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  1. 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.
  2. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  3. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  4. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  5. 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
  6. 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.
  7. Please help! I did everything according to the instructions. I need to process the original outpost.pk4 file Here is the folder structure: In the command line, I entered these 2 lines: chdir c:\I18N\I18N.pl perl I18N.pl --english outpost.pk4 but no files appeared in the output folder.... I don't know what to do...
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  8. That's in the qconsole.log: log file 'qconsole.log' opened on Thu Jul 2 17:45:58 2020 execing DarkmodKeybinds.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1274 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Lautsprecher (2- Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek HD Audio 2nd output (2- Realtek High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...created window @ 0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 2 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 4800 Series OpenGL version: 3.1.11672 Core Profile Forward-Compatible Context compatibility Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... Max texture units: 16 Max active textures: 32 Max geometry output vertices: 1024 Max geometry output components: 16384 Max vertex attribs: 29 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - GL_ARB_stencil_texturing not found X - GL_EXT_depth_bounds_test not found v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query X - GL_KHR_debug not found v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex X - GL_ARB_texture_swizzle not found X - GL_ARB_buffer_storage not found v - using WGL_EXT_swap_control ----- R_ReloadARBPrograms ----- glprogs/bumpyEnvironment.vfp 3 glprogs/bumpyEnvironment.vfp 4 glprogs/environment.vfp 1 glprogs/environment.vfp 2 glprogs/soft_particle.vfp 5 glprogs/soft_particle.vfp 6 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.08/32, win-x86, code revision 8771 Build date: Jun 17 2020 WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...841 event definitions Initializing class hierarchy ...172 classes, 417136 bytes for event callbacks Initializing scripts Compiled 'û': 87.2 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 5552 bytes Statements: 20325, 406500 bytes Functions: 1268, 129304 bytes Variables: 92036 bytes Mem used: 1344984 bytes Static data: 2277600 bytes Allocated: 3047340 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 0 mission declarations. -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Couldn't load sound 'sound' using default WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 WARNING:file sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 9 warnings Couldn't exec autocommands.cfg - file does not exist. Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ...
  9. 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.
  10. 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.
  11. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  12. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  13. Hi, i have trouble running TDM 2.04 on Ubuntu 16.04. I installed the needed 32bit packages (https://wiki.ubuntuusers.de/Spiele/The_Dark_Mod/). Also I enabled the use of 32bit: http://askubuntu.com/questions/454253/how-to-run-32-bit-app-in-ubuntu-64-bit/454254#454254 But I still get this error: andre@linuxhost:~/Spiele/darkmod$ ./thedarkmod.x86 TDM 2.04 #6596 linux-x86 Jul 7 2016 15:43:56found interface lo - loopbackfound interface enp9s0 - 192.168.2.104/255.255.255.0Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOVtdm using generic code for SIMD processing.------ Initializing File System ------Current search path: /home/andre/Spiele/darkmod/ /home/andre/Spiele/darkmod/tdm_textures_wood01.pk4 (317 files) /home/andre/Spiele/darkmod/tdm_textures_window01.pk4 (348 files) /home/andre/Spiele/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/andre/Spiele/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/andre/Spiele/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/andre/Spiele/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/andre/Spiele/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/andre/Spiele/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/andre/Spiele/darkmod/tdm_textures_roof01.pk4 (65 files) /home/andre/Spiele/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/andre/Spiele/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/andre/Spiele/darkmod/tdm_textures_other01.pk4 (51 files) /home/andre/Spiele/darkmod/tdm_textures_nature01.pk4 (256 files) /home/andre/Spiele/darkmod/tdm_textures_metal01.pk4 (465 files) /home/andre/Spiele/darkmod/tdm_textures_glass01.pk4 (50 files) /home/andre/Spiele/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/andre/Spiele/darkmod/tdm_textures_door01.pk4 (171 files) /home/andre/Spiele/darkmod/tdm_textures_decals01.pk4 (367 files) /home/andre/Spiele/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/andre/Spiele/darkmod/tdm_textures_base01.pk4 (375 files) /home/andre/Spiele/darkmod/tdm_standalone.pk4 (4 files) /home/andre/Spiele/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/andre/Spiele/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/andre/Spiele/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/andre/Spiele/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/andre/Spiele/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/andre/Spiele/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/andre/Spiele/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/andre/Spiele/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/andre/Spiele/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/andre/Spiele/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/andre/Spiele/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/andre/Spiele/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/andre/Spiele/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/andre/Spiele/darkmod/tdm_prefabs01.pk4 (557 files) /home/andre/Spiele/darkmod/tdm_player01.pk4 (125 files) /home/andre/Spiele/darkmod/tdm_models_decls01.pk4 (93 files) /home/andre/Spiele/darkmod/tdm_models02.pk4 (1836 files) /home/andre/Spiele/darkmod/tdm_models01.pk4 (1916 files) /home/andre/Spiele/darkmod/tdm_gui_credits01.pk4 (49 files) /home/andre/Spiele/darkmod/tdm_gui01.pk4 (679 files) /home/andre/Spiele/darkmod/tdm_game02.pk4 (2 files) /home/andre/Spiele/darkmod/tdm_game01.pk4 (2 files) /home/andre/Spiele/darkmod/tdm_fonts01.pk4 (696 files) /home/andre/Spiele/darkmod/tdm_env01.pk4 (98 files) /home/andre/Spiele/darkmod/tdm_defs01.pk4 (166 files) /home/andre/Spiele/darkmod/tdm_base01.pk4 (156 files) /home/andre/Spiele/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/andre/Spiele/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/andre/Spiele/darkmod/tdm_ai_base01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_ai_animals01.pk4 (80 files)File System Initialized.------------------------------------------- Initializing Decls ------------------------------------------ Initializing renderSystem --------using ARB renderSystemrenderSystem initialized.--------------------------------------I18N: SetLanguage: 'english'.I18N: Found no character remapping for english.I18N: 1228 strings read from strings/english.langI18N: 'strings/fm/english.lang' not found.WARNING:Couldn't load image: guis/assets/splash/launchCouldn't open journal filesCouldn't exec editor.cfg - file does not exist.execing default.cfgUnknown command 'use'Unknown command 'console'Unknown command 'next'Unknown command 'prev'Unknown command 'previous'Unknown command 'next'Unknown command 'crouch'Unknown command 'Lean'Unknown command 'lean'Unknown command 'Readables'Unknown command 'spyglass'Unknown command 'compass'Unknown command 'lantern'Unknown command 'maps'Unknown command 'objectives'Unknown command 'keys'Unknown command 'lockpicks'Unknown command 'lean'Unknown command 'Inventory'Unknown command 'Mantle'Unknown command 'creep'Unknown command 'frob'Unknown command 'inventory'Couldn't exec autoexec.cfg - file does not exist.I18N: SetLanguage: 'english'.I18N: Found no character remapping for english.I18N: 1228 strings read from strings/english.langI18N: 'strings/fm/english.lang' not found.----- Initializing Sound System ------sound system initialized.------------------------------------------- R_InitOpenGL -----Setup X display connectiondlopen(libGL.so.1)dlopen(libGL.so.1)idRenderSystem::Shutdown()signal caught: Segmentation faultsi_code 1Was in fatal error shutdown: Unable to initialize OpenGLTrying to exit gracefully..About to exit with code 0 Please help me. What should I do?
  14. 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
  15. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  16. Hello guys, I am writing here to give good news to all (mappers and translators). I and knymed are intentioned to convert all existent fms to the new multilanguage system. My only request is this: all the mappers HAVE to inform us if they want to update their missions. So, we will wait for the update and then convert. I hope this news makes happy a lot of people. --------------------------- language supported: italian, german, french, czech, polish, portuguese, russian and spanish. Here's all the converted missions: http://www.bloodgate...m/pub/pk4/i18n/ Works converted:: -a night to remember ////not yet translated -awaiting the storm ////translated into italian, german -betrayal ////translated into german -business as usual ////translated into german -closemouthed shadows ////translated into italian, german -crown of penitence ////translated into italian, french -dragon's claw ////not yet translated -fiasco at fauchard Street ////translated into italian -flakebridge monastery ////translated into german -house in blackbog Hollow ////translated into italian, german -house of theo ////translated into italian, german -in remembrance of him ////not yet translated -Let Sleeping Thieves Lie ////not yet translated -living expensives ////translated into italian, french and german -lockdown ////translated into italian, german -mad's mountain ////translated into italian, german -pandora's box ////translated into italian, german -patently dangerous ////not yet translated -rake off ////translated into italian, german -rightful property ////translated into german -samhain night on bone hill ////translated into italian, german -siegeshop ////not yet translated -sneak and destroy ////translated into italian -somewhere above the city ////translated into german -son's of baltona ////translated into italian, french, german -special delivery ////translated into italian, french, german -st alban's cathedral ////not yet translated -swing ////translated into italian, french, german -the caduceus of st. alban ////not yet translated -the creeps ////translated into italian, german -the illusionist's tower ////translated into german -the outpost ////translated into italian, french and german -the parcel ////translated into italian, german -the rift ////translated into italian, german -thieves ////translated into italian, german -too late ////translated into italian, german -trapped ////translated into italian, german -winter harvest ////translated into italian, german work in progress: -chalice of the kings -thief's den -training mission IMPORTANT: you not want your missions converted? write here "i don't want my mission converted". REMEMBER THAT README AND NOTE FILES ARE NOT STILL SUPPORTED FROM MULTILANGUAGE SYSTEM. THEY WILL REMAIN IN ENGLISH: http://bugs.angua.at...=3012&history=1 Here's an overwiev of the current status. http://wiki.thedarkm...tle=I18N_Status
  17. 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
  18. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  19. (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.
  20. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  21. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  22. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

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