Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/black menu/' or tags 'forums/black menu/q=/tags/forums/black menu/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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.
  2. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  3. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  4. Grats to the release. Will be the next thing I play after I finished The Black Parade.
  5. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  6. That's a real head-scratcher! Is it possible for the menu-installer to not have the same version as the direct download link? If you check the read-me file it will show the version#.
  7. Latest version from the main menu installer, just checked and no update (* symbol) available so it should be the latest.
  8. Interesting Was sure it must have been something that either broke recently or was never discovered until now. I actually discovered it as I changed some of my default keys, then forgot what the key was to cancel my shot so I pressed escape hoping that would put the arrow down, then I returned from the main menu and noticed this occurs.
  9. I accidentally found a bug that's easy to miss but likely also to fix: Select an arrow, in my case I was using the water arrow. Hold down the fire button to charge your shot, wait until it's fully charged but before getting tired and having to abort it. Press esc to enter the main menu without letting go of the left mouse button, then press esc again to resume. If you look and move around, the position of the hand and bow will no longer update until you let go to fire, you can see your first person hands floating in mid-air from a distance till you release the mouse button which will fire and update the hands again.
  10. GAMEPLAY * Frob controls have been reworked completely. Previously players were annoyed by having to do three presses to extinguish a light. Also, some player didn't even know that bodies could be shouldered and were limited with dragging bodies. Now simply clicking the frob button performs the action player needs most of the time, and pressing-and-holding the same button performs alternative actions like dragging bodies and extinguishing candles (thread). * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately. * Some aspects of gameplay can be further simplified. Auto-search bodies is for players who don't want to waste time searching for keys and purses on guard bodies. Lockpicking "Auto" difficulty now indeed trivializes lockpicking (thread). * Leaning animation has been improved with lower head tilt (thread). * Player footstep sounds have been rebalanced. Metal and water sounds were especially painful previously. * Further improvements of subtitles: revised location and font to avoid overlapping with other GUI elements, added directional cue, better slot allocation. Each subtitle is now displayed for at least one second even if the sound is very short. * More settings to reduce camera bobbing/rolling/shaking, which is good for players who feel motion sickness from default camera animations. * Now several script addons can coexist and work independently (thread). ENGINE * Optimized generation of light-entity interactions in rendering frontend. Also greatly optimized shadow processing, especially for moving lights. Unfortunately, many existing missions are not compatible with these changes, so you might see light leaking through walls (mainly with stencil shadows). Please report all such cases, we'll apply workaround on case by case basis (thread). * The "old" and "new" rendering backends are finally merged into one. It is as nice to program as the new backend, and as old-fashioned and reliable as the old backend. Single-pass shadow maps enabled by default and now respect noselfshadow. * Materials with polygonoffset now interact with lights. So static decals can have bumpmap and specular lighting. Note however: dynamic decals still don't interact with lights. * Revised parallelSky lights and marked shadowing parallel lights as deprecated (thread). * PNG image format now behaves equally to other supported formats. In particular, it is not required to explicitly specify its extension, and it can be referenced directly in GUI code. * Added functions min/max to material expressions, which can be useful for clamping. * Fixed minor culling bugs on animated entities and enabled entity scissors by default. * Reduced color banding for fog with some dithering at tonemapping stage. * Finally our C++ code can compress and decompress all texture formats we use, meaning that we no longer depend on occasionally buggy/slow vendor implementations. BUGS * Now both OGG and WAV sounds work the same way and stop playing while in main menu. * Fixed "gui::startSelect" as a feature that allows to choose player starting location in GUI briefing. * Fixed warnings in newspaper_bridgeport0X core readable GUI. ASSETS * Added automatic turrets, to be combined with security cameras (Thread). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). * New and fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Fixed some issues with moor AI (6345).
