Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/importing models into dr/' or tags 'forums/importing models into dr/q=/tags/forums/importing models into dr/&'.

  • 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. I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan. SPOILERS ABOUND ! TDM PLAYER BEWARE, YOU'RE IN FOR SPOILERS AND MAYBE EVEN A SCARE ! This mission... subverted my expectations. Starting with the briefing video. Not since the days of Sergio Leone's Spaghetti Westerns have I seen such daring subversion right at the start. You're expecting one thing... then, bam ! I tried everything to infiltrate the mansion from the outside ! No luck ! Well and truly, expectations subverted ! NPC dialogue heard from the inside... stellar ! Brought a tear to my eye. Or was it just one of the raindrops that fell on my head ? What else brought a tear to my eye ? The senselessly slaughtered guard at the courtyard ! Clearly, a cautionary story that he who grabs a sword... and yet, forgets to dim his lantern, the fool... shall die by someone's sword or arrow. Figures ! That you hid the masterful sidequest of collecting the pennies-for-a-thought from the rather racy fountain, in order to later thoughtfully redistribute them to the poor and hungry street urchins of Bridgeport, is nothing short of design brilliance worthy of at least a two hours long, detailed GDC lecture. I'd watch such a lecture on a loop, 24 hours a day, twelve times a day. Brilliant stuff ! Ah, the side-yard, with steps and a basement entrance that looked and felt straight out of Thief II's opening mission, Running Interference... Could the cunning TDM homages to the classics get any better ?! Could they ? Well, soon enough, I discovered that, yes, they could get even better ! There was an even more amazing homage that I didn't expect ! Read on to find out what... The chefpick was... indescribably cool. I now yearn for it to be included in every single FM. The classic lockpicks feel completely passé. I knocked out both NPCs and... what is this unexpected social commentary ?! The knocked-out have names ?! I applaud your deeply incisive observation, worthy of a skilled chef with a kitchen knife, that the NPCs in games are not mere fictional constructs, but fictional beings with names, hearts and souls ! I confess, upon this moving revelation, I started shedding tears so uncontrollably, I nearly had to quit playing the mission. Yet, I pressed on, heartened and refreshed by such displays of humanity in a work of stealthy interactive fiction ! The commentary was no less subtle and stealthy, I tell you ! As subtle as the protagonist's gritty, grounded accent ! Two different entrances into the local vent system... I... I can't even... So many possible routes of entry. Truly, in the grand tradition of the TDM immersive sim design philosophy ! The choice of giving the intrepid protagonist a temporary rat companion, bribable by cheese, who fetches priceless hidden loot, was equal parts innovative and a hard-hitting social commentary on the abuse of animals for theft and burglary, and people "ratting out" their fellow tenants by revealing the hiding places of their priceless belongings ! I was deeply impressed ! I was thoroughly amazed ! You even had my 'stalgia sense tingling ! Why ? That minor element of your FM even reminded me of the old but gold Thief II FM campaign The Flying Age: The Abominable Flying Machines of Dr. Zeppelinger, where you escape a prison cell by giving a mouse a bit of cheese you've managed to find, and the mouse then provides you with a means of escape. I have scarcely ever seen such a wonderful duo of homages to other past LGS missions and fan missions ! Of course, the shocking revelation with the undead in the freezer was an even more biting commentary on the undead precariat of today, and their ruthless and dehumanizing exploitation by The Man, maaan, the snobby culinary establishment. Undeadkind merely want to roam their abandoned tombs and catacombs in peace (pieces ?) and get a bite or two out of a stray vagrant or drunk guard every now and then, no big deal. Society needs to be more charitable to undeadkind ! And you've even included a gas arrow up in the rafters ! You well and truly know your audience, as I'm an old, die-hard gas arrow collecting enthusiast. I am a sophisticated, yet simple man: I see a gas arrow in Thief or The Dark Mod, I immediately grab it, owing to its rarity. Thank you for such generous mission design. To cut a long story short, I have had a thorough, engrossing and moving cultural experience with this short-but-dazzling mission ! In the shadowed alleys of TDM fan mission sites, I have crossed paths with missions that were ruthlessly difficult and confounding, yet rewarding, but never have I played a mission this... authentic... avantgarde... thought-provoking... It even made me feel hungry ! Riveting, simply riveting. Like working on the skeleton of a 1930s Art Deco skyscraper. Ultimate verdict: 22 frommages out of 20, with a happy cheese-filled rat as the cherry on the top. (But what kind of frommage ? Cheddar ? Swiss cheese ? Gouda ?! I dunno. Don't have a cheesemaking degree.) In other words, I cannot rate this mission other than with the Chef Excellence Award for... Excellence ! *chef's kiss* Le Mission Légendaire Magnifique ! Roll over, Requiem ! Roll over, Crucible of Omens ! Roll over, Iris ! This, this... is the pinnacle TDM fan mission of all time.
