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That was a very ambitious fm! Many steps to complete, but also some helpful read-ables and maps to guide you though. Lots of new looking assets, like those lamps That also led to a different play style than usual. I enjoyed knocking out dozens of Hammerites for a change - I love to hate those guys. No major bugs, but I managed to get outside the map in a couple places. One was where I climbed some rocks and got over the gate the back of the farm (I was able to get back in though). One small issue was I think if the Objective page was updated to say "after all other objectives have been completed, bring the cure to the Hospice" it would be a bit clearer. One question: Anyway, thanks for the mission, it was time well spent!
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@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?
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Hello!
I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)
We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.
Best wishes: Oszkár Winkler
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Hello!
You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.
If you are interested, please e-mail me: woszkar@gmail.com
Thank you!
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Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
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[update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
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Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
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when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
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Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
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@Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
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I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
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Hey guys. Just got an email from the Recall to Hell animation guys. Here is a link to a little animation guide they have made available. Hopefully it will help us out. http://recalltohell.d3files.com/filebase/g...20Guideline.rar
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DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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!
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English version: Version française : RELEASED SO FAR, IN A NUTSHELL / LES RELEASES À CE JOUR, EN QUELQUES LIGNES - THE DARK MOD : The Dark Mod - unofficial french patch (patch non-officiel FR- - repack - Windows - 4shared.com The Dark Mod - unofficial french patch (patch non-officiel FR) - GNU/Linux - 4shared.com Modified source (source modifiée) - 4shared.com Installation for GNU/Linux: stuff the .sh in your darkmod folder, mv tdm_gui01.pk4, tdm_base01.pk4, tdm_defs01.pk4, tdm_game02.pk4 and gamex86.so wherever you like, chmod +x the .sh and run it. Installation pour GNU/Linux : placez le .sh dans le dossier darkmod, mv tdm_gui01.pk4, tdm_base01.pk4, tdm_defs01.pk4, tdm_game02.pk4 et gamex86.so où vous voulez par sécurité, chmod +x le .sh, et exécutez-le. Backup is automated for Windows, the files will be in a "backup" folder in darkmod / La copie de sauvegarde de ces fichiers est automatisée sous Windows, les originaux se trouveront dans un sous-dossier backup de darkmod. FMs : Patently Dangerous (Brevet sur le danger) - FR - 4shared.com The Crown of Penitence (La Couronne de Pénitence) - FR - 4shared.com The Chalice of Kings (Le Calice des Rois) - FR - thedarkmod.com The Outpost (L'avant-poste) - FR - thedarkmod.com Training Mission (Mission d'entraînement) - FR - thedarkmod.com The Thieves (Les Voleurs) - FR - 4shared.com DARK RADIANT TUTORIALS / TUTORIELS POUR DARK RADIANT : Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 1 - PDF - 4shared.com Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 1 - ODT - 4shared.com Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 2 - PDF - 4shared.com Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 2 - ODT - 4shared.com Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 3 - PDF - 4shared.com - Startpack available on the wiki / Startpack disponible sur la wiki Fidcal's DR Beginner's Guide (Guide du débutant pour DR par Fidcal) 3 - ODT - 4shared.com TRANSLATION TUTORIALS: First part - PDF version, ODT sources Topics covered: Unpacking a FM Viewing, converting, editing and re-converting textures Editing the description, release notes, texts, objectives, briefings, items of a mission A few do's and dont's The same topics in a nutshell for those who know their way around.
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Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
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Beta tester request for my first FM: The Spider and the Finch
grodenglaive replied to grodenglaive's topic in Fan Missions
Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/ -
From a design perspective, the mission types are a mixed bag consisting of locations (mansion, city), genres (horror) and game play types (platforming). Ideally we'd want to split these 3 groups and allow multiple tags in each group. This would cover both single missions and campaigns. It could possibly facilitate an advanced tag-based search if we'd ever want one. And maybe even something fancy, such as a mission recommendation system based on, for example, highest percentage overlap of type tags from already finished or downloaded missions. I wouldn't do those features in C++. Python has easier access to data science tools to do such things. To keep it simple, I'd say the wiki mission type list has a high overlap with the TTLG mission type list that has been in use since 2006. So after 13 years of use, maybe it's just a good list. Mission authors can choose a single mission type that most represents their mission. It can be an artistic decision. A campaign simply remains a "campaign" and missions without a type remain a "single mission". I added a screenshot of the mission download menu with mission type included in the existing layout, marked with red. Because the release date value is fixed in width, there's room for a type value next to it. Since type names are not finalized yet, we can make each type name fit in that type value space. This would always be a single value. I don't know how missions are uploaded. If it's a form, the mission author can select a mission type from a drop-down list. If it's a PM, maybe the mission author can simply mention the mission type in the PM. Because it's a fixed type list, I think we should exclude type from darkmod.txt. Otherwise we'd either have to allow a free type text that could deviate from the online types in the mission manager, or guarantee fixed types in the mission manager by matching the type text with the fixed type name list using something like Levenshtein distance. I'd say the mission type is always read from the online mission mirrors. I think the idea is to help players to more easily select missions to download. Once a mission is downloaded, we can assume players have already made their preferred selection, so mission types in the offline mission manager are less important and more a nice-to-have. I don't know how missions are updated, can I assume they are updated the same way they are uploaded?
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The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
MarsManon replied to Amadeus's topic in Fan Missions
I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that. -
DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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!
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Darkradiant install with Flatpak? (Linux)
datiswous replied to datiswous's topic in DarkRadiant Feedback and Development
Also, Linux Mint disabled the Snap store in their distro, https://linuxmint-user-guide.readthedocs.io/en/latest/snap.html -
The Black Mage (Grayman, JackFarmer & Friends), December, 24th, 2021
Netos replied to JackFarmer's topic in Fan Missions
Sorry that Grayman passed away. He was a great contributor to the community and a great mapper. In The North was awesome, and so were the subsequent missions. Once this is out of the way, IMO this mission falls partially into the category "by veterans, for veterans". I have already mentioned the tendency of "puzzle creep" in The Dark Mod missions throughout the years. How did you find all 3 poems? I had to go and read here to find out. The manor is sprawling, there is no map, and there are guards to avoid. The phantom warriors were so hard, via the console I spawned a dozen mines and threw them in their way: problem solved; all the while, saying the motto of the Mandalorian, "This is the Way", while blowing up countless skellies. P.s. The map was still awesome, with good variety in design and environments; the manor was also well thought-out, no drops in performance. P.p.s. Frobbing the prison key from the guy was impossible, I had to knock him out P.p.p.s Once you have sabotaged the machine and gotten back to the lava room, how do you get out? Another guide-dang-it moment -
OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.