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  1. Paying the Bills: 0 - Moving Day You've just heard a sweet tip. Get to work before the window of opportunity closes. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing Credits Assets: Amadeus - the Golden Lute STRUNK - new kitchen assets as well as fireflies & bats Alpha Testers: Amadeus, Baby Genius, Bienie, dragofer, Epifire, Jack Farmer, joebarnin, kingsal, NeonsStyle, Rotary Racer, The Dark One Beta Testers: Cambridge Spy, Shadow, Abusimplea, JackFarmer, thebigh, wesp5, Amadeus, kingsal, s.urfer, joebarnin, grayman, nbohr1more, prjames, AluminumHaste, Dragofer, datiswous, stgatilov, duzenko, Goldwell, Wellingtoncrab, If I forgot anyone PLEASE LET ME KNOW Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. - This is my first FM and took me roughly 4 years and 1000+ hours. I had originally planned a city map for my first FM, I even had an over-arching story set across 4 missions, but I decided to whip up a prequel to use as my "training-wheels protocol" for DarkRadiant before I move on to my magnum opus, hence why this one is #0. Subsequent entries will be on a micro scale compared to this map. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. - There are spiders - Suggestive themes/references - DISCLAIMER: This is a BIG mission by TDM standards, and has a lot of wide outdoor areas; performance may vary greatly. - Lots of plans for future updates, many ideas still left on paper. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing (drop the folder into darkmod/fms) Many thanks, have fun!
  2. It is possible to add: Entity spawnarg --- means that this entity should casts shadow even if it's beyond walls according to area/portals. Worldspawn spawnarg --- same meaning as p.1, but applies to all entities in the map. This is OK if the mission is rather up-to-date. The older missions (like before 2.08 maybe) were compiled with older dmap. While I tried to add some compatibility cvar for dmap, it is still likely that fresh dmap will behave differently. You'll have to test the whole map thoroughly, and probably fix dmap-related issues everywhere. On the other hand, adding spawnarg is risk-free, since it does not require fresh dmap. Yes, the major part of the problem is that these caulky walls don't manifest any issues until you carry a light source into specific position. The original game would be buggy only if simple static light is in that position, which is much easier to test. Maybe filter away entities in DarkRadiant and look for visible caulk. I think mappers put caulk on surely-invisible part as an optimization, since otherwise this brush surface would actually be rendered (although only to depth buffer, which is cheap). But some of these surfaces should cast shadow, so it is no clear which can be replaced with caulk and which not. My suggestion is: Create a dedicated thread regarding light/shadow issues. Move the messages from this thread into it too. Analyze cases one by one. It can easily happen that some issues are caused by other things. Decide what to do when we have enough info.
  3. chakkman

    Free games

    Q.U.B.E. Ultimate Bundle is free on Epic at the moment: https://store.epicgames.com/de/bundles/qube-ultimate-bundle Next week's freebie: The Evil Within. Also a nice one.
  4. I found this free AI tool, which maybe is usefull for you. Wonder Studio is an AI tool that automatically animates, lights, and composes CG characters into a live-action scene. It takes single-camera footage and detects the actor's performance, transferring it to the CG character with automated animation, lighting, and composition. It also allows for multiple characters to be used, and has an artist community with free characters (or use own). It is designed to make hard VFX shots a thing of the past. https://wonderdynamics.com
  5. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  6. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  7. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  8. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  9. 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. :-)

