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  1. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  2. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  3. 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!
  4. @STiFUBeen a while but hoping you don't mind I bug you again on this topic. I lurk in a certain VR discord and saw this paper mentioned https://iovs.arvojournals.org/article.aspx?articleid=2613346. And it was hypothesized that the conclusions of this research may have significant implications for dynamic focus VR displays, and now I'm kind of wondering about this as well. The general assumption of the, I guess, "XR community" is that you can solely use various forms of artificial defocus (and not optical vergence) as feedback to guide the eye's accommodation to a desired focus depth, and thus even VR displays capable of displaying only a single varying focus depth (as opposed to a multi-focal display) can actually function: as the user's eyes move from the in focus part of the image to an out of focus part of the image, the artificial defocus blur generated in that out of focus part of the image is considered to be sufficient feedback to trigger the eyes to accommodate to the new focus depth (even though the optical vergence of that part of the image is still incorrect). But, assuming I'm understanding the paper correctly, without the presence of "genuine" optical vergence corresponding to each potential focus depth in the scene, there wouldn't be sufficient feedback for the eye to accommodate to that depth correctly. There are apparently many accommodation cues for the human eye, but the claim here seems to be that true optical vergence is necessary. And wouldn't that mean a multifocal display is necessary? It seems interesting to me because from what I've gathered over the past few years the varifocal prototypes in various labs are said to "kind of" work for certain people and not work at all for others. So, even assuming eyetracking were perfect, if they are nonetheless unable to provide the required feedback to guide accommodation, then the very kind of dynamic focus display that everyone is banking on (for the near term) to address the major optical issue with modern VR headsets would seem to be a dead end. You would instead need something like the CREAL lightfield headset I mentioned a while back. And facebook recently pushed their timeline for varifocal headsets out from 2022 to ~2030. (again, assuming I'm even understanding this correctly)
  5. In my mission, there is a script that is supposed to display a message if a player is damaged by an explosion. It didn't work because health stays at 100 even when the light gem shows damage was taken. at the start of script I did this; PlayerHealth = $player1.getHealth(); sys.print("Start health = " + PlayerHealth + "\n"); and it reports 100 (or less if player is damaged already) after the explosion (more) damage is taken per light gem, but this; PlayerHealth = $player1.getHealth(); sys.print("health now = " + PlayerHealth + "\n"); Still shows the value recorded before damage was taken. So how do I test for actual health?
  6. Good day Dark mod team, There has been a persistent issue I've been having while playing a variety of different campaigns: maps. Whenever you have 4+ pieces of map, and you have to press map button multiple times to get the one you need within a short time interval, it becomes really grating on me. I'm not sure how the game is designed, but I have a basic idea to resolve this issue. Create a rectangular object like Map1_location, which would cover a specific section of the map (e.g. first/second floor of the manor, outside, overall). Whenever player presses Map button, game checks in which location object the player is and shows a proper map, instead of scrolling through each map every time. If there are maps you can get mid level (WS2 for example), and you don't current'y possess the map of your location, pressing M would either display overall map (if exists), or static image "no map of the current location". The idea and implementation might vary, but I really think something needs to be done about the multi-map for better player experience.
  7. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  8. 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.
  9. If you already know this ignore it but if you don't, then know that if's in materials stages turn on and off those stages, so you need to make sure you are setting parm11 to a valid value above zero in a script somewhere. But if removing those, didn't solved the problem, then the problem could be the vertex colors itself, are you sure the model has the correct vertex color info on it? Afaik the engine only supports grayscale vertex colors in the RGB format no alpha. Also instead of blend diffusemap keyword try the blend add (gl_src_one gl_dst_one) not sure if this matters but the basic example for vertex colors in this link uses it. I haven't used vertex blending for a very long time so all of this is rusty on my mind unfortunately. Also not sure what you mean with ""lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file." but a material name like yours "textures/darkmod/map_specific/lawn_vertex_blend" shouldn't be a link to a real texture, in reality that is just a virtual path to a fake folder that DarkRadient uses to display in the media section of the editor. You can have a material with just a single word on its name and it will show in the media tab, just not inside a folder but in the global space. it is like this: virtual path/material name { material code } or material name { material code }
  10. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  11. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  12. Continuing on with my previous posts about this topic, Carmack actually addressed the state of their varifocal technology in the above talk. I guess the much coveted Half Dome varifocal prototypes they demonstrated (well, "demonstrated" as in "showed a through the lens video of it") still have lots of problems and didn't really work well outside of the lab. Also, problems with cost and glasses. Unsurprisingly varifocal that isn't "perfect" is worse than fixed focus. It seems quite premature to me then that Lanman claimed varifocal was "almost ready for prime time" 1.5 years or so ago. Carmack hopes they can collect a bunch of eyetracking data across wider populations with their next headset (to increase accuracy I suppose), but this seems to confirm varifocal isn't going to be a feature from them any time soon. But just how accurate and robust does eyetracking have to be for this to work in a consumer product? E.g. if eyetracking running at >200hz screws up your focus once every minute, does that create an unacceptable user experience? https://skarredghost.com/2021/10/22/creal-ar-vr-lightfields Then there's this demo of CREAL which approximates a light field: "CREAL states that its innovation is in not calculating low-resolution lightfields for many positions, but few high-quality resolution lightfields in a few selected positions around the eye of the user". The impressions are very exciting to me because it sounds like it's another step along the path of addressing the primary issues I have with VR: However, there's no actual eyetracking and the lightfield portion of the display is limited to a mere 30 degrees (the display is foveated, there's a standard fixed focus display around the perimeter and the transition between the two is abrupt). I have to wonder if it's possible to use a similar kind of display but with eyetracking so the lightfield region follows your eye--sort of similar to what @STiFU mentioned a while back (though that was with a holographic display).
  13. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  14. Btw. I see this fm still uses it's own secret system, instead of the build-in one from tdm 2.10+ ? //code that keeps track of secrets. From goldwell float secrets_count; void trigger_secrets() { secrets_count = secrets_count + 1; //Added a total number kept in $Secret_Message string secret_num = "You have found " + (secrets_count - 1) + " of " + ($Secret_Message.getFloatKey("secrets_total")) + " secrets !"; //Play secret sound kept in $Secret_Message string secret_sound = $Secret_Message.getKey("snd_secret"); $player1.cacheSoundShader(secret_sound); $player1.startSoundShader(secret_sound, SND_CHANNEL_VOICE ); //play secret sound //Display message $Secret_Message.setKey("text", secret_num); $Secret_Message.activate($player1); } https://wiki.thedarkmod.com/index.php?title=Secrets#Updating_your_mission_to_use_the_secrets_system
  15. 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!
  16. 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. :-)

  17. @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...."
  18. 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
  19. 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.
  20. Maybe you can autogenerate text to speech and based on that display the subtitles.
  21. Would it be possible to use the subtitle system (or something similar) to display a translation for text you frob, and active gui pages (for example a page in a book)? (I guess this might give problems for pages with a lot of text) This way you can keep the game in it's original look, while still giving a translation.
  22. The debrief has it's own gui. Can the subtitles be included for that gui? For example by adding this? //stgatilov #2454: display subtitles #define SUBTITLES_NAMEPREFIX BriefingVideo #include "guis/tdm_subtitles_common.gui" Actually, maybe I should first test if the subtitles don't show up.. Is there a way to cheat a mission ending, so I don't have to play the whole mission?
  23. I'm pretty sure I tested this case. Note that subtitles display only if there is appropriate GUI. If you have your own overlay or own GUI file, then you might be missing proper #include of subtitles.
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