Jump to content

Search the Community

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

  • 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 dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  2. I thought it might be something like that. I'm going to guess that only 1 of those 2 triggers is necessary to spawn the items because I don't think I ever
  3. Yeah, I do see some benefit to being able to pass items to the grabber with less inputs so I think it’s worth trying and getting a feel for. That mix of some inventory items being moveables and others being static without collision meshes will kind of inherently make it hit or miss depending on the item, but it seems like a potentially nice addition.
  4. Hey, Just thought i share this with you http://explore.moobels.com/ I just come across this company, they scan historical items from museums to present it. They are using Sketchfab to present them. It might be worth looking around if other projects like this lay around, there is really good inspiration and study potential in these models, next best thing to viewing them in the museum.
  5. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  6. In one of Sotha's Thomas Porter Missions (I think Lich Queen's Demise, but am not sure) you had to brew a potion by using items on a kettle. A similar system could be used for crafting, if it could be advanced a little further. E.g. you have a container into which you have to drop the items you want to use to craft. A script checks, if these items are suitable to create something and if they are, they are created. If not, they could removed again from the container. You could place a manual on how to use this (written by the Inventor's Guild if it is supposed to be mechanical or by a Mage if it is supposed to be magical) near it and even spread a couple of recipes around the mission. This would be kind of like the new Prey, where you can create different elemental cubes from scrap and then combine these cubes to create items. You could even consider to use the element part as well: A script checks, which materials are used on the model dropped into a container to create the respective elemental cubes (or spheres or something like that). For crafting the elemental items are used. It could also limit the use to certain moveable items: If they are too big to fit into the container, you cannot use them. This way, you would not affect any earlier missions, while the setup could be saved as a prefab for use in future missions. I think some crafting system would decrease the hesitation to use single-use equipment. I am also an RPG-player, who usually finishes the game with hundrets of potions, because I always keep them for the right occation, just to realise later on that I could have used tons of them without affecting my game later on. I found the Witcher games to have a nice workaround for that. You had a limited amount of potions that you could use at a given time, but could produce them quite easily. This way you could use them without having to fear that you would miss them in the next fight, but still had to give some thought about which ones to use. There already are some scripts that check if the player is allowed in specific areas (e.g. in Fieldmedic's "No Ordinary Guest"). These should be quite easy to modify to check for certain items in the inventory as an addition to the current location. As usual it would just require a mapper willing to implement it...
  7. @wesp5, please do add it to your patch in the meantime. Perhaps that would allow it to get a touch more of early testing. Anyone playing under a non-English European language may see fuller use of accents on the names of weapons and stock inventory items. But there could be existing or new problems there to be further addressed, as well as with any FM custom inventory item. Also, any readable or sign that uses Stone font merits inspection. This is true for text presented in English, or (if the player has gone through the considerable hassle of tracking down and installing a pertinent language pack) in other Latin-based languages. Expected problems with latter, requiring freshening of translation to fix, are still-missing accents or (worst conceivable case) changed word-wrap leading to confusing formatting or truncated end of text.
  8. This is an interesting idea that's worth exploring. The simplest would be to keep track of the number of saves and reloads and then give some type of score bonus on the after action report. Can you complete the mission in "under par?" However not everyone is susceptible to that sort of incentive. A more interesting variation on that idea might be having map elements such as optional loot or items that would become locked off by reloading outside of approved save points. This could add an exploration incentive to the mix that would appeal to more players. The implementation detail might be more complicated though. Under what conditions do you lock the optional goodies? Could we have something like challenge segments, where even if you failed the previous segments you could still try to get the next one? Maybe even reset the map to try multiple times? Obviously such a thing could be quite involved to program, but it could open up some interesting options for FM authors, without the distasteful implication of taking away a feature.
