done.
  18. To the "Path Nodes" wiki article, I've added a few sentences about path_follow_actor. It mentions that it currently doesn't support the actor being the player, and has pointers to the new bug report and the workaround given in this thread. The entry for path_follow_actor in the Entity Database now reads "... actor (= other AI, not player)...
  19. I think this is being discussed for the core game and maybe some day it is included. For now if you want some order, just download the Unofficial Patch and only copy the fms folder in the archive into your TDM directory to get a better listing!
  20. Yeah, sorry about that, that is when the archive was formed, I'm not really sure what I can do about that
  21. Thanks, looks useful. Except datetimes look like all Jan 24, 2024, presumably when the archive was formed, not when file edit was done. So it goes.
  22. I thought that might be the case. I don't believe I can access the SVN. Could you zip up all the font stuff you can easily find in that archive and send a link to me? TGA/DDS, even TTF for Stone, Mason, Carleton, etc., etc. No hurry. Thanks. P.S. Try to preserve file timedates
  23. to remember @STiFU 's progessive music thread. here´s something i love most out off so called german Prog-Rock a french group of the 70´s called " Atoll " their first two albums are incredible : the first shown is their second from 1975 : l´araignée-mal the second is their first from 1974 : Musiciens-magiciens
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