Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/highlight/' or tags 'forums/highlight/q=/tags/forums/highlight/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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
  2. 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.
  3. If switches are frobabble through walls that isn't a problem with the frob highlight, it's a problem with the frob line-of-sight check. It would imply that it was already possible to frob those switches through the wall, if the player could guess where they were without actually seeing the highlight. As for the highlight being "too bright", remember that objects need to be frobbable even in bright light (e.g. candlesticks), so a universally dim highlight is a problem. There was some discussion about making the highlight adapt to lighting conditions, but I'm not sure if that turned out to be difficult to implement.
  4. The original frob-highlight was a total hack: As we didn't have the full source code available, we had to resolve to increasing the brightness of objects via the material definitions. Not only is this inefficient, but it also clutters up the material definitions. So, the goal was to fully implement the grob highlight in GLSL, and giving the user the option to customize their frob highlight (thereby increasing accessibility), and while we're at it, fix the frequent criticizm that you cannot see the frob highlight on brightly lit objects. That's where the idea of the outline was born, which you can easily disable through the cvar "r_frobOutline ". Without the outline, the frob highlight should look pretty close to the original hack, at least that was the goal. To prevent the outline from showing through objects, use the cvar "r_frobIgnoreDepth".
  5. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  6. hmm, downloaded latest dev build, then tried all three r_frobOutlinePresets when frobbing a piece of lumber. Could see no difference whatsoever; all had same outline+highlight. Either the difference is too subtle for me, or my meager graphics chip can't cope. And I'm confused as to whether this poll is to replace the highlight, or supplement the highlight, or replace the highlight only on translucent objects. Since I don't understand what I'm voting for, won't.
  7. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  8. 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.
  9. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  10. Adjustable highlight? Instead make the highlight stronger in dark areas? It probably doesn't, but usually light sources are set higher (in height) and therefore it will be easier to see if the blackjack is raised higher, but it isn't the best solution.
  11. There is nothing like "new frob-highlight", nothing has changed in the way highlight works. What's new is: Rule for generating frobstages implicitly. Some new "frob macros" that you can use for the rare cases where default looks too bad. Under the hood, there is nothing new. Both implicit stages and the macros are 100% equivalent to frobstages which are all over the core materials (and missions, I suppose) right now. The existing materials should look the same as they did. Although there is some risk that added implicit frobstages could break something.
  12. So do the new frob-highlight stages look different? A lot of missions include their own materials with material stages included. This could mean, that sometimes in the mission the highlight looks different, depending of using their own materials or use of core files. Sorry if this is total nonsense.
  13. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  14. Heyo! So the render is coming out pretty snazzy so far. My only big criticisms would come down to just maybe adding some extra edge bevels (even if they end up being baked into the normal map), just to make the case/door edges a little more interesting. Now honestly this could be achieved via some crafty texture work, or just hard modeling the details. I did a safe set some time earlier for TDM and I think I went the material route to highlight the edges. Albeit, a bit more edge distressing than I might do now, this is essentially how I handled it for those... So while I've tried to refine my detail masks a bit since these two were made, I'd still suggest a tad more on the grunge side. Main reason is that the assets that already exist for TDM are far from clean. While this does come down to the case usage (posh manor vs dock foreman office) is trying to match the current look of the game. I initially had a harder time making assets too clean and just had to develop my own style based on trial and error... or too many complaints Also, golden inlay can really pop if you highlight it more on the specular channel vs the color itself. Or at least so I found. Lastly, just make sure you mind the hinge alignment. I export the individual pieces from the same scene for this reason. As you've gotta remember, the mapper must reassemble the parts in Dark Radiant. So they'll have to line up on the grid somehow, else you might have gaps or little inconsistencies. Same goes for knobs and levers. My suggestion is to try and orient those pieces on your own gridsnap (in whatever app you model with) so that they just turn out this way by design. Nothing feels worse than importing a switch, just to see it clips oddly into the adjacent bezel. So basically, plotting the position of those things ahead of time saves the trouble. All in all I think your safe looks pretty awesome. I tend to make my stuff pretty loud but part of that is my own personal style too. Some of the things I like to go off on, are bits about how this mechanism would look with primitive casting & machining techniques. CNC machining is a pretty modern thing, so in the Dark Mod you can imagine a lot of metal details should appear to be cast iron or rolled steel plating. Otherwise man, I'd say you're pretty close already. Maybe just some extra detail to tie the door details together a bit more and just some general (natural) wear patterns.
  15. haha, yes, I've unlocked the doors. the ones behind the desk are fine, the one with musical instruments is unfrobbable. EDIT: weirdest thing, I closed the door and reopened it and everything could be frobbed. as for the key, it had blended into the color of the desk drawer and I missed it. even using show_keys I had a hard time getting the right angle for it to highlight.