  11. I've spent a lot of time recently submitting patches to fix some bugs and working on a few things that I think would really improve the feel of TDM for 2.11. They are very small changes, and they are meant to polish what's already there without changing or breaking anything for anyone. (Available 2.11 beta 7) Added player "tdm_toggle_sheathe" cvar and "Toggle Sheathe" setting (6232) (thread). Renamed "New Missions" to "Missions List" in main menu (6230). @nbohr1more cleaned up my original patch. Originally, proposed by @snatcher (post). Fixed initial difficulty highlight on Objectives screen (6229). @stgatilov cleaned up my original patch. Fixed Objectives title slightly cut off on low text scale (6234). @stgatilov cleaned up my original patch. Made it possible for the player to change "pm_noclipspeed", so noclip speed can be set (6237). (Available in next beta) Make "tdm_toggle_creep" work like other toggle cvars, and add "Toggle Creep" to the settings menu (6242) (thread). (Not available) Make the inventory parchment background (dds file) separate from the "Missions List" parchment background (dds file). Without the patch, if you change the inventory background, it will also change the main menu. Patch submitted (6241) to decouple the inventory background from the main menu. This is meant for players who want to edit the inventory background (dds file) themselves (e.g. reduce its brightness without affecting the main menu). When you drop a long distance and land in a mantle, damage is shown after the mantle animation is complete. Partial fix submitted (6231). I think I'll need @stgatilov's help on this one. Bikerdude was very kind and provided a test map for this, which helped to expose an issue with my original patch. ("pm_mantle_while_shouldering" cvar available in 2.11 beta 7) It was requested by Bikerdude one year ago to allow mantling while carrying a body. Due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) (thread) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. These are the final issues / bug trackers I have for 2.11. I hope they can make it into the final release of 2.11, because I think it would make TDM feel more polished and give a better first impression for newcomers. And, Thief players would have a better first time.
  12. At some point today, for some unknown reason, the brightness of my SVN TDM menus has gone way up. I did not rebuild my SVN copy. My gamma and brightness settings inside the game haven't changed. 2.08 menus are fine. If I copy my Darkmod.cfg file from 2.08 to SVN, it doesn't solve the brightness problem. This suggests that menu brightness isn't controlled from the cfg file. Are there any other settings w/in TDM that control menu brightness? Thanks.
  13. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  14. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  15. I think more accessibility and customization options should be exposed in the main menu. Even as a new player when you’ve gotten to the point you understand what a cvar even is, looking them up often when you aren’t sure what you are looking for is even available is not a good experience. Given just how much discussion and disagreement there has been about the blackjack over the years, offering the new feature (which again I like btw) but making it something you can easily disable if you prefer in the game menu is a no brainer imo. I also don’t like the idea that things which can give players motion sickness, such as camera animations, are not directly adjustable and accessible in the game menu. So I don’t really see a reason why any of these should not be included, given there is real estate available in menu.
  16. TDM Modpack v3.8 released in the opening post Introducing... the SHOCK MINE MOD v1.0 We must thank @wesp5 for this one! Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes. The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results. The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player. A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it. Big thanks @wesp5 ! HUNTER BOW MOD v1.1 Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now. CLASSIC BLACKJACK MOD v1.3 A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get... KO guaranteed: no indicator and no quick-save required. FLASH GRENADE MOD v1.1 Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version. --------------------------------------------------------- Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack! The download can be found in the opening post. Full changelog: ============================== v3.8 - New release ------------------------------ • STANDALONE SHOCK MINE MOD v1.0: Initial release. • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection. • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots. • CLASSIC BLACKJACK MOD v1.3: Improved collision detection. • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method. • Modpack: Minor general corrections. Cheers!
  17. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  18. My own suggestion which I was thinking of earlier after this was brought up again: When a new mission is started, under the 3 difficulty options (Easy, Medium, Hard), why not offer a separate setting for save restriction independent of difficulty level? It could be a separate checkbox with which the map's difficulty setting decides how severe save restrictions should be. While initially I may have welcomed this as a map choice for the standard difficulty setting, I now believe restricting saves should be a separate user-controlled choice, which would oppositely also make it usable on all old FM's. I think there's one potential issue with this plan, correct me if I'm wrong: Some FM's implemented checkpoints where the map itself decides when to auto-save, and that can only be specified by maps themselves. If the two features can be separated, does anyone else think we can limit no-saving to a separate field picked in the mission briefing menu?
