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    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  1. There's a "screenshots" folder in your TDM folder. After taking a screenshot, you can check the console. You should see a line like: Wrote screenshots/mission_name (2023-01-06 11-03-44) (2002.23 1061.83 414.88).jpg
  2. And here is the tdm_weapon_blackjack.script for By Any Other Name by @joebarnin updated to 2.11/2.11a standards. Nobody asked for it but here it is anyway. To test it, place the *.pk4 in the mission folder, like this: \fms\byanyothername\zzz_byanyothername_blackjack_script_211.pk4 No issues found on my side. zzz_byanyothername_blackjack_script_211.pk4
  3. Find attached the tdm_weapon_blackjack.script for A House of Locked Secrets updated to 2.11/2.11a standards. To test it, place the *.pk4 in the mission folder, like this: \fms\ahouseoflockedsecrets\zzz_ahouseoflockedsecrets_blackjack_script_211.pk4 I have tested it myself and didn't find any issues. zzz_ahouseoflockedsecrets_blackjack_script_211.pk4
  4. Out of interest: What did mission makers change about the weapons? As I can see, there are a lot of weapon.def's in the mission folder. I mean, I'm aware that there are custom weapons in some missions, but, I wasn't aware that existing weapons also are altered. And, TBH, personally, I find that a bit problematic, as the player cannot know that a weapon behaves differently in a mission.
  5. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  6. The game application change the fm-version automatically. How about complete removing the folder of the mission in the fms folder. And download the mission again. Does this happen with other missions too? If so, please give everyone write permissions to the darkmod folder. How to do this, see the notes of the instructions for windows in your wiki: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Windows
  7. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  8. I'm sorry i have to criticize a little again. What i have noticed playing a reasonable amount of FM's is, that some map authors seem to implement set guard patrol paths, which means the guard always walks the same way, which is like on the original Thief games, while others seem to implement complex patrol behavior (or is it random?). From a players point of view, and from someone who admittedly likes to knock out guards, a random patrol path (or complex) as can be found in grayman's WS: In the north mission to name an extreme example (in that mission, i felt like, if i waited in a corner in the kitchen, i could have knocked out about half a dozen different people that entered and left the kitchen in any direction, finally, i was stacking unconscious bodies in the toilet...), can be quite a game breaking thing, especially in stealth games, in fact, in any kind of games, you have to expect a certain A.I. behavior, otherwise it will get very difficult, and can break the fun. In this case, it can't be really, that guards patrol all over the place, especially, when you also want to find a safe place to hide bodies. I'm playing Melan & Bikerdude's PD 2 mission atm, and again, i find people who patrol in a really weird way... sometimes, they even stick to the same place, go a metre forward, turn around, go back, and then turn again. What is it with that weird behavior? Is it random, is it programmed? I can imagine that for people who like to ghost, and like a even bigger challenge, it's cool, but for people who blackjack, it's truely a nightmare. There's another issue i had in that mission, and that is, i couldn't enter a room, because the door way was exposed with candle light, and some stationary guard was facing the door, making it impossible to enter. Then i opened the door, shot a noisemaker arrow down the hallway i came from, the guard noticed the noise, came out of the door, and instead of checking the noise source, he came my way, and i tried it 3 times, and the result was always the same. Is there something i'm missing? Shouldn't he check the spot where the noise maker was aimed to? There's really some weird moments you have in this mod, not only gameplay wise, but also, in most missions, there are spots you stick to, when you jump in places, you're not expected to jump. Or some jumps which are designed so that you hardly can do them. Sorry to be so judicial, even though i really like this mod and the missions, there are some things i just feel need to be criticized about it. I can only imagine how much work goes into creating a mission, and nothing is perfect, and there always will be untested areas.
