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. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 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. Have fun mapping!
  2. Kaldwin's Bridge in Dishonored is just amazing! The multiple paths through the buildings and the views from the rooftops. That level never gets boring.

    1. Moonbo

      Moonbo

      Interesting enough that level was created by Daniel Todd (aka Digital Nightfall) the chief guy behind the Gathering at the Inn/Mission X FMs.

    2. Sir Taffsalot

      Sir Taffsalot

      The Thieves Highway is an obvious influence. I've been trying to ghost Dishonored over the last few days. It's quite easy to do even without those magic abilities. Great game. A pity it's too short and too easy.

  3. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  4. The shortcut variant is something like this: C:\path\to\dr\DarkRadiant.exe fs_game=fms/mission Depending on whether you have spaces in your paths, some quoting might be required.
  5. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  6. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  7. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  8. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  9. Not sure if you got it working, but I got it working by simply putting the audiograph.map file inside the maps folder and then in tdm open the console and type dmap audiograph and after type map audiograph . This probably automatically works because the resources are now in core already.
  10. To me, it is the permission feature. Setting the permissions automatically: Download & run freyks installer. When it ask for the location of the tdm folder, point it to the excisting folder. Or set the permissions yourself, by first locate the dark mod folder. The right click on the darkmod folder > preferences > tab "security > edit > select "users" > full control > ok > ok. (See a tutorial)
  11. It's trying to create the folder "F:/.../maps/", that's the point where DR was by the time you created the dump. Could there be anything that might block the application from creating that folder?
  12. @GadavreUntil you get this new variable you could use this customised particle file to make the most common fog particles invisible. z_nofog.prt You have to be logged in to download it. (edit: should be renamed to a_nofog.prt) To use it, close TDM and create a folder called "particles" in your "darkmod" folder and put this file inside it. Result: darkmod/particles/z_nofog.prt. Some FMs like The Black Mage have custom versions of fog particles, which means this file might not work 100%. So you can create a folder called "particles" in the fm's folder and put a copy of the file inside it. Result: darkmod/fms/black_mage/particles/z_nofog.prt.
  13. I don't think I've ever seen TDM drop a portal without a .lin file. You sure? Support for OBJ model format was just added in TDM 2.11. You can import the model into DR (File -> Import/Convert Model...) or I think you should just be able to place the model in your FM folder (under models/) and DR should see it I think? If you have DR open you will need to use File -> Reload Models...
  14. Hello all, Im a long time Taffer and loving The Dark Mod. I have a question which I hope it possible. My main Boot HDD is an SDD and it's not got the best of available space on it, currently I have The Dark Mod installed on the C:\ Drive but I have a 1TB second drive with loads of space on it. Is it possible for Dark Mod to reference a remote folder with the missions in it which I might put on my other drive. ?????? Happy Taffing Xmas Every One Regards Paul
  15. Oh, that's definitely not a bad aim! If there's any actual critique, I'd say some paths could have been a bit more obvious: You need to guess which windows open and are required to go through, while some important ways or items are pretty hidden and take a bit of looking around to guess. The general idea of making it this way is otherwise a nice one, it made good use of jumping and mantling while having a very cozy feel; I think it could have used more open spaces too for alternation but that's just a personal taste thing.
  16. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  17. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  18. Thanks for the screenshots. No there is no need to redownload tdm entirely the files using the updater. I think that only the permissions need to be set correctly. ----- Network problem: About the message to unable contact mission archive, I cannot help you with that, yet. (but as a work around download and install the missions manually) You already downloaded missions using the tdm updater. (from the same mission mirrors). so i think its the permission problem. ---- Permissions problem: I dont see the trainingsmission and some other missions in your mission list, but they should be. (^ recurring wrong folderpermissions symptom. @springheel ^) Check if you have some subfolders in the fms folder. If not, run the tdm updater. if so, do the following: Give all users full control permission to the darkmod folder And also on all his subfolders. (I forgot to mention the subfolders, also in the wiki) After following step 2 from the wiki, Right click on the darkmod folder > preferences > tab "security" > advanced select "users" check checkbox "included heritable permissions..". > ok if you get a popup hit the add button. The full control permission need to be applied to all subfolders. (see column "apply to") To be sure, check (and set manually) the full control permission to group "users" for "fms"- folder". After all this, start tdm, select missions and in the mission list the training mission and some other missions should appear. Check if you can download new missions using the internal mission downloader. Another solution is to move the tdm folder to another location and set permissions. Please tell us on which location you put the tdm folder. --- If above doesnt work or have difficulties, just run our unofficial TDM installer At the folder selection during the installation, point it to your existing TDM folder. (installer sets permissions, add shortcuts and an uninstaller. but downgrades the excisting tdm updater) After the installation, the TDM updater automatically starts. close it, manual download the tdm updater from our site and copy this to your tdm folder. (overwrite it) Run the updater, After updating/check, start tdm and verify the mission list.
  19. Functionality was broken between 2.10 and 2.12 dev. Currently you need 2.12 beta to make this work. Here is a test-mission with 4 possible briefing configurations with added Starter Location selection: text_mainmenu_briefing.gui - Standard text-based briefing nav_mainmenu_briefing.gui - Sotha's Advanced text + image based manual navigated briefing anim_mainmenu_briefing.gui - Sotha's Advanced text + image based auto-animated briefing vidintro_mainmenu_briefing.gui - Only Starter location selection briefing, for when video-briefing is used. The test-mission is set-up as a 2 mission campaign, where only the briefing for the first mission uses the location selection. This can also be used as a starter base for the functionally used inside your own mission. To test it, you have to rename one of the above gui files, so that the filename is: mainmenu_briefing.gui To make it work, you have to unzip the 7-zip archive inside tdm's fms folder. After that, you have to navigate to subfolder gui and unzip the file assetz.7z in it (I had to do this because of filesize restriction). Would be nice if someone could test it. Edit: I linked to it on the wiki: https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts starterlocation_test.7z
  20. If you still have the PBR module in your "glprogs/stages/interaction" folder, then it might be trying to use functions in "interactions.funcs" that got changed. Try deleting or moving the PBR module file. All the shaders in that .zip file should be the only ones in your interaction folder when running game. While messing around, I had errors pop up saying the POM files were bad, but I disconnected both POM and PBR from the other code, effectively neutralizing those module files. But, TDM seems to want to try to compile every file it sees in the folder, even ones that don't seem connected anymore. Try moving all of your interaction folder shader files to another temp folder, then just unzipping the .zip from the last version into your interaction folder, that way only those files exist. See if it runs/compiles.
  21. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  22. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  23. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  24. Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
  25. Its a mission, I really want to like; but has a great many flaws I can't overlook. Mega-Giant Architecture; for 3 Meter tall people. (everywhere, not just the giant sized mansion!) Out-of-Order objective completion (not a flaw; just mabey missing scripting?), before its issued! A little TOO much back-tracking (all those objectives, and optional ones) There are good parts to it; its still certainly playable - and has unique pagan theme that IIRC hasn't been done anywhere else. I can't really fault having piles of readables - just any time a illegible handwriting font is used! (especially for objective related stuff!) Perhaps it could have been re-worked into 2 or 3 smaller maps, once a section is 'complete'? Good ideas, I haven't seen done elsewhere: 3D map with paths (mabey use a grayscale filter on it next time? for a more hand-painted look...YMMV) The whole Interesting distractions, implemented imperfectly; but still worth a look... Revisiting old areas... In short my rating: Play it if you've played everything else, its OK.
×
×
  • Create New...