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  1. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  2. They're all being done in english I imagine. I presume other languages might be supported for subtitles based on the language choice in the main menu, haven't thought of it but maybe later that can be done... if so just running them through Google Translate will hopefully do the trick with enough accuracy to have this as an option.
  3. Hello yesterday i realised that the saving system as used now leads to loot losses i realized that when i found a small golden can for the 3rd time... I use Quick Save and Quick Load a lot, but if you save with a name you have to go to the save menu. reversed that is unfortunately equal. the saves with a name are NOT loaded with quick load... meaning that if i continue after a names save, fail a task, press quick load then my golden can WONT be loaded even while i EXPLICITLY saved that after the second find ...... could you PLEASE stop this annoying process of makeing double effort ?? its nice to have the Quick save, but it breaks the game for real that the quick load cannot load the LAST SAVE .... very annoying and very pitty and not needed at all. hope its very simple to implement. cheers.
  4. Hello, I remember i tried playing latest but was not running open gl 3.3. So i installed 2.07. which was working okay and i did some tweaks because of lighting being like in minecraft (just lamps and torches), and snow on screen when moving. That was fixed i heard 2.05 could be more forgiving so i tried that and get blocky texture on welcome screen, i dont see anything, and can only use cfg not console, since oddly console is affected as well. I have intel gma 4500, so i have to use modded drivers to get open gl support, but it worked before. After trying and deleting 2.05 i installed 2.00, 2.05 and 2.07 several times with identical screen. I tried image downscaling, and everything recommended before it was fixed in 2.05, and it is not working. Can you advise me what to paste in config cli, because i can't see what im typing? Thank you.
  5. Way back when, when GameInforker was a popular gaming magazine, they used to give out free discs of certain games. One of these game series given out was the "They Hunger" trilogy by Black Widow Games, a small group of international game developers lead by Neil Manke in Canada and his right-hand man Einar Saukas in Brazil. Together, BWG became an upcoming juggernaut in the video game industry for their Half-Life Mods, in an era where Half-Life mods were becoming their own well-known series, like Team Fortress and Counter-Strike. Having been commissioned after the first "They Hunger" and standalone game "U.S.S. Darkstar" to make the official game mod for then-upcoming action-horror movie Underworld. With all this wild success in the business, Black Widow Games was talked of in online game articles, gaming magazines, and even mentioned in books about gaming. Then, shortly after the "They Hunger" trilogy was finished, the folks at Black Widow Games had an amazing, ambitious idea. With Half-Life 2 and Source Engine released, they wanted to make "They Hunger: Lost Souls", an at-the-time modern retelling/sequel/prequel/who the hell knows. The game was 80% finished, when disaster struck. Neil Manke fell deathly ill, causing production to halt. Since Neil was the leader of the international BWG, and most had never met in person, the whole studio later disbanded. It is unknown if Neil is currently alive or dead, but was last said to be living in Kamloops, British Columbia, alive yet sickly. Einar Saukas has been trying over the years to get in contact with Neil, and has in the meantime been taking part in development of minor games. Since Einar doesn't have international calling from Brazil, he doesn't know how to get in contact with his old friend and finish their legacy. I have in the past tried to contact Neil Manke, from a Kamloops Facebpok page of him, calling his house from the Kamloops phonebook and actually being answered, although I got a weird reply. The man there said he was Neil Manke's cousin, and that he didn't know where my Neil was. I was younger and way more autistically trusting at the time, so I believed him. Then I realized he may have been lying, out of shame or embarrassment or wanting to put what he saw as a previous life behind him. Due to Canada's health care system, he probably was well-cared for and recovered well, because according to his Facebook page, he enjoys going to the beach. So, without the apparent Neil trusting me enough to talk, I decided I should call Einar Saukas to get in contact and let him know his old business partner lived. One problem: I don't speak Brazilian, don't have international calling, only being able to call Kamloops due to New Hampshire being semi-close, and don't know how to contact Einar. Plus, Brazil has been in turmoil since a far-right president took charge who may have started a Rainforest Fire to expand his beef company Farms, and who has stated he wished to wipe out the natives. So it's probably hectic, chaotic, etc. So I turn to you, fellow gamers of The Dark Mod Forums. Will you help me in trying to locate, contact, and inform Mr. Einar Saukas of his old business partner's fate, and potentially cause "They Hunger" to rise from its grave like a zombie?
  6. I guess I have seen both approaches in games. Most of the games I played probably do it like TDM: can only quickload a quicksave file. But maybe that is just the old trend. Now I'm playing Prey, and apparently it quickloads the latest save, even if that was an automatic save. I must admit it is really annoying, because the game often decides to save me at random places, while I enjoy some save scumming and usually want to reset to the moment which I considered OK myself. So I quickload only to discover that some random autosave happened later, and then have to go to the menu in order to manually load the latest quicksave. I guess it is not annoying with manual saves though.
  7. There is no "problem", you just don't understand what quickload does. As the name suggests, it loads the quicksave. To load a manually saved game, you have to go to the menu, and load that game. Just like in every other game. Simple. And, no loot is lost. By the way, there is really no reason to manually save at all. The Dark Mod has a system which saves 2 quicksaves, so, if you messed up and accidentally quicksaved the game, you still have the other (older) quicksave available. The only real reason I see for saving manually is before a (in your opinion) mission critical action, where you might want to see what the outcome of another action is.
  8. yes indeed, i am in need off it apperently. Is there such a big difference between the quick and menu saves? Even if the quick is in fact a snapshot the variables have to be equal and i guess 99% is equal anyway, its a big bunch off data and variables and maybe a screenshot to start with??? I program some z80 myself, thats all small environment and i never could coop with any joystick, for me thats slower. well "save your last dance change for me" please.