  9. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  10. I believe that many months if not years ago, I made a discussion on the limitations of the current weapon system. We're still using the old weapon slots defined by the engine and limited to 16 guns, when it would be much more flexible and ideal to define the blackjack / sword / arrows as items so FM's can add unique ones. This is unlikely to change anytime soon, but even with the in-engine definitions I think there's room for improvement. Firstly the player script should probably use all 16 slots and point them to an entity which can be null by default. That way FM's that add custom arrows won't need to override the entire player definition, just the unused slot TDM makes available. I created a custom flash arrow a while ago which I'd like to use in my FM's... been begging the team to take a look at it since I think it can be included into vanilla, but since that hasn't happened yet an easier way to include it myself would be most welcome. As for the default arrows I think they should be easy to override, of course the question is how. Custom vars seem necessary to do it right; As a general rule I don't think defining them should be forbidden since even map scripts might introduce custom settings you want to be able to define. I also agree with allowing weapon balance to be customized through settings, like the time it takes to charge the bow and how fast the arrow is sent flying and the cooldown after that and so on.
  11. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  12. 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

  13. Evening I am loving some of the new features of 2.05, specifically the FS group feature. The only issue I have is that the colour of a grouped FS is a bit too close the blue used for all other FS, models and other entities. So I had a look in view>colours, but none of the options in there allow me to change the colour. @Greebo can I edit one of the .XML files to effect a change or will we have to wait for the next version..? b.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  14. TDM Modpack v4.2 Introducing Fragile Bottles and the Ring Helper mods. -:- FRAGILE BOTTLES MOD -:- What can I say, no stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Please note the Fragile Bottles mod is tightly integrated into the Core Essentials. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Topic: Breakable throwables Thanks @MirceaKitsune for bringing this good idea back! Please note this mod has been possible thanks to the previous efforts by other community members. -:- RING HELPER MOD -:- The official Frob Helper becomes active when small objects are within range and this new modded Helper expands the functionality to objects of all sizes, large and small. In addition, the default white dot has been replaced with a ring-shaped aimer, which I find more suitable for exploration games. The Ring Helper is by no means perfect but instead of explaining/justifying each little detail I leave it to you to experience it first hand and determine what works and what doesn't. Let us know your opinion here or in this topic: Frob Helper discussion. The Ring Helper respects the options available in Gameplay > General > Show Frob Helper but there are some changes: Always: Pointer and Ring Hover: Ring delayed by zero seconds Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off As you can see, Hover, Fade In and Fade In Fast are essentially the same thing, the difference lies in the delay before the Ring appears. Oh, the mandatory screenshot The download can be found in the opening post. I hope you have fun with these new mods. Full change log: • v4.2 New release - CORE ESSENTIALS - FRAGILE BOTTLES: Initial release. - RING HELPER: Initial release. - SKILL UPGRADE - COMBINATION: New shadow effect for the dark arrow. - SIMPLE SUBTITLES: Fonts updated to version 20240520 (Geep). - Modpack: Minor internal adjustments. Cheers!
  15. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  16. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
  17. This is another point which been gone over again and again in the thread and doesn’t need more elaboration. Two additional users just pointed out that frobbing is a context sensitive action that is already not “consistent”. There are lots of moveable objects for example that already don’t work like you are describing. Inventory items like keys are also moveables. The primary action is to acquire them. If you wish to interact with them as you would another moveable you must drop them first at which point they appear in front of the player as other physics objects do. No one complains about this not being consistent, as it would be tedious and potentially confusing to need two key presses to acquire most moveable inventory items, many of which are required to progress in the game, just like it is tedious and potentially confusing to do this with bodies. It is TDM which is not consistent with games like Thief TDP/2/3, System Shock 2, Deus Ex, Dishonored, etc. Maybe this is in part why it is confusing, as there is a good chance people coming to TDM will have some familiarity with those games. Thanks for your understanding.
  18. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  19. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  20. You have to go to the Settings > Controls > Inventory and map a key to "Inventory Grid" otherwise, just scroll through your items with the [ and ] (bracket) keys.
