Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/folder paths/'.

  • 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. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  2. I agree with the people above (for the installation method). But according the packagebuild from that repo ("thedarkmod-bin" by diabonas), the standard missions are included. So Erze should got the missions files already. (packagebuild from thedarkmod-bin - https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=thedarkmod-bin) (repo "thedarkmod-bin" - https://aur.archlinux.org/packages/thedarkmod-bin/) From my own experience, i have seen that that empty mission list and error, when the user doesn't have any write-permissions in the TDM folder. (and i know that most of the linux package installer scripts for TDM, doesnt give them to the user) Check if there are any mission folders and files in the fms folder in TDM folder "/opt/thedarkmod/fms" (?). If so, Add yourself to the user-group "games". (because according the packagebuild, that user-group has write-permissions to that folder) Or give everybody write permissions to "/opt/thedarkmod", and his subfolders/files. Or move the tdm-folder to your home-folder. If not, follow the official linux method. Set the write permissions of the existing tdm folder, download the tdm-updater to the existing tdm folder and run the updater (for more info, see installation methods on linux, on the TDM Wiki.) There is also another repo "thedarkmod" - https://aur.archlinux.org/packages/thedarkmod/ -edit- but that script also does not give permissions to the user. Only to group root and games. (admin, please move topic to tech support)
  3. I have a bit of energy this morning, so I copied the tdm_player_thief.def into my fm\def folder and made the changes. Didn't help. Even did a dmap just to be sure, but the darn hat still blocks the view. WHAT am I doing wrong? Think maybe this stuff is just beyond my aging brain... :{
  4. Yeah I think that the /script folder is the way to go here. Create my_campaign.script in the /script folder and add it to tdm_custom_scripts.script (i.e., #include "script/my_campaign.script"). And if your script needs to know which campaign mission is being played, don't forgot https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting.
  5. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  6. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  7. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  8. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  9. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  10. Hey, playing Sotha's first Ulysses missions atm. While i really love the mission so far, it showed me once again a problem i already discovered in other missions, grayman's "In the north" mission to mention especially. and that is the in parts excessively long paths A.I.'s walk in some missions. While i can understand that some may think it adds to realism and unpredictability, it makes it damn hard to hide bodies for example. For example, in Sotha's mission, i blackjacked the guy working in the steamworks, and hid his body in a nearby room i lockpicked, in a niche which was lit by a candle on the wall, which i extinguished. I spent about 5 minutes in that room, searching for loot, or items to pick up. In these 5 minutes, noone entered, or left the room. Then i went out of the room, and got to an outdoor area in front of the manor. I spent about another minute and a half hiding in the dark behind a crate, to see what's going on outside, and even blackjacke a guard patrolling outside in that time, then all of a sudden, the door i came out of opens, and some housemaid comes out. So i went inside again to see where the hell she came from now, and realized she had even lit the candle again, and probably saw the body of the blackjacked steamworker too. Guys, isn't that a bit too much? I mean, as i wrote, i can understand the added realism and all that, but for playability, it has to be a bit predictable. Stealth games don't work without a bit of predictability. In reality, you won't stand a chance in most cases due to the way real people behave, how unpredictable they are, and coincidence. In a game, i have at least to rely a bit on things i can foresee, and i can't foresee a housemaid entering the place i hid a body after like 10 minutes, lighting the torch i extinguished to darken the niche i hid the body in. That's a tad too much really. It makes it almost impossible to know where you can hide a body so that noone stumbles over it. It has always been predictable in the original Thief games, it's predictable in games like Splinter Cell or Chromicles of Riddick too. So please, consider there's also people who blackjack everyone in sight, and need to hide the bodies somewhere. There's not only people who ghost missions. As i said, that's not to say i don't enjoy the missions, and this one in particular, it's really great, and it's awesome how creative some people here are. Just felt like mentioning this, because TDM really gives me a damn hard sometimes. I mentioned it in another thread already: The original Thief games were considered as very hard games by most of the game press. TDM is a lot more harder even. At least my personal view is that it could be a little bit easier sometimes.
  11. I'm not 100% sure (have not tested it) but I have read a long time ago that the material names can be any size, even a single word, like this below ivyloose06 { qer_editorimage textures/decals/ivyloose06_ed.jpg diffusemap textures/decals/ivyloose06_d.tga specularmap textures/decals/ivyloose06_s.tga bumpmap textures/decals/ivyloose06_local.tga } the name doesn't need to be a path, paths are relative anyway, (relative to the texture folder) and are only important for the textures inside the material itself. I think the material name written as a path "textures/somefolder/materialname" is used by the editor to create the folder structure in the media browser, that's all, if you don't give the editor (DR) a "path" it just puts the material in the main "textures" ones.
  12. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  13. TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. 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 yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 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. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - 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. Thank you for testing !
  14. There's a missing material in core (the dds file and the editor image itself are present). If I include it in the materials folder of Requiem the 2 missing textures show up in game. Material: textures/darkmod/window/simple_square01_lit { glass noselfshadow qer_editorimage textures/darkmod/window/simple_square01_lit_ed diffusemap _black { blend add map textures/darkmod/window/simple_square01_lit rgb 1 } } 2 options: Include the material back in core Include the material in Requiem materials folder
  15. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  16. started playing the division2 with a friend, still trying to figure out best gear upgrade paths, there is quite a lot to consider... especially now since i just unlocked the hunters xD and they are all over my ass.
