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  1. The only problem (from a player perspective) with the original frob was that you couldn't see it in well-lit situations. The highlight+dark outline combo solves that problem. In dark settings, the highlight is easy to see. In light settings, the dark outline is easy to see. There should no longer be any cases where players can't tell whether something is frobbable or not. Whether players like it, aesthetically speaking, is up for debate (I think it looks pretty good from screenshots).
  2. How hard would it be to highlight all the target lines drawn to other entities when an object is selected? What do others think, I believe for me it would speed up and error reduce my pathing while mapping. (I know Greebo has reworked the selection stuff recently, so this might be timely or just missed it, heh.)
  3. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 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!
  4. 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!
  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. TDM Modpack v2.0 released in the opening post What's new? ~ QUIET OBJECT HANDLING MOD v1.0 The highlight of this update is the inclusion of the "Quiet Object Handling" mod: moveable items will not make any noise when in contact with the environment for as long as you are holding them. Exception: bodies. You can find more information in this topic: No impact sounds while holding an object ~ IGNITE / BLOW ABILITY UPDATE I succumb: The ability now supports modded flames. We are talking a few missions and not very relevant flames but there you go. New small flames supported / missions impacted: "volta_candleflame" // Various missions "volta_candleflame_unlit" // Various missions "welli_light_candleflame_sp" // Iris "light_candleflame_redheart" // The Heart of Saint Mattis "light_candleflame_sp_redheart" // The Heart of Saint Mattis "light_candleflame_sp_red" // A House of Locked Secrets "light_candleflame_sp_shortradius" // A House of Locked Secrets "light_candleflame_long_red" // A House of Locked Secrets "outpost:light_candleflame" // The Outpost "outpost:light_candleflame_large" // The Outpost "outpost:light_candleflame_unlit" // The Outpost "sotha_light_candleflame_sp" // TP6: Lich Queen's Demise ~ PENUMBRA ALSO GETS AN UPDATE I noticed Penumbra's damage counts against the "Damage Received" mission stats and decided to review the ability. With this update not only the "self inflicted" damage does not count against your stats but I decided to slowly but steadily auto-heal the player: as soon as you stop using Penumbra a slow regenerating process begins, and the health you consumed will eventually be restored. It really is a slow process that, to put it into perspective, can take longer than 15 minutes if we are talking full health regeneration. This way you can now use Penumbra a few times during a mission without the need of health potions or sanctified fountains. I hope you enjoy this set of mods. You can find the download in the opening post. Cheers!
  7. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  8. I looked but didn't see this video posted in these forums. It's pretty cool.
  9. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  10. 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.
  11. 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.
  12. 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
  13. So we will have some objects without outline but highlight and some objects without highlight but no outline? How was this before?
  14. An outline for frob highlight works independently of the object and its material. Without a frob outline, we are back to the status quo where highlighting an object is dependent on its material to work properly. If frob outline is deemed an optional feature, mappers need to design for it to not be present so that their objects highlight properly without the outline. Which kind of defeats the reason why the feature was implemented in the first place. On the other hand, if they wanted to keep some objects "hidden" as a secret, the outline makes that harder. So again, it's kind of difficult to design missions around both options, hence not both should be offered as approved options to players.
  15. Option 2 seems the most stable. However visually I like 3 when its toned down (blurpass = 0.3 and brightness about 0.5. @stgatilov Can we give players the ability to control the alpha (brightness) of both the line and the highlight in the settings menu? I also think the default values are too high. They should mimic the strength of the old highlight. These settings feel close to me: r_frobOutlineColorA = 0.5 r_frobHighlightColorMult(RBG) = 0.1
  16. Here is the list of new cvars and commands: GENERIC r_volumetricSamples, r_volumetricDither --- quality settings of the new volumetric lights. tdm_show_menu_tooltips --- can disable tooptips in the main menu. r_frobOutlinePreset --- a command to switch between different preset styles of frob-highlight outlines. It modifies various outline-related cvars, setting them to predefined values. You can later adjust them individually. r_newFrob, r_frob* --- a bunch of cvars for tweaking the new frob-highlight outline. Here are the main ones: *) r_newFrob controls surfaces highlighting *) r_frobOutlinePreset controls outline around highlighted objects con_fontSize, con_fontColor --- allows to adjust font of game console, e.g. make it smaller so see more text on one page. DEBUGGING ONLY image_levelLoadParallel, image_useTexStorage, image_mipmapMode --- various switches to optimize loading times. We have already seen several issues caused by image_useTexStorage, and there may be more... tdm_drag_new, tdm_drag2_* --- cvar to enable new dragging behavior, plus a bunch of cvars for tweaking how it works. If dragging, carrying, pulling or throwing does not work well, you can try switching tdm_drag_new back to 0 to see if the problem is caused by the new grabber code. r_spotlightBehavior --- changes the way how spotlights (projected lights) compute their light volume, and how projection and falloff textures are applied. If projected lights look wrong on a map, you may try a few options to see if this was broken by 2.10 or was wrong from the very beginning. Note: map restart is required for the change to take effect. dmap_compatibility --- switch some parts of dmap code to older algorithms which were used in previous version of TDM. Note that it does not perfectly reproduce behavior of old dmap, because it is too hard to put every improvement under "if". This cvar can be used to dmap an old map if you don't intend to rework it in major way (although you should still test it thoroughly if you want to release the newly dmapped version).
  17. 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
  18. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  19. I like this feature - especially because it allows you to select and manipulate objects that are in a group, something I just complained about a few days ago. Good timing! I played around with it for a few minutes, didn't see any issues. However, I did notice something in this version of DR. The Camera view does not behave as expected. Examples: In Camera view, the ESC key no longer deselects. In ortho views, ESC deselects fine, but in the Camera window, it doesn't do a thing. Undo doesn't seem to redraw in the camera window either. Selecting an object in ortho view doesn't highlight it in the camera window. Are these known issues?
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  20. 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.
  21. 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.
  22. Personally I think it's unrealistic if it's overdone: It needs to represent not what a camera lens sees but what a person's eyes will, albeit that's different for individuals like people who wear glasses. Anyone can however notice that if you put a finger in front of your eyes then focus either on it or the background the other will become blurry: I don't think that's a bad effect to simulate, which would be both realistic and good looking... for our environments especially I think it would look incredible. It's very much a thing of taste though. Like I said I don't think it should be enabled by default, heck I'd be fine with it even as a hidden cvar I can put in my autoexec.cfg (seems frob highlight ended up like that). If so few others like this effect enough to want to work on it though, I may have to try it myself at some point; Wonder if someone could at least help with the code part so I could try doing the dynamic shader myself based on examples, plus confirm it would be accepted so I wouldn't work for nothing. Also do we still use ARB shaders? I thought we switched everything to GLSL years ago. Also curious if our shaders currently have access to the information needed to produce this effect, namely the Z buffer (grayscale depth pass). I wonder if using an independent resolution per area is possible though I strongly doubt it: I think it's an universal camera property, doubt it could be easily made to work per-pixel. It would be interesting since then it could also improve / recover some performance by rendering near / distant stuff at a smaller resolution? Is there anything left of that on the forum or elsewhere? Maybe it could help with a new implementation.
  23. 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.
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