  2. Thank you for bringing this up! I’ll look into it and see if I can find a solution. There are a few bugs with this mission that I need to resolve so it’s a bit overdue for some fine tuning.
  3. Sorry for the double report, ran into this myself and quickly posted about it so the issue wasn't missed. Currently the skin editor is unusable: Editing the skin name field instantly crashes DR, so does exiting the menu after making any changes, and any changes you do manage to make are immediately reverted and don't stick. The skin editor is a very useful tool and I hope it can be fixed.
  4. It was a weird mission, that's for sure. And you put a lot of original ideas into it. I appreciate that. The machines were very convincing. I don't know if you made them or if they're part of the new edition, but they are excellent quality. The game needs dirty water texture for its canals. And dirty building blocks. It's very cool that the doors consume the keys. The floor textures look strange on walls and ceilings. It took me a little bit more than 9 hours to finish it.
  5. 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.
  6. That's the exact one I meant. I've tried it in my FM (a wait node converted into a follow node), but it doesn't seem to work once the character reaches the spot where it's supposed to trigger. The character just stands and waits in place, as usual or as with the wait node. Well, I don't really need a follow node in the FM I'm currently making, so I'll still have plenty of time to wait until a fully functional follow node becomes available. (There's also some potential path node workarounds if it doesn't get resolved, anyway.) Thanks, Amadeus. Interesting. The FM I might make in the future that might need the follow type node is still really far away, so it's unimportant now.
  7. this sounds like something that'll need a custom def. I know you can bind lights to the player and a few other things; I feel like this should work too, but experimentation will be needed. If I have time today or tomorrow I might look into it
  8. Having completed all missions (except the very recent ones) I find TDM not challenging at this stage. If I want get any enjoyment on a second play-through of a mission I set my own rules and I roll-play it. Here is where optional skills / add-ons / challenges / fundamental changes come into play. I wish missions wouldn't resort so often to no BJ or no kills and allow me chose who I want to be in any difficulty. I wish TDM had real challenges built-in. @STiFU is up to something, and I am looking forward to his updates on the progress. What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.
  9. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  10. Why do you want a square visualization for sounds? If is because you are afraid, that because of the fact the sound shape goes through walls, in a squared like room, that sound may go as well, then don't be, afaik unless there's zero portals in a scene, sound will be blocked by "walls" automatically. It uses the portals to know where it can "flow" into other rooms. So only the size not the shape of the visualization, is what matters, like OrbWeaver said, the shape is only a visualization for the inner and outer radius of a sound. In other words the area or "field of influence" of a sound and that "field" afaik, expands equally in a 3D volume, in a sphere like manner (to be more precise two spheres, a smaller inner one and a larger outer one), so a sphere shape, IMO is the best approximation for it. I also assume, a cube would be misleading because on the current system, if the player parked at the corners of the cube, he/she wouldn't hear the sound, thou I never tested it.
  11. All speakers are defined as spheres, with a customisable inner and outer radius. There is no way to change them into any other shape. Implementing support for rectangular speakers would need changes to the core game code.
  12. I wonder whether you can resize and reshape a speaker from a spherical shape into a rectangular shape that could fit in a room. I couldn't find a clear tutorial on resizing the speaker and altering its shape from the default sphere/orb shape. Odd. Maybe it's just a dumb pipe dream by me, but I'd find a rectangular sort of configuration for a speaker much better to work with.
  13. I have the elemental issue. The first room doesn't need them for progress, but the second does. Not a single elemental teleports me. I used noclip to fly into the room to press the button and then ran to the exit. The third room had TWO elementals working. Orange and Blue, I think. But! In addition to the other two not working, the KEYS I need are missing in all four rooms. If I use "Show_Keys" command, they display them, but they're not even inside the pedestals. I bypassed that with Noclip again. The rest worked fine, every TP that supposed to work - does work, so I finally completed it. I liked it, but now I can't help but wonder what "piece of evidence" she meant On a fun (probably unrelated) note, when you get captured, you still have a blackjack and sword in your inventory, but you can't pull them out. So I thought my hands were invisible. Out of curiosity, I grabbed one of the knocked out guards and carried him inside the mansion... Yup, I still have him on my shoulders after waking up!