  21. Thought I would compile a list of tweaks & fixes from multiple sources for this game in an effort to help people get a playable experience, I will update this OP as we go. Minimum Requirements - Processor: Dual Core or Quad Core CPURAM: 4 GBGraphics: AMD Radeon 4800 series or NVidia GTS 250DirectX: Version 10Hard Drive: 20 GBRecommended Requirements - Operating Systems: Windows 7, Windows 8 (32nit or 64-bit)Processor: AMD FX 8000 series, Intel Quad i7 Core or better CPURAM: 4 GBGraphics: AMD Radeon HD R9 series, NVidia GTX 660 series or betterDirectX: Version 11First recommened tweak for ALL 64bit Windows users - (dont know if this applies to linux users, yet) The latest update (1.2 b4116.4) fixes the slowdown issue but if people still having issue or have lower end systems there is not a tick box to force the use opf the 32bit exe.Second Recommended Tweaks for ALL 32/64bit Windows users - Enable "Exclusive FullScreen", this should improve your framerate across the board. - for me my FPS (min/max/avg) jumped from 32/62/53 to 41/64/58Graphics tweaks to Make the game run better - First things first - If you are experiencing bad graphics on a machine that can easily afford to run it better/smoother, set SSAA ‘Super Sampling Anti-Aliasing’ to low or off. The higher you set this setting, the more lag you will encounter in the game.Don’t take things for granted - The problem is the optimization of the game, even if your PC can handle everything max'd out, try keeping SSAA to low if you want a smoother gameplay experience.Flickering shadows, glichy graphics & disappearing menu buttons - If you are experiencing flickering shadows, glitchy graphics & disappearing menu items, make sure you are running the game on updated or the latest drivers for your gfx card.SLI/Crossfire fix - For now, make sure you run the game on a single GPU as SLI/Crossfire may be causing the disappearing graphics and flickering shadows.Framerate issues - There are a few things you can try to improve your FPS for thief. Firstly make sure that your GPU drivers are up to date and your system is not overheating or running hot. If you are running SLI/Crossfire, try disabling to see if there is a difference in performance. If you are using a laptop, make sure that your power adapter is plugged and your power setting in windows is set to performance.Common sense - It goes without saying that your system should be good enough to handle the game’s processing and rendering needs. If you are running any third party applications in the background like Dxtory, Shadowplay or FRAPS etc, your going to see a perf drop.Crashes after loading a stage - If Thief crashed after loading, make sure you verify the integrity of the game cache in Steam especially if you pre-loaded the game and tried to start it as soon as it unlocked.You may have to verify the files twice to make it work! If that doesn’t work, there is another workaround. I am not sure about this fix but it has helped a few to get rid of the crash, so I think it’s worth of a shot.The game crash can be associated with the virtual memory size. You should increase your virtual memory page file size to fix the issue.Game crashes to desktop and reboot - Make sure you have latest patch for the game installed. It fixes these random crashes and loading issues. If you pre-loaded the game, make sure you verify the integrity of the game cache. You may have to verify the files twice to make it work!Blackscreen when launching thief - can be one of two things - is associated with the missing files of the game. Verify the game cache and re-verify if the need be to get it running.Make sure Windows pagefile is enabled (http://windows.microsoft.com/en-gb/w...#1TC=windows-7).Can’t Hear sound? No voices? (no, not the ones in your head) - Verify the integrity of the game cache. Download the language packs if need be. Make sure you have voices/music volume up in the sound settings of the game.You can also trying changing the advanced sound settings in Windows. Open Playback Devices, click on your Speakers and go to Properties. Now in enhancement levels, select CD/DVD quality and see if it helps.Thief won’t start? - Try logging into Steam after having logged out. It will help!Thief config tweaks - Disable motion blur - you will find relative file to edit in: Steam\steamapps\common\Thief\Engine\Config. You need to open the file by the name of “BaseEngine.ini” and then set the following values as such: "motionBlur=True" to "motionBlur=False""motionBluPause=True" to "motionBlurPause=False"Save the file and set it to "read-only".How to skip Intro Videos - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following line"StartupMovies=PROG_GUI_Video.StartupVideoPlayer" to ";StartupMovies=PROG_GUI_Video.StartupVideoPlayer"Save the file and set it to "read-only".How to fix ‘Timed Fade’ option for HUD - While health, focus, inventory and ammo set to ‘Timed Fade’ option in game and HUD menu, the fade remains just 50% opacity. To fix this problem, go to ThiefGame\Config\ThiefUI.ini and find the lines- "mInvSelectionAlphaMin=XX" "mHealthAlphaMin=XX" "mFocusAlphaMin=XX" (XX being the default values) to "mInvSelectionAlphaMin=0.0f" "mHealthAlphaMin=0.0f" "mFocusAlphaMin=0.0f"Save the file and set it to "read-only".How to reduce Mouse Lag - The quick and easy fix to reduce mouse lag, run your game in Exclusive Fullscreen mode, go to graphic options and enable it. In case you don’t want to use this mode, then you must find BaseEndinge.ini and edit the following lines -"OneFrameThreadLag=TRUE" to "OneFrameThreadLag=FALSE"Save the file and set it to "read-only".Disable framerate smoothing - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines"bSmoothFrameRate=TRUE" "MinSmoothedFrameRate=XX" "MaxSmoothedFrameRate=XX" (XX being the default values) to "bSmoothFrameRate=FALSE" "MinSmoothedFrameRate=0" "MaxSmoothedFrameRate=0"Save the file and set it to "read-only".Fix stuttering - can be done one of two ways -This tweak requires starting a new game, as changing the level streaming value will result in a crash upon loading if the save game file features a different level streaming value (such as starting the game with it on TRUE and changing it to FALSE along the way - switching from FALSE to TRUE will also result in a crash, so it's best to change this value only when starting a new game)! However, this should help eliminate both in-game and benchmark stuttering, as it does for the other games based on the UE3 engine.Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"bUseBackgroundLevelStreaming=XX" "UsePriorityStreaming=XX" "OnlyStreamInTextures=XX" to "bUseBackgroundLevelStreaming=FALSE" "UsePriorityStreaming=FALSE" "OnlyStreamInTextures=TRUE"Save the file and set it to "read-only".Improve texture streaming - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"MipFadeInSpeed0=0.3" "MipFadeOutSpeed0=0.1" "MipFadeInSpeed1=2.0" "MipFadeOutSpeed1=1.0" to "MipFadeInSpeed0=0.0" "MipFadeOutSpeed0=0.0" "MipFadeInSpeed1=0.0" "MipFadeOutSpeed1=0.0"Save the file and set it to "read-only".Disable in-game fog - Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.Reducing choppyness, aditional fix - Some users have reported that disabling Vsync the game is noticeably more fluid when compared to the default setting of double buffered.Game file hacks - (found on https://www.deadendthrills.com/forum/discussion/137/thief-tools-tweaks) 1. Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\ 2. Make a backup of thiefgame.u just in case 3. Download this utility: decompress.zip and unzip decompress.exe, put it anywhere. 4. Drag thiefgame.u onto decompress.exe you should now have a new thiefgame.u in \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\ 5. Open \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\thiefgame.u in a hex editor. (For example HxD) Disable Shroud and white flash - Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\Make a backup of thiefgame.u Download this utility: decompress.zip and unzip decompress.exe, put it anywhere.To disable shroud: Search for Hex-value: 00 00 00 00 00 00 00 00 00 CD CC 4C 3F 36 3D 00 Replace with Hex-value: 00 00 00 00 00 00 00 00 00 00 00 00 00 36 3D 00To disable white flash: Search for Hex-value: 3E 9C DE F4 3E 9C DE F4 3E CD CC CC 3E A4 3D 00 Replace with Hex-value: 3E 9C DE F4 3E 9C DE F4 3E 00 00 00 00 A4 3D 00Tweaking "in shadow" proxy light: - disabling this is not recommended, so I added tweaks to reduce the range of the light instead. Search for Hex-value: 00 00 00 00 00 B4 43 14 38 00 00 00 00 00 00 28 for half range (180), Replace with Hex-value: 00 00 00 00 00 34 43 14 38 00 00 00 00 00 00 28 for 1/4 range (90), Replace with Hex-value: 00 00 00 00 00 b4 42 14 38 00 00 00 00 00 00 28To Disable "in light" proxy light: Search for Hex-value: 00 00 00 00 00 96 43 14 38 00 00 00 00 00 00 28 Replace with Hex-value: 00 00 00 0A D7 23 3C 14 38 00 00 00 00 00 00 28Save and fire up the game. Dxtory and other tools not working - Fps monitoring/benchmarking tools cause the game to crash - For the time being, may I suggest that you try running the game without these tools. And if you have any fix of your own related to the issue, please post your finding.Trainer with NOCLIP mode - tbc
×
×
  • Create New...