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  1. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  2. On my machine it's a bug, it' appears every time, it's reproducible, I don't know if others with this problem. Here is the problem: i go to "download mission" from the menu, and its works. When i try to see the screenshot by clicking "next" it crash. Tried with the "Old Habits" mission, this is the log when I have the crash: ********************************** [...] terminal support enabled ( use +set in_tty 0 to disabled ) pid: 11815 2016 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.16 512 MB Video Memory Async thread started couldn't exec autocommands.cfg Widescreenmode was set to: 7 (1920x1080) Found 0 new mission packages. Found 3 mods in the FM folder. WARNING:Couldn't load image: fms/_missionshots/previewshot_preview21700 WARNING:Couldn't load image: fms/_missionshots/previewshot_preview31111 Bogus input colorspace ModelGenerator memory: No LOD entries. pure virtual method called terminate called without an active exception signal caught: Aborted si_code -6 Trying to exit gracefully.. pure virtual method called terminate called recursively double fault Aborted, bailing out shutdown terminal support ************************************ Before opening a bug ticket, i'd like to know if others are with this problem.
  3. Moin, since Dram released the Bow-add-on (angled/straight bow), I thought I'd wrap up my past arrow modifications and tweaks and release them as add-on, too. This is an unofficial add-on for players that enhances TDM visuals. It does not provide anything for mappers. And please, no discussion about new features like smokebombs in this thread! Without much further ado: http://www.bloodgate.com/mirrors/tdm/pub/add-ons/ Here are a few excerpts from the README: Black Light v1.02 - Beauty enhancement for The Dark Mod by Tels © 2011 This mod enhances the visuals of The Dark Mod in a few places. None of these changes affects gameplay - weapons do the same damage, propagated sounds are not changed etc. The effects are intended to be subtle, but good looking. What has been changed Arrows: Fire arrow now fume when idle, and also trail smoke in flight. When they explode, they show an air warp, and there is now longer lasting smoking. Gas arrows have a small green fume, and show a faint trail in flight. They also have a very faint light that represents the ambient light catched in the glas vial as caustics. Water arrows drip a bit, and have a also very faint light representing the ambient light catched in the crystal as caustics. When in flight, they also trail a drip-pattern. Broadheads and rope arrows now shower wood splinters, show a small puff of dust and a leave tiny mark when they break (on stone/metal etc.) Mines: Show a longer lasting smoke when they explode. v1.01: Flames: Torch and fire flames show upwards-flowing sparklings, as well as some distortion caused by the heated air. v1.02: Flames: Sparks and heathaze now follow world gravity, so they look correct (and much better) for moveable torches or torches attached to AI Candle flames now have a small heathaze simulating the hot, rising air distorting the view That's it for now Installation/Deinstallation Just copy the file tels_tdm_black_light.pk4 into your /darkmod folder. To deinstall, simply delete the PK4 file. Bugs Mines do not show the blackening decal. (This is the same as in TDM) Due to the overriding of entity definitions, the console will show a few warnings about "a_tels.def" overriding things. This is normal and can be ignored. Further Ideas Enjoy!
  4. I'm playing around with the stim/response system and I noticed two problems: 1 When I pull down the type menu on either the stim or response tab, the type list is repeated 3 times. 2 The remove button is not working correctly. It's behaving like the add button. This is after clicking Remove 5 times:
  5. If anyone of you dont know a new campaign for T2 is out - http://www.ttlg.com/forums/showthread.php?t=138590
  6. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  7. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

  8. I started a new thread at black cat forums to keep them informed and raise awareness. http://forums.blackcatgames.com/showthread.php?t=13438 Support the thread from time to time and you support Dark Mod by keeping it in the public eye. I'll add more as we progress.
  9. I've a black screen when I start the training mission, I can hear the sounds but no graphics. My system specs are: Pentium IV 1.6 GHz 512 RAM 64 MB Video Card I can run Doom 3 fine, albeit with low settings and a few tweaks on the configs here and there. Were my config tweaks the problem? Or is it because of the fact that TDM doesn't have Quality options? If so, how can I fix this?
  10. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  11. What is the frustrated, Wildeian mugshot in black and white you have as an avatar?

  12. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  13. So... What was up with the forums all day yesterday..?
