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  1. Anyone have a working link (or can create a link) to the modified version of ExportFontToDoom3 executable? This 2009 version was created by Crispy, to handle 256 chars instead of just 128. It was released in this forum post: the dark mode readables ttf fonts The following links to it are now dead: - crispy's original release: http://www.inventivedingo.com/stuff/exportfonttodoom3_modified.zip This is what's listed at the bottom of Font Conversion & Repair as as "Fixed version of ExportFontToDoom". - Hyeron's 2009 upload: http://www.4shared.com/file/151870191/d47d0e16/exportfonttodoom3_modified.html - tels 2011 mirror: http://bloodgate.com/mirrors/tdm/pub/exportfonttodoom3_modified.zip. No luck with wayback machine, github, sourceforge, either .exe or source. (Source & exe for unmodified version from Grant Davies is in hand.)
  2. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  3. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  4. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  5. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  6. I haven't personally run it so not sure how long it actually takes. @Amadeus how long did it take for WIS? @stgatilov To make runParticle part of dmap, is there a way to check if runParticle needs to be run or not first? For example, if there are no particles present with 'collisionStatic' keyword than just skip it. I wouldn't say this is big deal, but it's a manual step that the mapper could easily forget to run on release day... I meant the default weather materials - but Amadeus covered that in his question - thanks. Actually this doesn't seem to be the case. The rain seems to stay outside the visleaf if the door is open. In the example screenshot from inside the Inn in In Plain Sight, the rain patch actually extends over the roof of this building. With the door open, the rain 'stays outside'. However, you're right and still with this method you need to use individual patches and place them carefully (although I didn't have to worry about the height). It's not perfect because rain will still poke through awnings and stuff outside.
  7. Thank you very much, Geep. Not in my samples but mind you: I consider this a visual exercise to evaluate what looks best and decide what works and what doesn't. No guarantees in the code. Gui values must be properly reviewed once you settle on something. Find attached to this post v3 "Yellorange". Text is centered and the font color is a yellow leaning to orange, that looks like yellow in the game but it actually is more orange than yellow (for me anyway). EDIT: Download removed. Check this post for the latest version.
  8. First post here but dude nice work! Love getting my grubby hands on new content. I'm currently working on my first map as well
  9. the sad thing was that the 6950x was 2000$ when it was new so only something for the wealthy back then, and ryzen was starting to nip it in the butt with lower priced and allmost as fast cpu's. could actually be fun to try out the 2080 ti on a recent ryzen build to see the result, but im quite happy with my setup now i even got an asus x99-AII with a 6900k and a 1080 ti which plays pretty much everything (as long as you dont use raytracing and lower settings a bit for the newest titles). Well not completely true you can actually use raytracing with it using FSR2 but it does lower the framerate quite a bit 20 > 30 fps on some titles, as long as you dont go 4k its more than playable though -> callisto protocol at high settings with raytracing and FSR2 runs at 75 fps at 1080 resolutions.
  10. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  11. Deathloop – what a mess of a game. I'd love to see a post-mortem on it some day. I hope Arkane is doing okay though.

    1. Show previous comments  24 more
    2. Shadow

      Shadow

      Thanks to this thread I am currently playing Deathloop. Have to say I am enjoying it very much, but I can see where it turns people off. The bad first: Yes it's repetitive and enemies respawn, annoying to have to encounter/kill the same baddies over and over. It is a time loop game, so that part is to be expected. Perhaps the back and forth between times of day and revisiting areas once you find info or codes in other areas can be too much backtracking for some. The good: It feels just like Dishonored with a No One Lives Forever candy and bubble gum pop vibe. That's a definite plus. Mooncrash will be next to play for a real comparison.

    3. STiFU

      STiFU

      So, how do we turn this status discussion into a fully fledged thread now? 😄 @Dragofer is this possible? 🙂

    4. Dragofer

      Dragofer

      Unfortunately I can only hide or delete this status update. Would be cool if new threads with new posts could be created.