  9. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  10. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  11. Remove the first line or put // before the "lines" word, if not the engine will not read the material file, if you open the console you should see a warning saying the material failed to load. You can also remove the comments, everything after //, I put them there just to help you but they are not needed. textures/cube_lp{ stone qer_editorimage textures/greekstatue_marble_preview.jpg diffusemap dds/textures/darkmod/stone/sculpted/cube_marble_d.tga bumpmap /textures/darkmod/stone/sculpted/cube_local.tga // specularmap textures/folder_name/texture_name_s.tga}The material folder should be inside the folder of your mission, in this way you don't change the original TDM materials and break other missions. Don't put the textures inside the original TDM textures folder, that will break other missions, if they happen to have materials with the same name as yours. For custom materials made by you, you should always create separate .pk4s, inside your mission folder, you put that folder inside the, fms, folder, if it doesn't exist for whatever reason then create one, it should be like so - darkmod -> fms -> your mission folder. Don't mess with the original TDM .pk4's if you need to change a original TDM material than just create a copy of the .mtr inside your mission folder materials folder and edit the material definition that you want to change. You don't need to work directly on a pk4 file, it is just a renamed .zip file btw, first work on your mission folders as separate folders, than when you think your mission is ready, put all the folders (the ones inside you mission folder) inside a zip file and then just rename the .zip extension to .pk4 . A good way to see how it works is to go to the fms folder open the training_mission folder and see how they did it. Never put .tga's, jpg's, etc inside the DDS folder that is for your compressed .dds textures only, dds are optional and should mirror the textures folder set up, dds are used mostly to save space and make the mission load slightly faster but they are lossy compressed, that means it makes the textures small by removing quality from them. Always save your original art has .tga because is a non lossy texture format. Hope this helps
  12. Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on the main light interaction, I have made a patch that allows you to add the "cubicLight" token to light material defs and switch lighting from the standard shaders to a new cubic_light.vfp shader that uses a cubemap as the projection texture and falloff is done spherically. This "new" shader (2011) was designed by Sikkpin before doom3world.org met it's demise. It also has HL2 ambient style cubemap shading which takes an input cubemap and gives the environment a sort of radiosity approximation based on the values in the input. The main goals of this beta are: 1) Evaluate the functionality (look for bugs) 2) Evaluate the usefulness of each feature 3) Determine whether the current shader is sufficient or if it needs to be modified 4) Create new Light materials and textures to prepare for this feature The shader doesn't have the same features that TDM's main interaction includes (Rim lighting, Fresnel, etc) and instead appears to have been tailored to make the light look as much light HL2 as possible. This means if you use this light type exclusively, your mission wont look like a normal TDM mission. Over the course of the beta, I intend to attempt to fix that but I'm no ARB shader expert so no promises. (If Rebb, SteveL, Revelator, Obsttorte, or JC Denton... etc wish to chime-in I will gladly accept any assistance). In the absence of any help on the shader front, I still believe that this shader could prove useful paired with our normal lighting as it would add more realistic light projections from Desk Lamps or could be used as an alternate outdoor ambient. Here is the download package: https://dl.dropboxusercontent.com/u/17706561/cubicLightPatch.zip Overwrite your TheDarkMod.exe and gamex86.dll in your darkmod install folder. Place the glprogs folder in your darkmod install folder. Place the zzz_ambientcube.pk4 in your darkmod install folder. (This includes materials and cubemap images) Place the maps folder in your darkmod install directory. (This includes a converted version of Sikkpin's demo map without Doom 3 AI) Open the console and invoke: map ambientcube.map You will see the initial area, illuminated by cubemap projected lights. There is some sort of artifact there. I think it might be z-fighting or brush corruption but I couldn't fix it by snapping to grid so this is one of the first things to examine. If you noclip straight up into the sky above this area, you will see the other demo areas with HL2 style lighting. I have found that spawning AI on the platform in these areas produces strange shadowing. I suspect that the geometry of these zones is messing with the shadow calculation so I would like to hear whether the same problem manifests in a map built for TDM. Good luck! (Spooks this is it! )
  13. Hi! I enjoy playing the game, especially after the last update 2.10. There is just 1 tiny downside to it: for some reason I can't find my new screenshots after I take them in the game. In other words, they are no longer put in 'screenshots' folder, and '_mission shots' folder is just for previews. Any ideas? (I updated my existing 2.09 installation to 2.10 via tdminstaller) I am pretty confident, that screenshot button is working (am using F12 by default), because there is a drop of FPS for half a second, just like before. Tried deleting screenshots folder and taking screenshots after that. The game makes a new 'screenshots' folder, but there is still nothing there.
  14. Since I already have TDM v. 2.09, I downloaded the installer.exe as a zip folder, then unpacked it--and it created a new folder: tdm_installer.exe. I can't copy or extract the installer from there to my darkmod folder, so it tries to install a double version (v. 2.10) of the game in the installer folder. What am I doing wrong? Tech illiterate here...