  14. Not a big deal but I notice that in the mission menu any missions starting with "The" look something like this. EXAMPLE: Beguiling Fence, The
  15. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  16. Well I remember seeing a post ages ago about Penumbra: Overture on these forums so i decided to download and play it; and except for a few bugs I actually quite liked it. Recently the developers released the sequel, Black Plague, which i finished recently and i have to say I'm quite impressed and would recommend it to anyone who liked the first. Some of the coolest aspects i thought were the fact that this is a game with no weapons, basically you spend your entire time hiding from enemies or running away which can actually be quite nerve-wracking. There are some scripted moments where enemies will pop out in areas you assume are safe and you have to scramble madly to runaway or find a way to use your environment to kill them. I thought it was refreshing change of pace from 'scary' games like doom or quake in which you can just shoot everything. Another area that was fun were the puzzles in the game, unfortunately these weren't the real brain-benders like in some other games (think Monkey Island or Day of the Tentacle) but put me more in mind of Call of Cthulhu; they made you think a little but weren't especially hard. Often they required manipulating the environment and using common sense. Later in the game you actually start hearing a voice who manipulates your environment for you ; sometimes this can be quite scary. I thought the graphics for Black Plague were excellent, the environments look realistic and the new lighting effects are good. The enemies look quite creepy but there isn't much variety and I think they could have been made more scary. The sound is quite good also with creepy ambient noises that might make you look into the shadows or behind you for enemies however IMO voice acting needed a bit of work. About the only problems I had with the game were it's length (max. around 8 -10 hours) and the fact that there was not much variety amongst enemies. There are also a whole host of gameplay effects, similar to Call of Cthulhu, that could have really fleshed out the gameplay and made the game that much more scary. Overall but, if you consider that there were only like 5 people dedicated full-time to making this indie game, then it really is a sterling achievement; I found it to be innovative and compelling.
  17. Well, I'm wondering if anyone can help me here. Here's the problem: - Installed Doom 3, patched it to 1.3.1.1304 (checked with console), also installed Resurrection of Evil. Note that I can run Doom 3 at pretty high graphics settings without any problems, so I guess I meet the hardware requirements for TDM, too. - Downloaded torrent version of TDM, extracted it into specified directory. Also downloaded some of the missions and put them into the proper directory. - Started up TDM, and at this point it still worked fine. - Chosen to install the Tutorial. The program restarts, but this time I have a black screen with only the mouse cursor visible (and it moves), and the TDM menu music playing. If I move around the cursor, I get some sound effects which I guess indicate me rolling over menu options, but of course I can't see that. - Since I can't see anything, the Exit button included, I can only leave the program by Alt-Tabbing out of it. Further attempts to run TDM (including after a reboot of the computer) produce the same black screen with working cursor and music. My specs: WinXP Intel Duo CPU E7600 @ 3.06 GHz ASUSTek motherboard 4 Gb RAM GeForce 9600 GT GPU Any help would be appreciated.
  18. I noticed that when a fog light is turned off, it acts like black fog instead of just being off. I cycled through the combinations of ambient rendering and interaction shader and the result was always the same. Is this a known problem? Feature?
  19. Summary0002323: Problem with sound on menu: sometimes it stops and/or play with delay resuming a mission from menuDescriptionI have a problem with the 10.02 version of TDM on Linux: sometimes (it's random), when i jump from the in game loaded level to menu, the sound stops, istantly and if i resume the game, it go with a long delay (about 20 secs). To solve the problem, the workaround that i use for now, it's to switch on and off, the "surround sound" switch on the sound menu. If i go for on and off 2 o 3 times, then i resume the game and it works. I can play with the game, but this little bug it's really annoying when i go to the menu.Steps To ReproduceSometimes it start from the first load of TDM, sometimes it happen only after a level it's loaded.Additional InformationThis problem was not present with past versions, only with the 1.02 version, for the first day that i upgraded to 1.02 i have this little problem. I filled the problem here: http://bugs.angua.at/view.php?id=2323 Anyone with the same problem on Linux ? Here's some log when i do switch on/off on surround sound: Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware
  20. The recent discussion in the blackjacking and lockpicking threads have got me thinking about difficulty settings. To quote some of the relavent stuff: Basically, we need to decide what the "Difficulty Menu" should affect. Do certain things (AI HP, lockpicking time, etc) get modified by the difficulty chosen? Or should the Difficulty Menu only affect map-based things like objectives, number of AI, etc? At the moment, it seems to do a bit of both. My proposal is that we change the "Difficulty Menu" to the "Objectives Menu" (or some other name) and have it ONLY affect map-based things. The mapper chooses the number of settings, and how they will affect his map. Mappers can call them difficulty settings, playstyles, or whatever. Then, we have a new menu under Gameplay Options, where players can set the difficulty of specific things, like: Lockpicking "auto, easy, average, difficult" Combat "easy, average, difficult" AI acuity "dull, average, sharp" etc. That way players can customize their own difficulty level to suit their taste (some people might want challenging combat but easy lockpicking) and mappers can use the Objectives Menu as they like. This is essentially a watered down version of the "customizable objectives" idea that we had at the start and eventually discarded. Anyone have any strong objections to this? I could do the basic gui/graphics work necessary for the new menu, though I'll probably need some code support for some of the options.
  21. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  22. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  23. Hello, we could use some help with better documenting our menus on the wiki. There are two tasks: * Create article(s) that show screenshots of every menu (from v1.04) and describe the options and what they do * Create a testmap that can show the LOD/SEED settings e.g. something like a large room, f.i. well-lit abandoned temple, sun-filled courtyard etc. That has both our existing LOD models (aphrodit statue, plant models) as well as a few SEED generated vegetation patches. This way player can try out the menu setting "Object detail". If possible, the map could also use EAX - we have an existing EAX testmap, which could be used as an example. Tecnical assistance with both tasks is of course available.
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