  12. You know how there are these long videos which turn your TV into a fireplace on christmas?

    Well, can we make a video with just videos of happy, friendly farm animals? ...for dogs? I notice that they get really happy when there are animals on TV, and how bored they are just lying around the house most of the day. When we leave them alone, we could just turn on the TV and have them be happy all day instead. It'll be like ASMR, but for pets.

    1. Show previous comments  6 more
    2. Nort

      Nort

      Yeah, but they get really excited when they see other animals, like horses, and really happy.

    3. Xolvix

      Xolvix

      It exists. RedLetterMedia covered "Dog Sitter" in one of their vids (worth watching the whole thing though):

       

       

    4. Nort

      Nort

      I guess there's a right and a wrong way to simply film friendly farm animals. Rewinding them back and forth, having lots of jump cuts, having dogs talks like humans, and having animals wear outfits, would just confuse the dog. It's not hard to do animal ASMR: You just film peaceful animals for extended periods of time. Beyond that, the video is just four guys talking about their own human opinions. They're not the intended audience.

  13. It was mainly the overhead mantle with its long initial hang-phase, that was shortened, while everything else was just minor adjustments. The hang-phase really was extremely long and shortening that was a good suggestion in my opinion. However, I do agree that we went a bit too far with the adjustment. One might argue that a very short hang-phase is realistic, when jumping upwards with high velocity. Conversely, it is rather unrealistic when falling fast, which is why I had internally proposed to keep a longer hang-phase when falling fast. That suggestion didn't gain a lot of traction, 'though, and I did not want to stretch the discussion even further, so I just did not follow up on this. By any chance, did you also try the extension of the new frob system where the hold-type-grabber is used not only for limbs, but for all junk etc.? You can enable it with tdm_holdfrob_drag_all_entities. What are your thoughts? I had implemented that in order to make the new system a bit more consistent.
  14. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  15. For an as-yet unknown reason, this commit seems to break XML parsing on Linux: #6439: Use xmlReadFile instead of xmlParseFile which has been deprecated and removed. Privatise Document() constructor accepting an xmlDocPtr. As far as I can see, the commit is entirely correct. xmlParseFile is indeed deprecated, and the new usage of xmlReadFile matches what the libxml2 examples are suggesting. But the result is that although the xmlDoc* returned from the function is not NULL, nothing XML-related works, the entire registry system returns only empty values, and almost all of the tests are broken (because the main radiant core cannot be initialised without any registry values available). Changing back to xmlParseFile makes the problem go away but is an unsatisfactory solution because it specifically reintroduces a deprecated function call. I am not sure whether this is a bug in the specific version of libxml2 on my Ubuntu system, or something incorrect about how we are calling xmlReadFile (i.e. perhaps it requires an encoding or a particular non-default option to correctly process our XML files). Unfortunately like many of the core GNOME C libraries, the documentation is bare-bones and explains almost nothing (like what any of the parsing options actually mean), and I cannot see an obvious way to ask libxml2 to return meaningful errors, or to query exactly what might be wrong with a constructed xmlDoc* object. It makes me wonder if it would be better in the long term to ditch the reliance on libxml2 and instead use one of the light-weight C++ XML parsing libraries like RapidXml or pugixml instead. Not exactly a trivial change but might not be too cumbersome since the existing XML code is wrapped in our own xmlutil classes and not generally used directly by the rest of the codebase.
  16. The target_null is a focus for a func_cameraview entity used in the cutscene (the latter immobilises the player when activated). Looking at idEntity::Event_SpawnBind in Entity.cpp, nothing happens with regards to binding if the bind entity can't be found. Target_null also works without being bound. In the original version the cutscene featured a platform (StormFadeMover) that moves the player down a very long corridor with the aim of fading out the cutscene's sound (my self-taught scripting was very rudimentary). In the updated version I do it properly by calling fadeSound on the relevant speakers.
  17. revelator

