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  1. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  2. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  3. Welcome to the New Mappers Workshop! This is a communal workshop for new mappers who have never made a TDM mission before. Each week or two I will make a tutorial video and help to guide everyone through the process of creating a small, complete mission. I'm hoping the participants will feel free to ask questions, no matter how small--we're all here to learn from and encourage each other. Since I expect this thread to get fairly busy, I'm going to be heavy-handed about removing off-topic content. ====================================================================================================================================================================== Lessons often include links or other written instructions; direct links to the lessons are collected below: Lesson 1: Planning http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=407999 Lesson 2: Visportals http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408253 Lesson 3: Your First Room http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408484 Lesson 4: Decorating Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408785 Lesson 5: Connecting Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409215 Lesson 6: Outdoor "Rooms" http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409322 Lesson 7: Creating Doors http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409547 Lesson 8: Functional Props (ie, entities) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409731 Lesson 9: Immersive Details (sound/particles) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410258 Lesson 10: Advanced Brushwork (ladders/water) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410667 Lesson 11: AI http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=411192
  4. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
  5. I was thinking about the differences between modern AAA titles and ones like TDM. One of the games I watched playthroughs of on Youtube but never really liked was the Resident Evil series. Despite being a boring consumer game for the most part, it had one modern mechanic I did consider interesting for a 1st / 3rd person shooter: Crafting. Obviously nothing complex like Minecraft where you form patterns out of items: You're just given special items which can be dragged on top of one another in the inventory, causing them to be combined into a new item. I was wondering if we should have a vanilla implementation for this sort of thing in some form. I'm thinking of an equally simplistic system which doesn't waste the player's time: You drag items on top of one another in the grid inventory menu, in which case they're combined into one new item. Items meant to be used as ingredients in crafting would only require two new sets of spawnargs, determining what you can combine that item with and what the result will be. For example: inv_name "herb" crafting_1_item "atdm:water_bottle" crafting_1_result "atdm:health_potion" That's for one item I'd think of implementing with this: Red herbs which on their own offer little healing to the player, but if combined with a water bottle produces a health potion. I was also thinking of arrow heads for all arrow types being available as separate items, which combined with a common arrow body produce ammo for that type of arrow. This sounds simple enough for me to be able to implement. Granted someone tells me how I can make the inventory GUI call a script function when you connect two items together, and where I should write the script for this in the first place. Do others think this is a nice thing to have in a basic form?
  6. TDM has some quite massive missions. Some rival Arx Fatalis (the game with the most immersive crafting system) in size. And while i almost never need healing, i still tend to eat food in missions - just because i can do so and it somehow feels good to get some healthy apple with your loot.
  7. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  8. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  9. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  10. 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.)
  11. @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?
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  12. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  13. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  14. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  15. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  16. Indeed, that would be the scientific way to do it, and very interesting if it ever happened, but I wasn't going to suggest it because there's no way it could ever be done given the ethical concerns you mention. Which does unfortunately lead to one of the fundamental paradoxes with social science research — "We can't test whether X is dangerous because we'd have to expose people to X which might be dangerous, therefore the experiment would be unethical. As a result, we just have to assume X is dangerous without ever knowing the truth!". The problem with this is that there is no way to separate cause and consequence. It might be that speech campaigns by far right organisations cause violence, but it might also be having a large number of far right individuals in a town causes both "hate speech" and violent attacks in parallel without an actual causal link between the speech and the violence (they are both consequences of a common cause). So unlike the interventional study, this "observational study" would not yield valid results. You are right, although this wouldn't be definitive proof (it is technically a post hoc fallacy), it would provide evidence if there was a consistent and widely reproduced temporal link in a large number of settings. If event B happens almost every time A happens, and there is no other obvious reason for the temporal correlation, it does point to a possible causal link between A and B which is worthy of investigation. But you'd need to be careful to distinguish between a causal relationship and just an "informational" one — did the speech cause the violence or was the speech just an indicator of some upcoming violence (perhaps by the same people who published the speech)? Are we looking at cumulonimbus clouds which cause thunderstorms or altocumulus castellanus which merely indicate they are likely? That would be interesting background information, but it's important not to extrapolate from "agreement with statements" to actual violence. There is a huge difference between somebody reporting that they have a different view of someone's rights, and actually committing violence against those rights. I wouldn't consider that a flaw at all. I would much rather see actual evidence-based policy making which changes in response to new evidence, rather than dogmatic faith healing which is assumed to be true no matter what. We should of course point out that even if we did all these experiments and gathered proof that speech could cause violence, this would still only be half of the puzzle — it would also be necessary to prove that laws against speech are effective at reducing violence. Even if you do, after all, prove that X is dangerous, you also need to prove that your laws will actually reduce the incidence of X, rather than increase it (by psychological backlash), drive it underground where it is even more difficult to keep track of, or just be widely ignored. Good catch. I never really thought of it like that, but I guess it is inconsistent not to demand evidence for restrictions on direct calls for violence. I suppose I'm not so bothered about this because specifically calling for violence is easy to identify, not likely to be confused with anything else, does not have any fundamental value in terms of discussion[1], and laws against it cannot so easily be abused to forbid dissent from an ideology in the same way that generic "hate speech" so frequently are. But there are forms of expression which could literally be interpreted as calling for violence (e.g. "#KillAllWhiteMen") which I don't think should be criminal acts, so perhaps it is better to keep an open mind even in this category. [1] Although this is a dangerous argument to make — some people would argue that dirty jokes and porn don't have any value in terms of discussion, but that isn't a good reason to outlaw them.
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