  9. Maybe what you're looking for is a new feature? Something like a hotkey that loads the most recent 'menu' save? This would be separate from the quick load/quick save functionality. Is that what you are thinking of?
  10. repeating the problem aint a solution my question is can you MAKE the last save being loaded as default instead that childish "quick is quick" since they both saves must contain the same type off data ... and with "saving system" i mean the code as a system , like in the original meaning off system instead off OS i would rather say this tread should be in TDM Tech Support Troubles running TDM, Missions or DarkRadiant? Found a bug? Discussion about technical issues and possible bugs go here, please. and its realy annoying if you are in the MIDDLE OFF ACTION that you have to go to the save/load menu while having all your fingers touching any key needed ... o, get it now, you are a kid with a joystick!! thats why you dont bother if people say its stupid, well, give me a choise to be so? then YOU can have that annoying loot loss and i can set a default for "save that last and USE that last SAVE" its called SAVE ??? thinking Queen now
  11. I can confirm that the water is pitch black in "Noble Affairs". Also I suggest to remove "guard" from the tip on auto-search, because other NPCs carry items too, better make it like this: "Take all items from a body on first frob." Overall a nice release with several features that I can now remove from my patch, like directly extinguishing lights and mantling with bodies .
  12. I'm getting this on Windows. Not black, but opaque under water. It happened when I first updated to the beta. I was about to report it but tested again and it had gone away. I restarted TDM and now it's back.
  13. Submerging in water is turning the screen pitch black and opaque for a lot of Linux users.
  14. Agree with you 100%. Maybe wait for a big sale. After not playing Thief for such a long time it never gave me the same goosebump feeling I got from playing The Black Parade. Blood West gets repetitive very fast and for me the difficulty is bit too much (but I also suck in soulslike games, so it might just be me).
  15. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  16. That sort of tone doesn't fly in our forums.
  17. An FM, such as The Black Parade, can enable objective-complete notifications via scripting. It's objective-complete notification script is at: thief/FMs/TheBlackParade_1_0/sq_scripts/victory.nut
  18. Somehow, I didn't get the "Objective complete" sound overlay and text display when I completed an objective with both the Between These Dark Walls and Endless Rain missions. Is that normal, and maybe a side effect of these missions having been developed for older versions of New Dark? I definitely got those in The Black Parade, so, it can't be a general thing.
  19. The keyhole lean/peek problem - some Linux players report all you see is black when peeking.
  20. There was an idea to add two features to GUI scripts (6164). The first one is runScript command, which allows GUI script to call a function from game script. Interestingly, this feature is already supported in the GUI engine, but the game code only processes this command when the player clicks left mouse button on the GUI (i.e. usually it works in onAction handler, but not in namedEvent or onTime handlers). Obviously, ID initially did not envision runScript as a global feature which works the same way everywhere, their idea was that it is context-sensitive, and whoever calls the GUI code can then pull the commands generated by the call and do whatever he wants with them. I'm not sure I really want to change this architecture... Anyway: what are the possible use cases for runScript command? The second feature is namedEvent command, which simply generates/calls a named event with specified name on the whole UI, which can be then handled by matching onNamedEvent handlers. However, this command can be implemented in several ways: Whenever namedEvent command is executed, the named event is processed immediately. The rest of the script (after namedEvent command) is continued only after generated named event is fully processed. Whenever namedEvent command is executed, named event is put into some kind of queue, then the current script continues to execute. The generated named event is executed at some moment later, but surely on the current frame. The point 2 can be further differentiated on the exact order when generated named events are processed. So the first approach is how functions normally behave in normal imperative languages, with a real call stack. The second approach is delayed execution, like what we currently do with "resetTime X; -> X::onTime 0 {...}" combo (at least everywhere in the main menu GUI). My worry with the first approach is that it is an major change for GUI engine with no past experience, and it will probably not match well with the long-established GUI wierdness (I mean e.g. the wierdness that all expressions in GUI script are executed before the script commands start executing). And it would work different both from the "resetTime + onTime 0" combo. On the other hand, the callGui in game scripts do execute named event immediately. And I must admit nested GUI calls could be used to reduce the issues from the GUI weirdness mentioned above. Also, this command exists in Quake 4, but I'm not sure how exactly it works. And it's probably good idea to make TDM work the same way.
  21. skacky was hired by Arkane Lyon the past year. prior to that he also worked on Wrath under 3D Realms, surely channelling his Quake roots. Digital Nightfall however has been working under Arkane for some time longer and confirmed to do level design for Dishonoured 2 minimum. she was a pretty major figurehead in the earliest days of Thief mapping. not at all involved in Black Parade or anything else in a long time though.
  22. any by skacky and a lot of the team members behind The Black Parade are worthwhile. they're often all part of the same fan-made continuity as TBP. for some different multi-mission series of various size i'd also recommend Godbreaker and Death's Cold Embrace. the authors of those are working on their own full length campaign for Thief 2, The Broken Goddess. There's also Feast of Pilgrims which won the T2 anniversary contest and was made between team members of both fan expansions.
  23. What you can do is: Download Manjaro Linux XFCE edition. (XFCE edition has best performance) Put it on usb-stick (usb 3.0 minimum, otherwise too slow). You can use Rufus for this. Boot from it, using the Proprietary drivers option in boot menu. Inside Manjaro linux, go to your Windows drive to the folder with your tdm installation. Start thedarkmod.x64 (NOT TheDarkModx64.exe) I tested this and it loads pretty fast.
  24. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  25. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
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