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  1. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  2. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  3. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  4. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  5. cool i knew brown barn spiders are worth something.
  6. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  7. I'd say the Tech Support forums are the correct place for rendering issues like this. The DarkRadiant forums are for development and feedback on DR, while the Newbie DarkRadiant Questions thread in the Editing Guild is for general mapping questions. Regarding the silver platter, if I'm not mistaken it contains a reflective stage in its material, which might be conflicting with your mirror. It's not a very noticeable reflection imo, so could derive a new material without that stage and apply it via a skin as a workaround (if nothing else works).
  8. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  9. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  10. Start here: http://www.ttlg.com/forums/showthread.php?t=87990 http://www.ttlg.com/forums/showthread.php?t=88056 http://www.ttlg.com/forums/showthread.php?t=88654 http://www.ttlg.com/forums/showthread.php?t=90309 http://www.ttlg.com/forums/showthread.php?t=96995
  11. Looks very nice! I see the following benefits over what website currently offers: Some more information about mission type (I mean things like "jail", "platformer", etc). Maybe it should be called tags, but name does not matter. Provides information about types of monsters available --- useful for everyone, especially great for people with phobia. Adds link to forum thread. Adds search/filter panel on all of this. The information from p.1 and p.2 probably exists only on the wiki, but not in the database. There is organizational problem with official database: the number of people who can edit it (team members) is much less than the number of people who can edit wiki page. We can say "let's add this info to our official database!", but I'm afraid the end result would be that the information would become less rich and useful over time. Although by looking at wiki page edit history, it seems that it is mostly maintained by @nbohr1more (maybe because he prefers "small commits"). So maybe it is not that bad. Wiki page is also good because it is much easier to edit and administrate due to all the power of mediawiki. So I'm not sure about how to avoiding scraping. Perhaps it would be more natural to add search abilities to the wiki page, if it is even possible. Although it cannot provide a nice look with screenshots.
  12. I agree with all of what ShadeDrifter said: store tags on server (where the download links, i10n links and version are already stored), hide tags unless user wants to see them, allow searching for multiple tags ("has undead, but not spiders").
  13. Thinking a bit about categorizing missions, simple "tags" might not be as helpful. For instance, if you look for a small mission, do you search for "small", "simple", "fast to play", "short", "tiny" or any other of the myriad of words/combinations? I think adding a few fields to the FM database would be a good idea. Each of the should have about 5 levels - more means to fine-grained, less means it's to caorse and people might argue wether a mission is "small" or "medium". * size of the mission (tiny, small, medium, large, huge) * base difficulty of the mission (simple, easy, medium, hard, ultra) * something else? For everything else, like type of the mission, contains undead, spiders or has "noblackjack", tags might work actually better. The ingame downloader could then let you filter missions (show only "simple" and "small" missions, available in my language) and allow you to add tags ("show only with tag undead,but none with tag spiders").
  14. If the code supports tags, I'm sure someone will go through the missions and tags them. (We can even collect the tags on the wiki). It doesn't have to be perfect, but anything would be better than the mile-long list we have now, with almost no way to decide which to play (first). Even I have no idea what the newest FMs are actually about, and the title doesn't tell you much. Newcomers are absolutely lost.