  19. You are correct in that is a partially unfair example in that dishonored 1/2 use a lot of “modern” gui conventions like text elements, progress bars, etc for a lot of it’s interactions and telegraphs pretty clearly to the player what context sensitive action will result on frob. There is a delay on some interactions, including picking up bodies, but this is to prevent unintended inputs, not to enable something like multiple control layers. The primary function of using frob on the body is to “pick it up” ie shoulder it. No idea why this is material to an an argument that this should be the result of frobbing a body? No one is even suggesting removing this kind of manipulation from the game. The examples I can think of this kind of drag mechanic: the modern deus ex and hitman games, both of which are interactions exclusive to bodies and don’t feature shouldering as a mechanics at all, and the fine grain physics manipulation modes you see in Bethesda games starting with Oblivion, which requires long pressing the interact key on a physics object to allow you to move it around. Incorrect: TDM does not have the ability to move “anything” as physics object and all of those games have physics systems which include objects the player can move around. Also not material as to why a fine grain limb manipulation and dragging mode should be the primary function of the frob key. No one is advocating removing the feature from the game, and you can get the exact behavior you seem to want by disabling the hold commands in the main menu.
  20. @wesp5 Make sure you skip thief, thief2, deus ex, dishonored, dishonored 2, etc. Not sure what military grade hallucinogens they were smoking but they all have physics object you can pick up and bodies you can shoulder - tied to the same input! It was quite the scandal - all anyone could talk about at the time is “why don’t the bodies just float in front of my camera when I pick them up just like this potted plant does?” What they didn’t have that the current build of TDM does was the ability for players like you turn this troublesome development off in the main menu. Thankfully I am absolutely certain you’ve been spared the pain of playing of these games, as it is seemingly the only explanation I can come up with for you to still be posting the same comments over and over and over again in this thread. Seriously though these interactions in the game were never really the same thing, you do not drag most physics objects in the game slowly along the ground, you pick them up kind of like how shouldering the body is a non goofy way to display you have picked it up, so no idea how it is inconsistent and even why that matter so much.
  21. - Sheath key should also draw the weapon you last sheathed. - Option to disable custom main menu backgrounds that come with missions. I'm sure the designers went to great trouble to tailor my experience, but I honestly just want my main menu to be black as it is with no missions installed. Current mission comes with background and is obscuring the main menu options. - Music should come under "music" slider in options, currently its under "ambient" which is both ambigious, and also disables environmental sfx for those who prefer to play without music.
  22. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  23. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  24. I beta tested A Night in Altham again and found a few engine related issues. First off the new "screenshot_viewpos" command doesn't actually show the viewpos, it makes the console appear in the screenshot but the view position doesn't make it in in the frame. Here is an image taken with this command: It doesn't seem like a clean solution to make the whole console appear anyway: I wonder if it's possible to make just the viewpos appear at the top of the render in a special display with this command. Also this FM was a good occasion to test peeking. Thankfully it no longer crashes the engine on Linux or what the old problem was. Problem is that everything's black instead: You see nothing while peaking, just parts of the keyhole overlay and that's it. Thus peaking remains broken, whether this issue is also Linux only or not.
  25. I have some textures that are working perfectly fine in DarkRadiant, but when I load the map up ingame I end up with black textures. As far as I can tell I have all the files where they belong - the dds in the appropriate dds folder and the _ed.jpg and _local.tga files where they belong. I see them as I'd expect in the material browser and the camera view in the editor, yet when I start playing they all appear as solid black, like the 'shader not found' DR default material. Does anyone have any idea why this would occur?
×
×
  • Create New...