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I have done some experiments now, moving missions to another folder and then moving them back until the error happens. I suspect that 2.13 has a limit on how many pk4 files it can handle and once you are over the limit, the game crashes. In my current setup this happens as soon as there are more than 210 mission pk4s. Normally this would have not been a problem as I believe there are only about 100 missions, but many of these now have additional small pk4 due to translations or updates.
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Done, and I still have the same problem. But I could narrow it down a bit! Before I moved my fms folder over everything worked fine, but once I did the error occurred when switching e.g. between the two official missions. Copying only my missions.tdminfo didn't cause it. So one of the other missions must have introduced the problem, but I wasn't aware that TDM does even look at other missions besides the one you have selected. Or does it?
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Btw. IMO it would be useful to use .dds images in regular myFM/textures folder structure, so you don't have to replicate that in dedicated dds folder. TDM doesn't use texture quality settings anyway, it's a deprecated Doom3 thing.
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Is there a way to do a clean install without reinstalling all missions? Like can I just move the fms folder somewhere and then back again?
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I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
Fixed but the downloader doesn't correct it. You'll need to delete the language pack file from your darkmod/fms/builders_influence folder and ( if you prefer ) install the newly fixed one.
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Here is a modified glprogs folder that you or any interested players \ tinkerers can put into the darkmod/fms/gem_of_souls folder ( folder must be named glprogs ) glprogs_gem.zip It barely has any visual impact since you have very complex ambient behavior in this mission with all the cubic ambients but does improve the underside of a few outdoor models (etc). Main benefit? You can have the normal fresnel mod installed and still play this mission with no artifacts (etc).
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Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
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Since Aluminum directed me here (Â https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.
Â
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There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.
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Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?
Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.
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Black box on moveable candles/holders and brazier with fire.
nbohr1more replied to DeTeEff's topic in TDM Tech Support
I tried your Darkmod.cfg and couldn't replicate. The condump shows you are running Windows, have an RTX 2070 with newish drivers. I tested on Windows 10, latest Nvidia drivers, on an RTX 2060. These should be the same system in terms of shader compiles. Check your darkmod folder for a glprogs folder or any mod pk4 files that have glprogs folder in them. I think you have an old version of the blendlight shader somewhere in your install. -
I'd been chasing down a persistent and annoying leak without cause. The map had been fine this morning and compiled. Later had this going on. Every previous version I tried had the same problem. So in an attempt to solve it, I loaded TDM, loaded a different map, went back to my map, did a cleanup and then installed my map. Go to dmap my latest v162 not found, v161 gone, 160, 159, 158 etc etc check the folder and it's all gone, all folders, models, textures scrpts everything is gone! 3 weeks work lost and no explanation as to how it can do this???? I've been working for 4 to 6 hours a day for 3 weeks. OMG I've lost so much! How can TDM Do this????? I tried winfr data recovery but it always comes up empty, not really sure how that works. I used to be right up with DOS. Is there no way to get it back? This has to be fixed!!!
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I re-installed beta213-04 in a pristine new folder. I manage to reproduce the issue quite easily in Fullscreen mode. For some reason though it is more difficult - but still possible - to reproduce it in Windowed and Borderless modes.
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I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
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Hi Wronschien, I believe you disabled mods while the game was running and old mods are still there. JSGME basically copies and deletes files: When enabling a mod JSGME copies the mod files from the MODS folder to the TDM root folder. When disabling a mod JSGME deletes the mod files from the TDM root folder. When the game is running files are blocked (cannot be deleted) and the Mod Manager, unfortunately, does not check whether the mod files have been truly removed or not. The solution: Close the game Run JSGME and make sure all mods are disabled Go to the TDM root folder and manually delete any files that begin with "x_modpack" Launch JSGME and enable the mods you want Play TDM normally
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Seems the issue is that inv_count (like the original, defunct inv_item_count) has a default value of 0 in the base playertools class, which items like health potions dont change in their own def. Line 593 in Inventory.cpp assigns a default value of 1 if the "inv_count" spawnarg is missing (which was always the case so far unless the mapper specified a value for certain entities). So to preserve the old behaviour we should set the default value of inv_count to 1 for playertools. I realised that the base entity definition for all playertools was referencing a spawnarg "inv_item_count" which is not used anywhere in the code or in any core scripts. It appears to be a typo of "inv_count", which is used in the code. This meant that when mappers attempted to change the amount of an item using "inv_item_count" presented to them by the editor, it would have no effect. They probably wouldn't realise that they should be using the "inv_count" spawnarg instead. I overlooked that the default value of inv_item_count and now inv_count was 0, so stackable items currently don't work as intended. I've fixed the bug, and also attach the fixed file here for use until the next dev build is out. Create a "def" folder in your darkmod installation and put the file in there. It will take effect after restarting the mission. tdm_playertools.def For people without a forum account, here's a Google Drive link. Remember to delete this folder and file after the next dev build, to avoid getting locked out of future changes to this file.
