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  1. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  2. 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
  3. 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
  4. Greetings, I've tried to run TDM last version and it worked fine, but when I'm trying to play the localized fan build it doesn't even show the menu. The screen is completely black. Nevertheless the intro music is playing and the sounds of cursor interacting with menu are heard. The localized fan build version is 2.11a, it's relatively popular and no one had such troubles with it. In a case of update some of translated files may be overwritten. I've tried to change the resolution and some other values in darkmod.cfg but it didn't help. System configuration: 8 GB RAM; 3,6 GHz FX-4100 CPU; 512 MB ATI Radeon HD 2600 video.
  5. 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
  6. I remember reading the book called The Neverending story back in middle school and I was really intrigued by the Amulet and how it worked, how id needed to create a sort of background in order to bring things into reality and how it had to take a memory parallel to the wish but in reverse. For example, if you wished to be rich, you forget you were once poor.
  7. 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/
  8. 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.
  9. Example of handle use follows. You might consider using the atdm_message entity, and showing the map through that. It has the advantage of already having a "show" time-out-if-not-clicked mechanic. Caveat: I didn't test this code "classname" "atdm:gui_message" "name" "atdm_gui_message_my_map" "comment" "Slide of map. 'show' is maximum seconds if user doesn't click. 'lines' & 'text' are ignored." "gui" "guis/my_map.gui" "show" "10" A script to use it might be like: void show_map() // called from some external trigger { sys.trigger($atdm_gui_message_my_map); tdm_gui_message e = $atdm_gui_message_my_map; // Can takes awhile for the overlay handle to be created and for e.gui to be non-zero. // If spawnarg "delay" is zero, the default, a 0.1 second delay is imposed. float handlenum = 0; while(handlenum == 0) { handlenum = e.gui; // 10 is default overlayHandle for atdm:gui_message layer sys.wait(0.1); } //sys.println("Handle Num: " + handlenum); // MAP IS NOW SHOWING float map_done = 0; while(map_done == 0) { // NOT SHOWN: your code here to calculate xdisp, ydisp; $player1.setGuiFloat(handlenum, "dispx", xdisp); $player1.setGuiFloat(handlenum, "dispy", ydisp); sys.wait(0.1); map_done = $player1.getGuiFloat(handlenum, "MyMapDone"); } } Where associated my_map.gui is windowDef MyMapSlide { visible 1 rect 0,0,640,480 // x, y, w, h. Origin upper-left backcolor 0, 0, 0, 1 // Map clicked: onAction { set "MyMapSlide::visible" "0"; set "gui::MyMapDone" "1"; } windowDef MyMapArt { visible 1 rect 0,0,640,480 // x, y, w, h. background "guis/assets/my_map_art" // If you wanted map to have a transparent perimeter, you could base it on a standard asset like "guis/assets/readables/scroll" // In that case, adjust rect, which can be bigger than the parent if you want to reduce transparent perimeter. } windowDef Player_position { // NOT SHOWN: your code to read "gui::xdisp" and "gui::ydisp" to show player position } }
  10. Hi @grodenglaive thanks for the welcome. It's actually on the script side of things that my issue might be. I keep going back to the GUI::PARAMETERS wiki and I think I need to use the setGuiFloat command but I'm not sure about the handle thing. void MazePosition() { sys.println("The Maze Position Script has been called."); do { // Getting player posision coordinates in real world vector pos = $player1.getOrigin(); float x = pos_x; float y = pos_y; float z = pos_z; // Coordinates of maze in real world float Lcoor = -512; // The Left margin. float Rcoor = 648; // The Right margin float Tcoor = 3840; // the Top margin float Bcoor = 644; // The Bottom margin // Coordinates of maze in map_of_maze.gui float Lmap = 50; float Rmap = 350; float Tmap = 0; float Bmap = 470; // Calculation for coordinates transposition from real world to maze map float xcent = abs ((x - Lcoor) / (Rcoor - Lcoor)) * 100; float ycent = abs ((y - Tcoor) / (Tcoor - Bcoor)) * 100; float transpx = (((Rmap - Lmap) * xcent)/100) + Lmap; float transpy = (((Bmap - Tmap) * ycent)/100) + Tmap; $player1.setGuiFloat(1,"dispx",transpx); $player1.setGuiFloat(1,"dispy",transpy); sys.println(transpx); sys.println(transpy); sys.println(z); sys.println("<------>"); sys.wait(5); } while (z < -128); } The coordinates I get are correct but I just can't seem to get them to the map_of_maze.gui to change the values in its windowDef Player_position as shown below. 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::dispx", "gui::dispy", "gui::dispx"+1, "gui::dispy"+40 backcolor 0, 0, 0, 0 text "X" font "fonts/andrew_script" textscale .25 forecolor 0, 0, 0, 0.66 visible 1 } } } If someone knows how to do so PLEASE help.