  10. And alternative to all this is that players begin missions with a copy of "The Dark Mod" book in their inventory and yes @wesp5, that could be scripted no-problem. What the contents should look like? Feel free to fantasize with the idea
  11. I mean, yes, obviously there is an internal forum where decisions are made regarding how to move forward with the game. That's how things work. And not just in our team, everywhere. Or do you see Apple discuss their business plans and new "innovations" in public? That being said, the team values all well though out ideas, feedback and suggestions, but even if everyone agrees that a certain feature would be nice to have, it doesn't automatically mean that it's going to happen, because there has to be a dev willing to do the work. You have to remember that we are all doing this for free on our free time. Every dev picks the task they are interested in the most. And that's precisely the reason why these excruciatingly long beta phases are so annoying: they prevent you from doing the stuff you really want to do. TDM is open-source and you can do with it whatever you like, but for something to be integrated officially into the game, the team has to agree on that. If you want to see a feature happen, implement it yourself and send in the patch, like Daft Mugi does. But be warned: Not everything listed in the bug tracker is a feature that has been fully agreed upon. It is always a safe bet to ask first, before doing the work. If you patch is not integrated into the core mod, you are of course free to offer it as a mod for TDM. Regarding the internal decision making process. It is rarely about personal preference, but more about: Is it in line with the existing vision / look & feel of TDM? Could it break anything? Number 2 especially applies to breaking FMs, which is a no-go because of the enormeous work mappers have put into their FMs.
  12. Greetings taffers, Here's an early Halloween offering for you, a spooky little haunted house mission. Content warnings include zombies, spiders, and body horror. I set myself a challenge to fit the whole thing in a 1024x1280x1024 box-- mappertools, skybox, everything-- so opening this beast up in DarkRadiant might be the most horrifying thing about it. I'm grateful to my beta testers, as well as various people who put music and sound effects on the net for free, so be sure to check the Notes in the Dark Mod mission selection menu. It may be small, but it should take ~45 minutes for a first playthrough. Enjoy! Third mission in my series.
  13. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  14. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  15. outcast second contact is temporary free downloadable for some hours on humble bundle. I love that game ambience!

  16. All NOLF games are free, until they figure out who owns the IP and start work on NOLF3: http://nolfrevival.tk/

    1. Show previous comments  10 more
    2. jaxa

      jaxa

      teh_saccade you got cut off there.

    3. chakkman

      chakkman

      I played through NOLF a year ago or so, same version. It's still an absolutely awesome game. One of my favorites of all time.

    4. teh_saccade

      teh_saccade

      Idk the original C&C and Dune were abandonware/freeware still.

       

      Idk if the legal issues will ever be resolved - besides, "Archer" the spy is trademarked IP of a particular TV show.

       

      Also, yea, jaxa, I was ranting so the computer told me stfu :P hehe. (jaja, xaxa, jaxa).

  17. https://skybox.blockadelabs.com Skybox Labs is a research tool that can generate panoramic skybox prototypes from a few words. It allows users to save the skybox to their local devices, share a link to the skybox, and join a Discord channel to provide feedback and qualify for early access to new features. The tool is free to use, but users must abide by certain restrictions and licenses. Skybox Labs currently generates skyboxes with a resolution of 1536px tall x 3278px wide, but is working to increase the resolution. It's free, no account needed
  18. An impossibly huge stone bridge that only makes sense in a Quasi-Medieval/Steampunk fusion world. (stone is a crappy bridge material) - It does exude that 'TDP' classic feel somehow; not a trait most TDM missions have. Poor FPS near many upper bridge sections, and a horrible TDM FREEZE!! bug (never seen in any other mission - including a few others that up crash at random), as well as numerous geometry holes in the map...Did I mention the many Free-Runner traps on roof sections? Quite well-thought out interiors (if kinda HUGE scaled), give this FM one of the old-school'iest play-feels I've done in a while; One to watch for a updated 1.1 version with the bugs fixed... Try it later, is my recommendation.
  19. These samples are royalty-free and can be used in television and radio broadcasts, film or video productions, video games, web promos, music tracks, commercial audio and/or visual productions. You can download the free sample pack at Bluezone Corporation (on the main page, scroll to bottom, registration not required): www.bluezone-corporation.com
  20. If I spent a full minute firing up Gimp, I could give you a good image quality. Ask yourself if you need me to do that. Do you need to see those crates in full HD? ...because I asked myself that question, and I figured that nobody would care. ...but apparently you do care. Apparently it would take less time to fire up ten Gimps, than it's taken to discuss this apparently eluding concept of not wanting free software, with you. You guys are obsessed with free software. Even if a guy has free software, apparently he could still use more free software, because apparently he needs all the free software. ...but no, I am going to put on the devil horns now, and keep uploading my crappy gifs, using my premium Microsoft software, and stay an enigma to you. Apparently this phenomenon, just can't be explained to you.
  21. This isn't really cc0. The licence (bottom page in Dutch) says that you can use it for works that are licence free as well. So not sure how useful. https://www.janmaris.nl/ Otherwise it can be used very well for inspiration.
  22. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  23. Given that this is a community developed game forum, I thought some of you would know of a good place to get a large pack of textures for free. I wouldn't be selling them or anything, they would strictly be for personal use. I'm talking about stuff like carpets, wallpaper/wood/stone/you name it. Any good references? Thanks
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