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  1. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  2. 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.
  3. If dmap doesn't show a leak and there's a leak into the void (a gap in the world into the void or a model origin in the void) that is really strange, too see if is a leak and dmap somehow fails to show it, try to start your map with "devmap mapname.map" instead of using "map mapname.map" devmap afaik ignores leaks, if the map/mission opens then is a leak. But the fact that you are having AAS out of date warnings after dmap, sounds like you are opening a old version of the map not the one you dmap a new, perhaps you have DR badly setup and it is saving the fresh maps and files into a different folder than you think?
  4. Sorry I wasn't being clear. I'm looking at having a version of this that could be packaged with a fan mission. So the .pk4 would be placed in the FM folder, not TDM root. In that case would the game pick up those other entities from the core TDM files?
  5. I have been out of this for four years (cancer, diabetes,COVID) but am trying to RE-learn Dark Radiant, and going back to the mission I started to create back then. But no matter what I add, delete, change in DR it does not show when running the FM! I can see the map file in the map folder under the FM is updating. I have also tried loading it via console, but same problem. Another issue is the dang AAS files. No mater how many time I DMAP it still says out of date. No AAS files show up in the map folder either, which might be why. Can someone help this old guy out? GRRRR
  6. EDIT - Please note this is Work In Progress and there are more versions available further down this thread ------------------------------------------------------- Hey, A post about a handheld lantern met my eye and sometime later @RedNoodles shared the source files. I don't know who created the lantern in the first place but as per the below post @Dragofer, @Amadeus and @Goldwell were involved. EDIT: @Obsttorte is to be credited BIG TIME, according to Amadeus: I have since been toying with the files and made further improvements: Term "Lantern" replaced with "Lamp" to distinguish it from the former. Comprehensive code clean-up. Removal of unnecessary files. Adjustments here and there. There still is room for more improvement: Better looking inventory icon Better sounds (it currently uses Blackjack sounds) Sounds improved thanks to @Goldwell The lamp clips through walls when up close (no idea how to fix this) The lamp still makes use of def/tdm_player_thief.def and script/tdm_user_addons.script and therefore it isn't compatible with all mission or other mods. I would like this lamp to be truly standalone and compatible with everything but I am not sure how to proceed from this point on. If you ask me, this neat lamp should be properly integrated in the game for mappers to make good use of it. You can find my version attached to this post. Place the *.pk4 in your TDM folder and access the lamp by scrolling through your weapons. Remember: the lamp isn't compatible with other mods. Cheers! z_handheld_lamp_v0.1.pk4
  7. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  8. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  9. Thanks, @Frost_Salamander. I report zero crashes after several 'fresh' mission starts (each time removing the mission folder and copying the pk4 anew), also in reloading saved missions. So your update seems to have fixed whatever was causing the 1.5 s segfault.
  10. TDM probably needs to be run under gdb and BT ( backtrace ) to gain the most detail, but we might be able to start with increasing the darkmod log verbosity: https://wiki.thedarkmod.com/index.php?title=Reporting_Problem Just to be sure, please try deleting the mission and re-downloading it using the in-game downloader. If anyone Linux users are donwloading from Github they may be encountering the same problem I saw where the paths became the filenames. Likewise the original in-game version had two erroneous files so we need to make sure the latest version is installed and that version is via the in-game downloader.
  11. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  12. well if i understood it correctly the library sources were the last official ones until newdark. not sure if you just yank them into the thief 2 source overwriting the ones there but this seems to be the case as the makefiles despite a few changes seem to be comparable to the ones in the thief 2 source and they lack a main project. For a first try it would probably be best to install msvc 6 in a virtual machine under xp or win2k and have a go at building it there. you would probably need to adjust some of the paths in the makefiles as they seem to point to specific drive letters and directories for building.
  13. Thanks! The file paths thing is strange - might it be something on your end though? It's never been a problem for myself or any of the testers in any of the FMs I've done and they've all been distributed via Github. If I have to do an update I'll get you the file some other way, as the repack step just adds room for error.
  14. I have fixed the package on the mirrors. For some reasons Github was renaming files to their file paths when I downloaded the package from there so had to repack the mission but I must have overlooked these. ( sorry ) I'll have to see whether different browsers behave differently but even now if I try to gather the package from github it is a mess of filenames that are supposed to be file paths.
  15. Hmm yeah. I just checked the original .pk4 in the Github link I provided and it's fine there, but the version on the mirrors has the extra folder in it. @Xolvix try running it from here and see if that works: https://github.com/FrostSalamander/fsx/releases/download/1.0/highex.pk4 @nbohr1more it seems there's an issue with the version on the mirrors...
  16. Hi CountMorillonite, Look into your TDM 2.10 folder for tdm_loot_stealth_stats.pk4 and copy it to your TDM 2.11 folder. Alternatively, you can find the original download in this post from 8 Feb 2020: Happy ghosting.
  17. You dont have to be scared to create a gui, just put the gui-file in a folder, in the fm folder. And follow the guide on our wiki. I only dont know how to show the gui after missions ending. https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language
  18. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  19. Yeah, that is a pain in the butt. The main problem with multiple input folders is that you really want to be able to specify relative paths on the command line (i.e., not just absolute), but then reformulate the paths into the form that TDM wants in the sound shader. I tried to code that earlier, and ended up with a real mess. One of those situations where the more you try to fix, the worse it gets. So I abandoned that attempt. What I could do instead, fairly easily, is to provide another command line option that would let you specify a starting number greater than 1, so you wouldn't have to separately renumber. EDIT: See next item.
  20. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  21. ??? If you don't specify the output file, then it writes to stdout. The expected behavior would be you would see the output on the terminal screen, unless you did something like "> my_new_results.sndshd". Are you not seeing that with wine? No, you currently would have to run the program separately for each folder and cut/paste to merge the outputs by hand. Since that's kinda trivial, and programming for multiple input folders less so, probably won't be happening. I'm thinking here you're talking about a "testSubtitle..." FM. So in addition to jumping to a particular soundfile by changing the cursub value in the console, you'd maybe like 2 more in-game buttons, to skip forward and skip backwards?
  22. To get a horizontal list of files in Linux, navigate to the folder with soundfiles in a maximized terminal (cmd) window and type: dir --format=horizontal You see then all the sound files listed in a horizontal line. You can then type whisper and copy-paste that line of files after that. I usually first create the full command line temporarly in a text editor before posting it in a terminal window.
  23. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  24. You can extract the game files with a zip software. I think in the sound_sfx file (I don't recall the exact name) you can find all player footsteps. Extract the folder holding the player footsteps. If you find a way to lower their volume with some kind of software that uses batch processing you could lower them all at once instead of every sound by hand.
  25. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
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