  15. Using appdata as folder for the fm and saves, the data will not be placed in the documents folder. That data will be placed in c:\users\username\appdata. When you open that location, you see that other applications place there profile data too. Users will not notice any differences, because they dont see the fm folder. I dont want to see a "my tdm" (or any) folder in my homefolder. That is placed in a hidden folder in my homefolder. that is the conventional location. (Also in other OS'ses) Tdm will use "all folders in one directory", because the fm folder is referenced in the config. And where i expect it to go wrong, is during the use of the applications outside TDM. Like in the updater, installing/updating the three standard missions. Or in DR. But both can be solved by using/changing referrences. Btw Who uses a username with spaces? To me, that was always asking for technical problems in the early days, when some applications didnt used environment variables.
  16. That gives me the full picture, thanks @Dragofer for the detailed clarification! Only one more thing I should probably know on that: Do worldspawn patch meshes count to the pathfinding algorithm or just brushes? Asking since I use patch terrain... of course I have a normal brush right under it so it should work regardless but it doesn't hurt to know. As for RIT that sounds like what I've been doing all along so I didn't miss out. I do it by having paths target multiple paths which results in random actions, often times the AI going to different rooms or looking at different things in each room. I don't feel like placing paths for some decorative AI that only need to wonder around however, could still use an alternative to animal patrol mode for random movements (without the running around like crazy).
  17. move the tdm folder where you have write permissions or set the write permissions. for example: move the tdm folder to your documents folder. Or place the tdm folder where ever you want and set the write permissions correctly. from the wiki: To read and write data in the tdm folder, give all the users the system permission to do this: Locate the dark mod folder. right click on the darkmod folder > preferences > tab "security > edit > select users > full control > ok > ok.
  18. Hi all, some time ago SteveL gave me a python script, that can search files in the TDM installation (also inside pk4-files), which is very handy for playing around with definitions, materials, etc. Unfortunately, the script does not work with the latest Python distribution. Could someone, who in contrast to myself knows python, be so kind to correct the script, so it works? Idle gives an error that the print part is wrong; I am not sure if they have changed anything in their syntax. Any help is appreciated! """Search text files in FMs and TDM assets""" import re, os, fnmatch, zipfile PATHS = [ r"E:\Spiele\Stealth\TDM" ] #, r"E:\dm-dev\campaign"] FILE_EXTS = ['.mtr'] # '.mtr', '.prt', ,'.skin','.fx','.md5mesh','.pfb', '.anim', '.md5anim','.gui','.map','.script','.gui','.def' SEARCH_PTN = r'arm_leg' # regular expression def searchPk4(pk4, exts): """Look in a pk4 archive and yield files with any of the extensions in exts. Returns ( filename, filecontents ). filename includes any directory path internal to the archive. pk4: full path, e.g. r'E:\darkmod\tdm_defs01.pk4' exts: list or tuple of bare extensions, e.g. ['def', 'mtr'] """ f = zipfile.ZipFile(pk4, 'r') for member in f.infolist(): ext = (os.path.splitext(member.filename)[1]).lower() if ext in exts: yield member.filename, f.read(member) def findTDMFiles(paths, exts): """Yield tuples: (filepath, filecontents) of all files found in paths with any of the extensions in exts. Looks inside pk4 archives, but not nested archives. paths, exts are sequences containing one or more paths / extensions. """ for path in set(paths): for root, dirnames, filenames in os.walk(path): for ext in set( ['.pk4'] + exts): for filename in fnmatch.filter(filenames, '*'+ext): fpath = os.path.join(root, filename) if ext == '.pk4': for internalname, content in searchPk4(fpath, exts): yield ( fpath + ' -> ' + internalname, content ) else: yield fpath, file(fpath).read() if __name__ == '__main__': search_regex = re.compile(SEARCH_PTN, re.IGNORECASE) context_regex = re.compile("[^\n]{0,250}(" + SEARCH_PTN + ")[^\n]{0,250}", re.IGNORECASE) result = '\n~~~~~ RESULT:\n' for fname, text in findTDMFiles(PATHS, FILE_EXTS): print "Checking " + fname refs = search_regex.findall(text) if refs: print '***** %s *****' % fname result += '***** %s *****\n' % fname for r in context_regex.finditer(text): print r.group().strip() result += r.group().strip() + '\n' print result
  19. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  20. Oh! I didn't realize assets.lst could hide .def files. I have assets.lst working for materials, but I can't seem to get it working for .def files: Should assets.lst go into the base\ folder or the base\def folder? I couldn't get it working with either. To clarify, is the documentation in https://www.darkradiant.net/userguide outdated? "Asset paths listed on the left-hand side are interpreted relative to the directory containing assets.lst (which must be models or materials)."
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