  17. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  18. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  19. Here's the pre-release build 3.1.0pre2 After this pre-release phase I'm going to consider doing this differently, like pushing out the releases more regularly, skipping the "beta" phase. It's a lot of work putting the pre-releases together, and I'm somewhat tired of it. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/12zKwbeesRIMP7DNeGd0znGl5xqBVrrPX/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/12u5YtpDvpIPL7cR8EPdIIFcnjx9TzpCe/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 3.0.0 can be seen on the Bugtracker changelog, here's the summary: #6065: Feature: DR doesn't consider wildcards in skins #5503: Feature: Reload Images #5805: Feature: Texture Tool free scale #6021: Feature: Add "Show Definition" to all ResourceTreeView instances #6003: Fixed: "Reload Defs" doesn't remove entities that have been commented out #6007: Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions #5504: Fixed: Reload Defs is not sufficient for reloading modelDefs #6035: Fixed: Models are reset to origin after reloadDecls #6064: Fixed: Skin Chooser doesn't preselect non-matching skins #6062: Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader #5988: Fixed: Unable to select func_emitter with particle attached #6000: Fixed: Particle Editor Preview lacks vertex colours in lighting mode #6061: Fixed: Particle effects still visible when hidden via layers or filter #6036: Fixed: Entities referring to modelDefs should use the "idle" pose where possible #4910: Fixed: DR does not parse materials in def files #5982: Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown #5981: Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values #5727: Improvement: Skin Chooser: show in which .skin file the skin is defined #5977: Improvement: Declaration Block Parsing overhauled #6023: Improvement: Python Interface for IDeclarationManager #5972: Improvement: leave player start entity selected after placemen #6066: Improvement: Let Map Info show materials used by models #6073: Improvement: Renaming Declarations causes problems when saving it later #6057: Improvement: Light Texture Preview should display editor images if present #6002: Improvement: Remove comments about particle generator in .prt files #6071: Material Editor: New Material is locked if the default unnamed name is already in use #6031: Material Editor: allow to delete materials #6054: Material Editor: image browser's "cancel" button rewrites the material source text #6030: Material Editor: does not save manual edits to source text #6055: Material Editor: should show .mtr the material is defined in #6069: Material Editor: after "Reload Images", image previews are only updated when selecting a different material #6050: Material Editor: suboptimal preview for cubeMap materials #6042: Material Editor: preview object doesn't have smooth shading #6043: Material Editor: preview doesn't take "scale" into account in Textured Mode #6053: Material Editor: blend add stages are rendered separately in preview in lighting mode #6059: Material Editor: test frob highlight button not working #6045: Material Editor: doesn't remember settings from previous session #6046: Material Editor: image thumbnails use "scale" keyword from previously selected material #6056: Material Editor: frob highlight stage not updated correctly when changing diffusemap #6049: Material Editor: using Escape to close ignores unsaved changes #6051: Material Editor: Global Settings should be preselected #6052: Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field #6034: Material Editor: new materials always sorted last #6033: Material Editor: filter for image browser #6037: Material Editor: can't unlock editing on materials in "Other Materials" folder #6029: Material Editor: tries to save materials in DarkRadiant folder if no FM is installed #6048: Material Editor: allow to change preview backgroun #6040: Material Editor: preview renders shadows for noshadows materials Changes since 3.1.0pre1 #5997: 'Export selected as Collision Model' doesn't auto-create path folder and throws error #6013: Model exporter: manually enter export origin #6012: Model exporter: export origin choice should use a radio button #6014: Model exporter: only 1 entity's model is reloaded #6011: Model exporter: "Use entity origin as export origin" still uses map origin #6015: Model exporter: rename "Center Objects around Origin" Thanks for testing, as always!
  20. A little thing I'd like to see changed: When renaming a readable definition in the Readable Editor, a copy of the old definition is created instead of moving the old one. This leads to clutter that needs to be fixed manually in a text editor if the mapper wants such duplication removed. It would be appreciated if a way to properly rename readable paths was supported. Here's what I mean: Add and select a readable entity on the map, such as atdm:readable_immobile_paper01. Open the Readable Editor and type something, then under XData Name save it under an unique name like readables/myfm/note_foo. Click the Save and Close button to store any changes. Open the Readable Editor again and under XData Name rename your entry to something else like readables/myfm/note_bar. Save and Close once more. Issue: If you open darkmod/fms/myfm/xdata/myfm.xd you will find that both readables/myfm/note_foo and readables/myfm/note_bar exist and duplicate the same text body, instead of the first being renamed into the second. A problem I can see is that a readable definition might be used by multiple entities on the map, so when renaming we must ensure every entity with the same xdata_contents is changed to point to the new path. Just in case a prompt might be desired if a rename of the XData path is detected, asking whether you want to copy or move the definition and warn that if any other maps use it they'll need to be pointed to the new name manually.
  21. Since i think you are good with computers here... I somehow lost one folder on my hard drive. Maybe i deleted it accidentally bur running program for getting deleted data back showed no trace of that folder. I mean no files no noting. I checked and its not hidden and hard drive got no bad sectors... So what else can it be? Any ideas? And i have win 8.1 I was also searching files from that folder if it might be moved, but nothing.
×
×
  • Create New...