Search the Community
Searched results for '/tags/forums/folder paths/' or tags 'forums/folder paths/q=/tags/forums/folder paths/&'.
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
teknokrat replied to JackFarmer's topic in Fan Missions
Wow! Amazing set of missions. Has everything you could wish in a Thief game - lots of sneaking, good use of verticality, interesting locations, rewards for exploration, good guard placement and paths. -
This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ 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. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
-
I think there's a file in the fms folder you can edit for that. Not sure.
-
Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
-
Global Player Tip System ( split from Frob to Use proposal thread )
snatcher replied to snatcher's topic in The Dark Mod
In general I welcome tips and hints in games, and as long as the info doesn't get in my way I don't normally disable it. To be honest, I am so familiar with the mod at this point that I don't know if this system is helpful or annoying. It's an optional mod anyway: players can try it and keep it or delete it. Creating a dedicated setting is not worth the effort, I think. I am attaching to this post an initial version. Place the pk4 in the TDM folder to give it a try. First impressions matter: instead of looking for the tips I suggest you pretend to play a mission. When it comes to feedback I value negative comments way more than praises and likes. Please be open about it, otherwise things never improve / evolve. EDIT - Please find the current WIP in the opening post. -
Lieutenant 1 In Plain Sight: I can't get out of this situation
datiswous replied to tes's topic in Fan Missions
Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807 -
well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
-
TDM starts with black screen on Windows 7
datiswous replied to CashDiver's topic in TDM Tech Support
Have you tried using the installer and upgrade the 2.11a special version to 2.12? None of the included fms (with included translations) will get updated. Edit: Actually the 2 core missions will, so you have to restore those as well. The file tdm_base01.pk4 includes a strings folder with translation files. You could restore the translation files from the 2.11a special version if they are different. Then you could try restore the tdm_sound_vocals01.pk4 till tdm_sound_vocals07.pk4 Also see this post: This is from June 5, while the unofficial package was released on October 2023. So some updated missions might have updated Russian translations for them now. Edit: Probably not.- 20 replies
-
- tdm
- black screen
-
(and 1 more)
Tagged with:
-
Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
- 20 replies
-
- tdm
- black screen
-
(and 1 more)
Tagged with:
-
TDM starts with black screen on Windows 7
nbohr1more replied to CashDiver's topic in TDM Tech Support
Hmm... Try creating a glprogs folder under your darkmod folder and place the changed shader I attached here into it. interactionMultiLight.fs- 20 replies
-
- tdm
- black screen
-
(and 1 more)
Tagged with:
-
Indeed there were all the V4 mods still in the folder, works like a charm now. Actually I think what I did was to remove the previous MODS folder, along with JSGM with its ini, without disabling the mods first. Though now, when disabling all mods, the version number doesn't appear at all at the bottom, wasn't it there before ? Well that's no big deal anyway. Thanks for your help.
-
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
-
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
-
I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
-
Particle Collisions and Cutoff Feature
Amadeus replied to Frost_Salamander's topic in TDM Editors Guild
I think it's worth mentioning here that as of dev17095-10833, there are now several weather materials with static collisions enabled available for mappers to use. These are found in the textures/darkmod/weather/ folder and are called "rain2_downpour", "rain2_light", "snow2_flurries", "snow2_light", etc. You still have to run the "runParticle <mapname>" command after dmap (this must be done every time the proc file changes), but at least now you don't have to mess around with making custom materials. I've also added instructions in the material descriptions. More info can be found at the bugtracker here: #6545 -
You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
-
Thank you very much for your answer. The data I am sending is from a new installation, I have adjusted the settings. The bugs described are not present in the new installation. The text input for the console is not accepted by the console: "added to the dump for full lines in the console fix for long file paths being broken up in the output" Sorry for that.
-
Thank you very much for your answer. The data I am sending is from a new installation, I have adjusted the settings. The bugs described are not present in the new installation. The text input for the console is not accepted by the console: "added to the dump for full lines in the console fix for long file paths being broken up in the output" Sorry for that. Darkmod-cfg.txt
-
So I got a Steam Deck (OLED) as well and installation of TDM is very easy with the default installer: Go to desktop mode (Steam button > Power > Switch to Desktop) Open Chrome and download the TDM installer It comes in a zip-file. Place it inside the "Home"-folder and unzip it. Use the installer to install TDM Go to Steam and create a shortcut to a non-steam game. You have to choose "browse" and have to change the filter to "All Files". Then select thedarkmod.x64 Look up the shortcut in Steam, go to properties and change the name. You can also change the image somewhere else. Go back to normal mode and you see the shortcut for TDM in your Steam library and it'll start fine. (Choosing for .x64 means you use Linux native instead of via Proton) Btw. you can open the keyboard with the x key. In-game you first have to press the Steam button and then the x key. In desktop mode the right touchpad controls the mouse pointer. The left touchpad works as a scroll wheel in certain windows.
- 41 replies
-
- 2
-
-
- steam deck
- steam
-
(and 2 more)
Tagged with:
-
I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
-
I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
-
I'm starting the Black Parade now but I would like to add a few mods to it like the Lantern mod and automatic key, I tried moving the files to the FM folder but nothing. Anyone has an idea if this is possible and how?
-
Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
-
Ability to distribute FM's as standalone projects
datiswous replied to MirceaKitsune's topic in The Dark Mod
If you know some Python, you could make a script for it. So you find it in the scripts menu. It's funny because I yesterday found out about this engine, but not after reading your post.. It was via a game in Steam I think. I think this is also how it's done with Godot. I think it's not possible to host the engine on such platforms without some kind of license agreament that nobody wants to agree on. Maybe you could make an autoinstall script that installs tdm. I mean if you make a tdm folder with inside it an fms folder, with the fm in it, and in the root tdm folder you put the installer. Using: --unattended should work for auto installs. -
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
- 71 replies
-
- 12
-