    solus

    So heres is the beast up and running the app in the screen is KDE Connect SMS in case you were wondering. Only problem so far is one i had with several distros... the wifi driver for the broadcom BCM4360 is inherently unstable at times and does not even get close to the speeds it is capable of on windows 1.3gb vs 135mb yuck it also has a habit of random disconnects when moving a lot of data so not really a good wifi card to pair with it, sadly it is built in to my mainboard and i dont have a spare atm. as for gaming the titles you can see in the screenshot all run quite fine with some performance deprecation due to being windows games but i have to say proton has come a long way allready. older games are actually more irritating to get running sometimes, timeshift outright crashes and i have had no luck getting it to run yet, wheel of time runs but required some tinkering because the gog version uses a ddraw wrapper for the quicktime video codec so i had to make some alterations with lutris environment variables to get it running. eg. go into runner options DLL Overrides add a new key containing ddraw in field one and n,b in field two. this tell wine that the game uses its own ddraw.dll and to not touch. lutris strangely also set the game executable to the quicktime player so i had to correct that .
  18. Updated my previous post with youtube vids. Youtube is a lousy website for this kind of thing, though... If only imgur wasn't being a crap... Anyway, my system is old and slow, yea, but I'm not sure this has to do with that. This seems to never happen to me in other people's missions, and in my missions it's only the first time I enter a location. I've also had @Mat99reporting having this issue with my mission as well, but I don't know what kind of system he has.
  19. I don't notice an issue with moving at map start. Do you mean you can't move at all? There are a few small furniture pieces around the player that might cause you to be unable to move further in certain directions. The only time I immobilise the player in that FM is when a cutscene camera is activated, long after map start. I didn't know about immobilisation flags back then. Thanks for the subtitles!
  20. It's a bit off topic, but I post this here for now, maybe useful. To find all the places where conversations take place, to review subtitles, you can use the following procedure: Use console command listEntities Then search for atdm:conversation_info entities, check their names (actually, it's easier to just open the map file in a text editor and search for atdm_conversation_info and copy all the names of those entities) Then use command teleport [name of atdm:conversation_info entity] You might have to search the trigger that activates the conversation.
  21. Isn't that what I'm experiencing, though? You can hear it in JackFarmer's video (3rd post). It seems to fit the description.
  22. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  23. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  24. So, I've got a confession to make: Up until recently, I hadn't really played a full FM in quite some time as I only did the occasional playtesting. I am currently trying to catch up and boy did I miss some gems! This FM is one of them and easily one of my all-time favorites. The save-system on expert combined with the incredible athmosphere of your mission created a tension I haven't felt in a Thief-style game in a long, long time. Thank you, thank you, thank you and bravo @kingsal. TDM and its mappers have really come a long way, competing high up there with commercial productions. Your FM inspired me in two ways: At one point, I died due to my character not jumping off a slope, eventhough I felt like I pressed jump at the right time. I think everybody of us knows this issue and you always have this kind of in the back of your head that you don't jump when the ground is not perfectly even. This failed jump was of course very annoying due to the saving constraints, so I instantly started thinking how we could solve this. There's a technique known primarily from platformers but also from FPS like Doom Eternal, and that technique is called "Coyote Time". It allows the player to jump for some short timespan after leaving a platform. We should maybe explore something similar for TDM, to make jumping off slopes more reliable. We have to be careful to not allow the player to cross further distances this way of course. I loved the save restriction and the tension it create so much, that I want more of it. I started to brainstorm and remembered the optional game mutators from Unreal back in the day. These mutators allowed you to enable extra challenges or modified physics etc. for your game. Coming back to the save restriction, a respective mutator for TDM could be that each savegame costs some resource. Some resource that hurts, like a water arrow or a health potion, to make the player think twice about saving. A mutator like that would honestly be my default play-setting, I think. Other obvious mutators could be "Ghost" (missions fails as soon as the stealth score is non-zero and blackjacking is disabled), "Ironman" (no saves), "Strong Enemies" (enemies hit harder, have more health). I shall follow up on both of these points soon.
  25. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
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