  11. Hi all, I'm very new to TDM which I started playing a few months ago then later discovered the wonderful world of mapping with DarkRadiant and got hooked. With retirement coming up in a couple of months this has now become one of the hobbies on my list which also includes music (wind instruments, synthesizers and software), SBCs and microprocessors (ARMs, Arduinos and PICO pi) and of course relaxing by the pool. I've been having a lot of fun learning from scratch and building my first map using the Startpack. I used prefabs and models and started to build a small town, a mansion area, a forest area and a large underground maze. I'm trying to use the map_of gui to show the current player position in the maze with an "X". I need to find a way to get the player coordinates from a script to the gui. //The map_of_maze.gui used with the inventory map in this case map_of_maze.tga 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 { // Not sure how but dispx and dispy need to be obtained from MazePosition script. rect dispx,dispy,dispx+1,dispy+40 backcolor 0, 0, 0, 0 text "X" font "fonts/andrew_script" textscale .25 forecolor 0, 0, 0, 0.66 visible 1 } } } // The script to be called to get the player position parameters of where the // windowDef Player_position rect should be made visible. // It will be called by trigger entities at the maze access points. void MazePosition() { sys.println("The Maze Position Script has been called."); // Getting player posision coordinates in real world vector pos = $player1.getOrigin(); float x = pos_x; float y = pos_y; float z = pos_z; // Coordinates of maze in real world float Lcoor = -512; // The Left margin. float Rcoor = 648; // The Right margin float Tcoor = 3840; // the Top margin float Bcoor = 644; // The Bottom margin // Coordinates of maze in map_of_maze.gui float Lmap = 50; float Rmap = 350; float Tmap = 0; float Bmap = 470; // Calculation for coordinates transposition from real world to maze map float xcent = abs ((x - Lcoor) / (Rcoor - Lcoor)) * 100; float ycent = abs ((y - Tcoor) / (Tcoor - Bcoor)) * 100; float dispx = (((Rmap - Lmap) * xcent)/100) + Lmap; float dispy = (((Bmap - Tmap) * ycent)/100) + Tmap; // dispx and dispy need to be sent to windowDef Player_position before calling the GUI } Any help in finding a solution to my little problem would be greatly appreciated. In the meantime I'll keep building. Happy Mapping
  12. Pro: Haven't been terrified to this extent by any game (TDM and beyond) in a very long time. The swamp was positively bone-chilling! The fog (limited draw distance?); the visceral yet empty ambience; the drop-dead silence in some places; the sheer magnitude of the keep surrounded by the fog; the threat of something jumping out at any point; the atmosphere external to the castle; scaling the failed lift; parkouring into the keep and then the note with the dagger pierced through it. I stopped playing the game at one point because my anxiety went through the roof! Had to pick it up soon after because I was addicted to explore more. Would love: If the unsettling atmosphere was maintained throughout this level. Think the ambient music, which I have heard so many times before, broke the immersion for me as it quickly became associated with other missions, which this mission clearly sets itself apart from. I'm a less-is-more kind of chap so keep that ambience music out and maintain the jingling sounds of those ghosts, the constant dripping of water and resonating silence in! Make me squirm! Overall, a masterclass of horror. Massive fan of low draw distance and serendipity which the two go together like hand and glove. Any game that tries to replicate the opening of Bioshock 1 gets an A* from me! Do continue the unsettling atmosphere and leave out the ambient music -- immerse me in your world!
  13. 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?
  14. 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/
  15. Well, this might be a problem with thousands of songs, but in TDM there are about 10 missions beginning with "a" and thirty with "the" so this is different. Also the online library sorts them with "a" and "the" included already so it should at least be consistent. (As for music, I sort it by creator so this isn't a problem there too...)
  16. Years ago, when I started downloading music and keeping a thousand songs, I realized how stupid it was to put the word "The" at the beginning of a song or else everything would be filed under "The." So I left that off of every song, but eventually databases started to ignore it in the title (thankfully) and now it is safe to put it in the title of the apps I use. For continuity, either ignoring "A" and "The" makes the most sense, although a comma and then those words after are still a common way to do it. I'm shocked to find that some people think that filing under "A" and "The" is a winning solution.
  17. Does this mission sound really bad inside the state/mansion or is it me? The music, the effects, the voices... everything sounds artificial or extreme. I don't recall this sensation when I first played it two or three years ago. TDM 2.12.
  18. 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.
  19. I am fascinated by this mission. It feels so fresh, so distinct, so vivid. Frost_Salamander taunted us with a particular style in High Expectations and he now embraces this style and takes it to the next level in Foreign Affairs. What a wonderful and unique place he has created. The mission is visually stunning but not because each and every inch of the map is saturated with detail no, it is something else. Focus is on the important bits, the rest is a simple but effective background. In Plain Sight satisfied my appetite. High Expectations left me exhausted. Foreign Affairs absorbed me. Frost_Salamander, you have a winning formula in your hands. Experiment, innovate but please, take us back to Mesayd at some point. Thanks for your work!
  20. The solution is 100% genuine, independent from the source code. I read cvars as reference to make the Helper work with the options but I don't mess around with user settings: I never alter cvars. Correct aspect ratio across different resolutions Available for frobables of any size (consistency) Pointers designed to blend in with the user interface Extra dynamic brightness based on lightgem values Ring removed when peeking or using the spyglass Pointers remain in the background when using readables / menus Little trick to make things flow when operating doors Always On mode switches between the dot and the ring The Frob Helper was created for a specific purpose but, who is to tell when players need it or not? The Ring Helper is a shameless Frob Highlight companion.
  21. 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!
  22. @Marbrien please use spoiler tags As to your questions:
  23. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  24. 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.
  25. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
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