Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/blank screen/' or tags 'forums/blank screen/q=/tags/forums/blank screen/&'.

  • 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. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  2. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  3. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  4. 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.
  5. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  6. https://github.com/Acly/krita-ai-diffusion Generate images from within Krita with minimal fuss: Select an area, push a button, and new content that matches your image will be generated. Or expand your canvas and fill new areas with generated content that blends right in. Text prompts are optional. No tweaking required! This plugin seeks to provide what "Generative Fill/Expand" do in Photoshop - and go beyond. Adjust strength to refine existing content (img2img) or generate images from scratch. Powerful customization is available for advanced users. Features Features are designed to fit an interactive workflow where AI generation is used as just another tool while painting. They are meant to synergize with traditional tools and the layer stack. Inpaint: Use Krita's selection tools to mark an area and remove or replace existing content in the image. Simple text prompts can be used to steer generation. Outpaint: Extend your canvas, select a blank area and automatically fill it with content that seamlessly blends into the existing image. Generate: Create new images from scratch by decribing them with words or existing images. Supports SD1.5 and SDXL. Refine: Use the strength slider to refine existing image content instead of replacing it entirely. This also works great for adding new things to an image by painting a (crude) approximation and refining at high strength! Control: Guide image creation directly with sketches or line art. Use depth or normal maps from existing images or 3D scenes. Transfer character pose from snapshots. Control composition with segmentation maps. Resolutions: Work efficiently at any resolution. The plugin will automatically use resolutions appropriate for the AI model, and scale them to fit your image region. Upscaling: Upscale and enrich images to 4k, 8k and beyond without running out of memory. Job Queue: Depending on hardware, image generation can take some time. The plugin allows you to queue and cancel jobs while working on your image. History: Not every image will turn out a masterpiece. Preview results and browse previous generations and prompts at any time. Strong Defaults: Versatile default style presets allow for a simple UI which covers many scenarios. Customization: Create your own presets - select a Stable Diffusion checkpoint, add LoRA, tweak samplers and more.
  7. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  8. Should I be able to load a save file from another player? My mission is in beta test, and one of the testers has run into an issue. I had them store out a save file, but when I try to load it, TDM hangs (the loading screen just sits there with the bar at 0% progress). We're running the same version, 2.11/64 #10264. Is what I'm trying to do possible?
  9. Idea: Thief 3 style missions.

    One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.

    This could be used for the Thief 3 contest possibly..

    1. Show previous comments  4 more
    2. AluminumHaste

      AluminumHaste

      Just use layers in Dark Radiant. Put everything on one floor in a single layer then hide it.

    3. jaxa

      jaxa

      Seems like the idea is doable, IDK about the fake loading screen though.

      How well can TDM handle large, open areas? I know it was never a strong suit of the engine, but I'm thinking of the recent "A Bridge Too Far" and biiig T2 FMs like "Lord Alan's Factory".