  16. I abandoned this early because it seems broken, but just thought I'd ask: The first hack (not counting the trainer) needs two codes entered, yet it seems impossible to comply. There's a grid about 5 x 5 with codes but as I understand it, you can only select from the highlight row or column. To start, the top row is highlighted. I click the first code, and then its column now highlights. But the second code does not appear in that column so no way to select it. It would make more sense if one could move the highlight row/column at the beginning because then one could calculate which one would permit the sequene. My main question would be, does this wreck the entire game? I was playing on PS5 and only downloaded this a few weeks ago and it says there are no further updates.
  17. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  18. What is an Escape Room ? Is it like a panic room or a weather room or a bomb shelter. Some place to go to be safe? You must live in the countryside on acreage. I can't imagine an escape room being a part of a 3 bedroom apartment in the city. Or maybe it's just a metaphorical term for some room that you isolate as a place to gather your thoughts without external influence. Just curious. BTW, I had the same issue you have. I had to noclip to continue through this part. I don't know if it's related, but a different mission (Now And Then) had a piece of loot that would NOT highlight for me, making it impossible to frob. When I replayed the mission, it highlighted fine. It may be too much to ask that you restart to check as it's quite a ways into the story IIRC
  19. Hello folks! It's been a long time since I mapped in TDM but now it's time to rerelease this mission from back in 2011. It started as a speed build contest with some prior work. Now it's released as a slow build with a lot of prior work I say this because the prior work was made by me and my friend Ziggun but a lot of additional details and tweaking has been added by BikerDude! And it has taken a looooong time... As it's originally a speed build (and my friend, who likes intricate storylines) some things in the mission may come out as rather cryptic and may not make a whole lot of sense. There may surely be some glitchy textures but the main thing is that the mission is at least playable and the inhabitants of the mission should now work as planned. Anyhow, I feel I must let this mission go from my chest so I can continue on my other projects (some of them are actually other TDM-missions!). Thanks to the team for making this mod and these missions possible! MISSION DOWNLOAD https://www37.zippyshare.com/v/jwTLVJnH/file.html BRIEFING Diary entry, 20th of October, 1721 Say one thing about Sir Henry Doyle, say he's a taffing idiot. Yes, I admit that. Only a taffing idiot would try to rob Lord taffing Cromwell, much less do it while being his honoured guest. I came out here to enjoy the quiet countryside and to study under the great inventor so that I could forget about all the troubles back in Bridgeport. But I suppose they didn't forget about me, nor did the Lady Terevaine. She must've found out I was staying at Cromwell's estate somehow, seeing as she had a letter delivered to me right in the middle of supper. Could barely keep a straight face as I read it. The nerve of that woman... Thankfully, my fellow guest at the mansion, Father Tellam, had another heated argument with Cromwell about the whole Gottfried II project. Called it a great sin against the Builder and all that. Ironic, considering what Lady Terevaine wrote to me, but it did give me the perfect excuse to retire for the night. Still, it seems I have yet another job to do for this little shrew. And like always, she promises that this one will be the last of them before she finally helps me with my debts. For the life of me, I will never understand what she gets out of these oddjobs, but I suspect it might just be some form of deranged joy at seeing me stumble around robbing everyone I know. And this time, she wants me to steal Lord Cromwell's very passion, the blueprints for his beloved airship. That in itself will not be a hard task, given that Cromwell doesn't allow any guards indoors. From what he has told me, I suspect the blueprints to be in his study on the second floor of the east wing. I'll need to be careful, however. Cromwell is a dangerous man and should my hand in this be known, he will make my money problems seem like a pleasant afternoon stroll. I'll need to mask this theft as a robbery, so I should try and steal as much as I can, perhaps smash a window or two along the way. With any luck, I'll find enough goods to actually pay my debts and get free of that taffing Lady Terevaine... UPDATE: @Frost_Salamander has been given permission to fix some outstanding issues with this mission and has posted Version 2.1 Proton Drive: https://drive.proton.me/urls/T5FH1VVMXC#jG2TkL9YVdTY Github: https://github.com/FrostSalamander/antr/releases/download/v2.1/antr.pk4 Should there be some sort of announcement somewhere? fix DMAP errors (dropped visportals, missing location_separators) fix broken skin on butler corpse in kitchen fix z-fighting in doorways make candles frob-extinguishable remove duplicate flames on wall candles in dining room fix wall candles clipping into cabinet in dining room fix wardrobe that was acting like a door entity fix non-solid shelf fix note on conservatory door that was blocking player from exiting make knife and butler corpse in kitchen frob-highlight together replace ghost damage aura triggers with damage stims because the triggers sometimes didn't work fix wrong number of health potions in player start inventory This has is now available in the missions database and in-game downloader.
  20. 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.
  21. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  22. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  23. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
×
×
  • Create New...