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After 9 years, i got 2.12 trainingmission running on my android phone, using a fork of D4iii https://github.com/glKarin/com.n0n3m4.diii4a?tab=readme-ov-file Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a", move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for tdm and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Known bugs: game crashes while loading fm st lucia. (New job and trainingmission loads!) And some environmental lights are not lighted up. Screenshot: https://ibb.co/vvb94x8
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Hi all I know we had this topic a few years back but I don't want to necro the thread and I have a specific demand: I am searching for FMs in which the guards have lots of randomized patrol paths. With randomized I mean that they have several branches which they randomly pick each time they come by. I do not mean a randomization that only happens once during mission start (replay ability). Background : I understand the idea that the player should be able to memorize patrol paths in a certain way and be able to sneak past them. However this bores me often a lot and takes away the excitement. I want to be surprised and don't want to feel safe in rooms where I learned that no guard will come by. I would be happy if you guys could tell me your mission names in which such randomized paths are used heavily. I especially like mansion maps but that's not a must. Thank you for every hint!
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Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:
https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/
It wont be long now
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Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
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Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
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r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
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- color management
- tonemapping
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TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing !
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I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...
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I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.
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Hi all, I've been experimenting with ways to discourage the player from reloading too often (health and equipment back + stealth regained at the press of a button is tempting!), the result so far is this mod intended for the niche of players who enjoy the extra tension/challenge from limited saves. ------------------- Experiment #1 - Dynamic save rooms mod: The rules are simple: The place where you first save the game at becomes a save room. Save room: In the style of Silent Hill, or the excellent thief-inspired Gloomwood, the save room is the only place you're allowed to save at. A calling card will be placed on the floor to mark the save room. After finding ~60% of the map's loot earn 1 free save, for emergencies, it does not create a save room but allows saving freely once. If the campaign has custom save rules this addon does nothing. Installation: Drop it in the main 'The Dark Mod' folder. Download: z_addon_dsaveroom_v2.pk4 Mirror: https://drive.google.com/file/d/1DENXHvQ6uOrf8T3I2eUb9WqoTr1G9Pnd/view?usp=sharing ------------------- Experiment #2 - Save-on-escape mod: Simple rules: You can only save after escaping from an enemy who was alerted and started an aggressive search or combat. (Once per enemy, after escaping can save once for 1 minute). Start with one free manual save to use anywhere for emergencies. It seems this system pretty much guarantees the player will engage with the gameplay consequences of mistakes. A negative trade-off I can think of is that since earning saves becomes gamified it may lead to strange gameplay such as purposefully alerting a guard to save, this could be considered "gaming the system" but I think it may not be that bad. It even probably encourages full ghosting without knocking out all enemies, to have a few "walking save points" on the map. Gotta test! Installation: Drop it in the main 'The Dark Mod' folder, remove z_addon_dsaveroom_v2 if you had downloaded it previously. Download: z_addon_alertsave.pk4 Mirror: https://drive.google.com/file/d/14ITlUxtDH7cQYqvXlqsTwOFjGSTciGIW/view?usp=sharing ------------------- Chances are there's a lot of tuning that should be done and obviously it may make some missions much harder than others, if you play it please let me know how it worked out! v2 Changes: -Prevented calling card from being pushed around -Added a free save, earned from looting, to help with bigger maps and unexpected curve-balls. -Reduced save room size a bit Previous versions: v1: z_addon_dsaveroom.pk4
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