    4. datiswous
  10. Using DarkRadiant 3.8.0 I don't know how to get this working. Ctrl-F does nothing and it's also not defined as a shortcut in Keyboard shortcuts. What is the name of the feature in the Keyboard shortcut edit screen so I can enable it?
  11. Whenever I try to open The Dark Mod, it shows a grayish-white Screen when opened, then when I click on it it lags and shows me the not responding popup, so I try to close it. I have reinstalled it 3 times. When I first installed it, It worked properly for the first week or so, but has been reoccurring since then. I don’t know what’s wrong with it, I install it the right version (I have a Windows 10 64-bit desktop), I try to do everything correct, and it still won’t work properly. I have a video, link related: https://youtube.com/shorts/csugorI4jkU?si=TuxhoWOU2XkHFhPm
  12. Oh, absolutely, I'm stoked for the Super Mario Bros. movie too! The trailers have got me all hyped up. It also has a great review at movies on now. I can't wait to see our favorite plumbers on the big screen; I feel nostalgic for this game. It's gonna be a blast!
  13. Is there a way to change the default resolution of saved screenshots? Standard they're saved in the same resolution as the set screen resolution. But I upload them at a lower resolution to save space, so then I have to resize them first.
  14. There's another trick I wanted to try but haven't seen done before and it may not be possible but still: Can you make it so when you die, the FM doesn't end but a script function executes or an entity is triggered, ideally only if the player is in a given area? Thus once you reach 0 health, you fall hearing the player grunt sound and the screen goes dark as usual, but instead of the "mission failed" screen you find yourself teleported in a particular room with your health fully restored. The script reference page mentions two functions called customDeath and deathMenu for idPlayer, however they aren't documented... does anyone know if that's what I need and how to use them?
  15. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  16. So which type of recording is done by the "recordDemo" command? I just tried it, following Daft Mugi's instructions and it worked reasonably well but The replay had no sound I had some entity guis (signs) in my test map and the text wasn't shown on the replay - the signs were just blank The saved file was nearly 2MB for ~20 secs of recording (and wasn't particularly compressable either) I'm guessing (from the file size) that this was an 'avi' recording.
  17. "I think we have an opportunity to enlarge the potential TDM community to include deaf players, or those who like to play games with sound off." Even for the existing TDM players, some degree of customization, e.g., font choice, would be an improvement. Nobody argues with that, provided the bar to expressing need is not too high. Certainly TDMs large number of CVars hints that a bit of complexity has been tolerated in the past to achieve improvements and allow for satisfying individual needs and preferences. The TDM subtitle system I feel was meant to eventually cover all game sounds, so yes. (If you're talking about screen-reader software, it will not understand game context.) That's one of 2 possible methods I mentioned to help implement per-subtitle visual cues. There are no doubt others. It's ok with me if things like cue customization doesn't start to happen until TDM 2.13. I'm just trying to lay out a pathway through the terrain, which sadly seems more fraught than ideal.
  18. In phone i use a DNScrypt proxy and Quad9 DNS (also in PC). In Phone and PC i use the Vivaldi browser (inbuild ad/trackerblocker), it's chromium based, but all Google crap stripped out. Even the search bar in the home screen is from Vivaldi with Andisearch (or others i like). No problems with Google crap, which i don't use, except the Android itself. Ah, well, also set permissions of all my apps to the minimum needed.
  19. A rather unique idea for a possible FM occurred, though doing it right would require something I don't think is possible, none the less I'd like to know what the closest way is. Is there a way to trigger a reset of the map that makes you start from the beginning from within the map itself, storing only information about particular choices you made during the previous run? I don't care if the loading screen shows up again or not, a seamless way where you just reappear at the beginning would be ideal, but I'd rather avoid the briefing screen and having to pick a difficult again as I don't want the restart to be that total. Example: During your first run, you're given an objective to kill an AI which you may or may not complete. Upon reaching the end, instead of the FM ending normally and showing your stats, the screen fades to black and you find yourself at the beginning: Everything is reset, all objectives the AI the loot any items you picked up and so on. Based on whether you completed that objective or not before the reset, certain targets are triggered changing a few things on the map during this run. I case a map reset isn't possible to trigger: Is it at least possible for the FM to store information independently of saves? So you complete the FM normally at first, but next time you choose to play it choices you made during a different playthrough are detected and triggers executed accordingly. I'd rather avoid this method since there's no way to reset it unless you'd manually delete whatever text file is generated in the FM's directory, granted there's a script function allowing this to begin with.
  20. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  21. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  22. Does anyone know how to create x-ray screens? In the x-ray demo they work, but when I try to create them myself they either don't work, or only show entities. The lamp has no x-ray spawnargm the rat has skin_xray: visible. If I set it to invisible it doesn't show, so that's good, but the background and light doesn't show. The otheer side of the screen is set to texture milky glass. Edit: This is solved. Xray screens need to be an entity (for example func static). Wiki page is updated with info.
  23. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  24. Is it possible to have a different style of door? For example a window or a trapdoor. I mean is the animation of door opening and screen fading to black easy to implement on other type of doors? Edit: Nevermind. I figured it out. Answer is yes.
  25. Btw. I think gui supports 3D models, like can be seen with the compass. I thought for immersion it would be cool to have a small 3d model on screen of the player's look when the disguise is used. Maybe it's nonsense, just something that came up.. Why is that actually necessary? If an item can be attached to an ai head it could maybe also be attached to your head? Can a helmet not be attached to a head? Well I guess it depends how you want to implement it.
×
×
  • Create New...