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  1. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. @The Black Arrow That's a good analysis. I don't disagree but we're referring to different time periods with different quality aims: In the early days of 3D and low-res CRT screens when we had 256x256 textures, detail textures were used to make surfaces appear as if they have 1024x1024 textures... today in the age of 1080p monitors such texture can appear blurry from up close, we want to make 1024x1024 textures appear of 4096x4096 quality. Back then the goal was to get at least a little bit of perceived sharpness, today the goal is to see those microscopic details on every surface as if everything is real... while the concept of detail textures is old it scales to cover both aims. As you correctly pointed out, the ideal solution would be upgrading the actual textures themselves. Sadly there are two big problems with this that will likely never be possible to overcome: Someone must create or find identical textures to replace existing ones, which have to retroactively fit every old FM. That would be a huge effort for so many images, and will not look exactly the same way so people would complain how "this wall used to be made of small red bricks which are now larger and yellower which isn't what I intended and no longer line up". An advanced upscaling filter may be able to bump the resolution with good results, this would be a lot less effort and retain the exact appearance of textures. The even greater issue is storage and memory use would go through the roof. Imagine all our textures (from surfaces to entity skins) being 4096x4096 which would be the aim for decent quality today: TDM could take over 100 GB of drive space, you'd need at least 16 GB of RAM to run it, and the loading time of a FM will be 5 minutes. Detail textures are a magic solution for both problems: They're overlayed in realtime on top of the standard textures without changing their base appearance. This means you see pixels several times the scale of the image without requiring any image to actually be at that resolution, no vRAM or loading time increase. And if detail layers are disabled with distance you also don't lose FPS in per-pixels calculations when distant lights update.
  4. So, there is actually an SVN repo with these tga font images, they are 256x256. Is something like this what you are looking for:
  5. I'm assuming we're talking about Stone 24pt font here, used in subscripts & elsewhere. Images of letters are arranged into a bitmap by a process that doesn't have to conform to a tidy alphabetic grid. See Figure 2 of my new article https://wiki.thedarkmod.com/index.php?title=Font_Bitmaps_in_DDS_Files In the figure, you can see there's an accented "a" to the left of the W, whose foot is presumably within W's bounding box. I think I looked at this earlier & concluded that I couldn't shrink W's bounding box enough in the DAT file. So probably the pixels of the W need to be moved to the right... I haven't tried such surgery yet.
  6. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  7. Yeah it's not an easy to go option, more like an inspiration. There's always lots of artifacts and inconsistencies which take so much time to fix that it is nearly the same time to create images as painting them by yourself if you have an eye for detail. I tried it for creating textures too and it worked pretty well (I think it was dalle 2 back in the day last year). Most difficult part was making it seamless. I think the time it took for rerolling prompts was nearly the same as searching for stock textures though. But the results were as least as good as stock textures. A thing I couldn't say about artwork. There's no coherent style or consistent features for story actors. I would say you didn't miss anything of value. We'll see what the future holds.
  8. Well, it looks very good! I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P
  9. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  10. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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. Keep on mapping!
  12. I've decided to make a list of my posts in this thread thus far. Only the posts where I shared images of real world locations for inspiration (mostly reference images of various historical architecture). 19th century octagon houses as inspiration for more fancy houses of industralists (12 May 2015) Old electric powerplant building in Poprad, Slovakia - red brick Gothic Revival stylistics (17 July 2015) - needs image fixin' Plas Mawr in Conwy, Wales - well-preserved medieval and early modern Welsh townhouse, with interior museum (29 July 2015) Castell Coch in Wales - reconstructed medieval castle, with minor 19th century industrial details (13 August 2015) + addendum Illustrations and concept art for Bree from various game projects (3 September 2015) Run-down Neo-classical manor house in a rural area (15 December 2015) - dated image links, I need to fix 'em Smaller but interesting manor houses and fortified manor houses in Slovakia (30 August 2016) Manor houses and fortified manor houses in Slovakia (13 March 2017) Environmental storytelling inspired by "reading" real world ruins (3 May 2021) Stokesay Castle rural fortified manor house, one of the few of its kind in England (26 March 2024) Houses, inns and market halls of medieval and early modern England (26 March 2024) Aberconwy House in Conwy, Wales - well-preserved 14th century Welsh medieval merchant townhouse (27 March 2024)
  13. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  14. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  15. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  16. I just saw this poll. I just turned 50 last year. I have been computing in various forms since the age of 5 when our school got an Apple ][. I see people posting images of their first computers... Well, here is my first personal computer: The Coleco Adam https://www.oldcomputers.net/adam.html It was recommended by a tech-savvy relative. When it came to programming, particularly BASIC, it was almost completely compatible with Applesoft Basic.
  17. Changelog of 2.13 development: dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
  18. Could it be anything to do with the shape of the geometry? Is a curved staircase looking at the images. Or the thickness? Thou by that image those stairs are anything but thin. Is just that I have seen thin walls leak light, while ticker ones do not and I have seen this, in more than one engine even in lightmapped ones. Also is that brush geometry or a imported triangle mesh? You will correct me if wrong but afaik the engine treats triangle mesh's, a tad differently from brush geometry, like it doesn't automatically inline the triangle mesh geometry, into the overall baked brush geometry (unless your force it), so it leaves a invisible "gap" there where the mesh connects with the brush wall? Could be floating point accuracy problems, like you recently talked about?
  19. Welcome to the forums Ansome! And congrats on making it to beta phase!
  20. "...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!
  21. I added this to the included mainmenu_briefing.gui : //stgatilov #2454: display subtitles #define SUBTITLES_NAMEPREFIX Briefing #include "guis/tdm_subtitles_common.gui" I thought that would do it.. Btw. this is for mission nhat. This section doesn't really need subtitles, because they are already included burned in the images, but I still want to figure out why it doesn't show up.
  22. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  23. https://postimages.org/ creates actual image urls to the file (a lot of image sharing sites share links to pages, but not to the actual file) optional: resize on upload optional: specify if you want them removed after a specific time. When you copy the url-list in a post and then after press enter, they get included as images into the post automatically. Example:
  24. I'm definitely interested in this. In the past it used to worry and upset me that some of the assets are CC-BY-SA-NC: Not because I'd care to sell them in any conceivable format, but because it made the project seem less libre and FOSS and Linux friendly. I remember my only disagreement was with some developers being against FM authors taking donations for their own work on their personal maps and stories, I think that's more problematic but ultimately accepted and respected it since to me that's secondary and I'm just happy TDM and DarkRadiant exist for us all to create worlds with. As stated before, many of the existing assets would need replacements that look the same way. Since the authors of old FM's can't be expected to re-texture all of their maps, those replacements would need the same names or an automatic conversion script, and have to look in such a way that they fit the old textures just right at any transformation. This isn't impossible but something I find unlikely as few people willing to do the effort may find it useful enough to work on one. Such a transition could perhaps be considered if we ever switch to high-res textures: Many of the images could be upgraded with replacements someday... maybe this time we can avoid going for semi-libre assets and use fully FOSS compatible ones. I've also been dreaming of a cyberpunk conversion for years, to have a TDM that's less Thief and more DeusEx taking place in a futuristic environment... also unlikely to happen but the hope in my attempt was to ween off of the stricter assets.
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