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  1. Im experiencing a crash on loading quick saves in my work in progress FM. What are steps for diagnosing this and figuring out what is causing that crash? Thanks very much Kingsal
  2. I have been attempting to create a skin for a model. No matter how closely I follow the wiki tutorial, I can't seem to get it to work. Here is a pic of the model directory, the skin directory, and the skin file I wrote. I even tried to make a standalone copy in the skins folder, in case DR doesn't like digging through folders when pulling up skins. Am I missing something? Am I running into problems because skins cannot be made for .ase files?
  3. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  4. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  5. Would someone be willing to help adjusting some of the following mapping and model issues and suggestions? Mapping: * 0006364: Ladder cuts into the arch and the northern door when door is opened (https://bugs.thedarkmod.com/view.php?id=6364) * 0006365: Ladder in the wood shed cuts into a barrel (https://bugs.thedarkmod.com/view.php?id=6365) * 0006366: Clouds in the sky do not move in Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6366) * 0006374: Chandeliers in church hall (https://bugs.thedarkmod.com/view.php?id=6374) * 0006396: Return check is too sensitive (https://bugs.thedarkmod.com/view.php?id=6396) * 0006376: Wrong trigger for the hint about the hammer (https://bugs.thedarkmod.com/view.php?id=6376) * 0006395: Wall of church grounds unfinished (https://bugs.thedarkmod.com/view.php?id=6395) * 0006423: Graft map A New Job and map Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6423) * Training Mission, room Archery: Walking on the stone path outside the shooting range sounds like walking on grass. Floor in tower sounds OK. (-225.92 -807.79 240.29 32.6 -146.3 0.0) Models: * 0006373: Failure to pick lock of chest (https://bugs.thedarkmod.com/view.php?id=6373) * 0006375: Locked doors have no keyholes (https://bugs.thedarkmod.com/view.php?id=6375) * 0006381: Issues with model fence around the pulpit (https://bugs.thedarkmod.com/view.php?id=6381) * 0006382: The depth of the seats of the benches are too narrow (https://bugs.thedarkmod.com/view.php?id=6382) * 0006397: Some banners with builder symbol look sqashed narrow (https://bugs.thedarkmod.com/view.php?id=6397) The following are listed as authors of the mission: * Original map: Jdude * Story: Springheel * Additional mapping: Springheel, Fidcal, Bikerdude, Greebo, datiswous (not listed), JackFarmer (not listed)
  6. We (Greebo and myself) have been working on this ancient mission of ours for quite a few years. It is mostly finished (haha well at least mostly playable) but what we still don't have is a great story. We have had a few ideas but were not quite happy with them. It is a type of mission with Who would like to help us to come up with a badass story and objectives? We could also use some help with readables (I'm not that good with ye olde english) and maybe some input/feedback on the map. Here are a few screenshots:
  7. How can I format text in the bugtracker (Mantis)? Specifically: * strikethrough text * bold text * italic text I have tried both angle brackets ("<") and brackets ("[").
  8. In addition to voting for TDM, let's help our friend Skacky garner some Moddb recognition for the momentous release of "The Black Parade" https://www.moddb.com/mods/thief-the-black-parade

  9. If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      @datiswous You are right, no doubt about that! 😆

    3. chakkman

      chakkman

      Whoever had the Schnapsidee to let A.I. write music should be crucified anyway. ;)

    4. Arcturus

      Arcturus

      The song was not written by AI. They simply separated piano and vocal in the Lennon's 1970s demo recording. The song is from the same demo tape as the two songs released in 1995.

      They already used the same "AI" tool in the "Get back" documentary to isolate conversations.

      Here's the original recording:

      And here's a comparison of the two versions:

      "Revolver" album was also remastered this way last year. Most Beatles records were made on a 4 track and thanks to machine learning instruments can be separated and remixed.

       

  10. I'm having this issue with a trapdoor I made, where I can't hear the closing sound when I close it from the top side. I presume this could have something to do with the visportals, but I couldn't figure it out. My test map is in the attachment below, if anyone wants to take a look. Thanks in advance. ___ EDIT: I just noticed that not being able to hear the sound at all from the top side is actually because I'm using `loss_closed 60`. But still, even if I use the default value for that spawnarg, the sound still gets a bit muffled. So the actual issue is how to prevent this? ladder_tests.zip
  11. A switch triggers water to rise. How can I go about making this happen? Searched through the forum & the wiki, possibly overlooked the solution. Figured posting would help expedite the process. Thanks for any help.
  12. Might not be the right forum but, As a recovering TDM addict, I thought it'd be useful to call attention to some games that have helped me get past my withdrawal symptoms, at least until the next release! 1.) STALKER Anomaly, Wind of Time, Spatial Anomaly...etc 2.) Enderal 3.) Aliens Colonial Marines TemplarGFX - still too short! 4.) Prey 5.) Ruiner - arcadey, but works 6.) Thief 2 - Shadows of the metal age 7.) Deus Ex - GMDX, Nihilum, etc
  13. I modified the standard mainmenu_briefing.gui file to add an extra button in the center that directs to another page: Then If you click on button StartLocation, you get to another page, where I still have to add the starter locations and you have a Briefing button, to get back to the briefingtext: Code for only this part (might still have some unneeded code) : Question: How do I remove the up and down navigation-buttons that are still present on this page? I already tried: set "scrollDown::visible" "0"; set "scrollUp::visible" "0";
  14. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  15. 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.
  16. When someone cries for help on the wiki instead of the forum (I wonder how many people have read it, but I found it funny that it's still there):

    https://wiki.thedarkmod.com/index.php?title=Talk:Saint_Lucia

    1. freyk

      freyk

      Maybe the answer can be found on the wiki.

  17. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  18. Please help to build the game from source in linux distribution (Nixos).
  19. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  20. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  21. There is a new Bat! And it can fly in TDM! (video) https://cdn.discordapp.com/attachments/819268526803386438/931300558944469082/2022-01-13_22-28-41.mp4 But there are some things that need to be done: This is what I found: - movetype ANIM: the bat has batlike speed, but flies just above ground. -movetype FLY: the bat flies on a height just above your head and is very slow ... Spawnarg fly_speed works for speeding it up to proper Bat speed. Spawnarg fly_offset doesn't seem to do anything with the height of flight. This is what the bat has accomplished: -Fly with batlike speed -Fly random -Fly in random in all axis -Do some tricks like loopings and corcscrews Questions: For the tricks I can make animations ofcourse, but I'm not sure what animations are used in "animal_patrol". The fly random in all axis ( and not "clinging" to walls) isn't that simple maybe, and before I continue the search for manipulating Bat behaviour I'm wondering: Can this be done with spawnargs (in the Bat's .def), should I script it or should I try to change the movetype FLY/make a new movetype? Target: Finally I think it should be a Bat that you can put in your map and it just goes flying like a bat, without further adjustments, but can also follow paths if desired.
  22. Can you guys help me find a mission? I can't remember if it's TDM or a Thief FM, but I could swear it's the former. The mission area is composed of a curved section of road with a cart and sentry posts (that's where the mission starts) and a mansion where a murder happened, I think. I can't remember if there was a supernatural element... Any help would be appreciated! :)
  23. Hello dear dark community i was hopping if you could tell me something about what a spirit in a script is?
  24. Hello everyone! I'm brand new to Dark Mod and I'm really excited to play! However during install I get an error the reads: ERROR: Failed to open zip file "C:/Users -- _download0_tdm_sound_ambient03.pk4" If anyone has any ideas or knows if there's anything I can do I would highly appreciate it! Thank you so much!!
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