  14. Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission
  15. Who I am is of little importance, what matters is the job I am offering. Though the item in question may be simple, I can assure you that the reward is anything but. The task, to those brave enough to follow through, is this: During the peak of Braeden's Harvest Festival, break into Lord Alister Squashbottom's manor and steal that which is most valuable to him: his prize-winning pumpkin. This is the very pumpkin he intends on submitting to the judges of this year's competition, and you are to ensure he has no choice but to resign in failure. It may be dangerous, to which you will be amply compensated, but I have little doubt you will be able to weather all obstacles and keep your eye on the prize to complete this task. For those brave enough to accept the job, start here. Cordially, E. Siltstone Gameplay Notes TDM version 2.12 is required to play this mission. Mines are pickable; simply approach them with lockpicks equipped to frob-disarm. A moss arrow can be shot at glass to make it break more quietly. I recommend playing all three difficulties, as they are very different. This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines. Download Version 1.0 - This FM is available here via Google Drive, and will soon be made available via the in-game mission downloader. Promotional Screenshots ThiefGuild Release Page Credits A huge thanks to my beta testers Goldwell, WellingtonCrab, Kingsal, Baal, and Rezar for all of your fantastic feedback Voice Credits - Goldwell! Asset Credits Kingsal Wellingtoncrab Goldwell Sotha Bikerdude Refle3cks Arcturus +++And thank YOU for playing!+++
  16. 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.
  17. I've started futzing around with ideas and models. Not sure if I'll have something in time, but I'll give it a shot!
  18. I imported them into DR, still don't see any s_xxxDistance spawnargs there:
  19. 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!
  20. Bikerdude has been coaxed ( nagged? ) into joining the contest. He'll be using an abandoned old version of The Elixir that doesn't resemble the current mission at all as a base for his entry.
  21. 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.
  22. Stokesay Castle, one of the best-preserved fortified manor houses in England and the British Isles in general. Rather than remain an original castle or castle ruin, or completely converted into a mansion, manor house, chateau, or romantic folly, this older rural castle was converted into a traditional fortified manor house in the early modern era and hadn't really changed its nature throughout the centuries. I feel this is a very good inspiration for TDM, given the style of architecture in TDM's fictional universe. https://commons.wikimedia.org/wiki/Category:Stokesay_Castle https://commons.wikimedia.org/wiki/Category:Stokesay_Castle_(interior) https://www.geograph.org.uk/snippet/6359 https://www.geograph.org.uk/snippet/4859 Loads and loads of great photos behind these links, so don't think these are the only interesting ones I could share. There's a huge amount of interesting details in this fortified manor house.
  23. I like the setup and the atmosphere, and the new look for the... haunts. Even though their eyesight makes no sense =P (You can see their eyes having red glow near the walls, which reminded me of eyes in Gloomwood) You'd think they can see behind them, since the skull isn't in the way, so to speak =P And it's fun to imagine that this is what Hammerites Builders go through when they're not outright bad guys. But don't you think that it's a lot to expect from someone who never held a lock pick before, to open the 4 locks on the first try? =D I had no issue with the mission, although I didn't understand how was I meant to avoid arrows at the start (I just walked past them somehow). What I thought was going to happen, when I picked up the lock pick, was that our Builder will become a Thief by the end. Turning into what he despises, all because of Builder's guidance or something like that. That didn't happen =D
  24. A basic little detail we don't yet have is breakable decorations, I was wondering what is up with that and if maybe we can change it. Mainly thinking of new small decorations: I believe breakable crates or barrels were once experimented with, the entity may still be there but I've never seen them used, maybe someday those can be finished too. Just like metal goblets / plates / vases / bottles you can pick up and throw, it would be nice to have alternatives made of fragile transparent glass. The difference being that when they hit a surface past a certain velocity, they disappear and shatter into glass shards... I believe the fundamental system for this already exists with breakable glass panels? Gameplay wise they'd have a particular property: When they break they should make a louder noise, causing a slightly higher alert that makes AI look there for longer, not as much as the noise arrow but somewhere between it and throwing a conventional object. As a potential penalty, stepping on a small glass breakable should shatter it which is hearable to AI, FM's that use them may encourage being a bit extra careful where you're going.
×
×
  • Create New...