  15. DarkRadiant 2.13.0 is ready for download. A lot of fixes and improvements made it into this release. Several point files can be selected for display now. DarkRadiant is now capable of comparing maps, both in differential A vs. B comparisons as well as three-way merge scenarios (when both maps share the same ancestor). Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.13.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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. Changes since 2.12.0 Feature: Ability to choose from several different pointfiles Feature: Aspect ratio preserving Fit Texture option Feature: ModelSelector: add ability to rescan folders without having to reload all models Feature: Add "Show Material Definition" to ShaderSelector tree views Feature: Paste material-header to surface from clipboard with hotkey. Feature: A way to display editor_usage in the Entity Inspector window Feature: Selection by coords Feature: Three-Way and Differential Map Merge Feature: Map Comparison/Diffing Feature: Git Version Control Integration Plugin Improvement: Show axis when 'R'otating entities Improvement: Improve workflow for adjusting light brightnesses Improvement: Map Loading Performance Improvements Improvement: Refresh entity inspector when reloading defs Improvement: Increase maximum zoom level of 2D views Improvement: "Choose entity..." button for all def_ spawnargs Improvement: CTRL + MMB in orthoview: place camera at height of most recent selection Improvement: Added Documentation for Layer Script Interface Improvement: "Shift textures randomly" shifts all selected faces by the same amount Fixed: Problems with particle preview obstructing the view Fixed: Cannot view or copy from built-in Filters Fixed: Auto-save is slow when animation or particle viewer is playing Fixed: Non uniform light volume scaling not working Fixed: BC5 normal maps cannot be loaded Fixed: Copying a particle in the Particle Editor creates an ___editor list entry which can lead to crashes Fixed: Create Entity window no longer remembers the previous item Fixed: Model exporter: no model is exported if folder path doesn't exist yet Fixed: Non power of 2 textures show up black in Fixed: 'Change game/project' fails to save if a decent-sized .map was loaded Fixed: Reload Defs is messing up the entityDefs Fixed: Crash when using Reloading Defs after placing an Entity Fixed: Entity & Speaker windows don't remember their size Fixed: Restore non-uniform scaling for texture browser. Fixed: Some ASE models do not load Fixed: Prefabs importing miles away Fixed: Path entites rotate 15 degrees, each time when dragged. Fixed: Crash when activating GameConnection Feature "update entities on every change" Fixed: Model previewer not displaying ASE or LWO models Fixed: Crash when selecting an MD5 model in "Create Model..." menu Fixed: Crash when activating the Material Editor in Doom3 game config The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  16. Thanks for the replies! I'm thinking that in order to keep it simple, at first we wouldn't allow users to provide subjective opinions directly, mainly to avoid the issues mentioned above, such as spamming or demoralizing opinions, but I agree that at some point down the road, if this works well, this may evolve into what you are thinking. One thing that the system could do though is scrape forum threads for information about particular missions. For example, there are many threads asking people what are their top missions; the system could add some kind of tag to missions appearing in those lists (e.g., "Top Mission", or a star or medal icon), and maybe even provide more recognition to those that appear in the majority of top lists. Another thing that the system could do is pull data from the thread of each mission. For example, in the thread for In The North, there are lots of mentions of the mission being atmospheric and having great architecture. So that could lead to the tags "atmospheric" and "great architecture". Another thing: in the past, demagogue suggested sending stealth server scores to a server. If we end up having this kind of data for missions, this could be a great way of showing other pieces of objective information about missions, such as average stealth scores, average completion time, etc. which could be very valuable to indicate difficulty and length of a mission, as well as whether a mission is fully ghostable (or whether it has ever been ghosted, to be more precise). Good idea! What about a filter such as "Is mission part of a campaign?" This allows finding campaigns in which at least one of the missions meets the filter requirements (for example, one of the missions in the campaign has rain and it's a city mission). Good idea too. Please see my comment a few paragraphs above regarding how to automate this. Seems that at first though we'd rely on forum threads for this information. I agree with MBs, although maybe we need two independent filters? One for MBs (which seems like a more advanced filter for experienced players) and another one more "human" (e.g., small/medium/large/very large)? I'm saying this mainly because the size in MBs doesn't really say much to new players. Raising the stakes, but I like this idea! We could actually use the same application, just use different DB tables for the mapper tools. In some cases we could even interconnect some of the data, and maybe find out some interesting relationships between resources used by FMs and their reception by the public (a simple example: maybe we find out that FMs using a specific set of resources tend to be regarded as "atmospheric").
  17. I would be against subjective user tags like "ugly" for the reasons VanishedOne mentions. I think it should be restricted to objective criteria like "has it got spiders".
  18. Then it sounds like you have some problem with the script that crashes it, a syntax error or whatever, since it's hard to imagine how the entities and their targeting things by themselves could do it. Post the script you have and (I recommend) put it in code tags inside spoiler tags. And remember the basic stuff like the script has to have the file name the same name as the map, and it's just a text file with a "script" file type, so like: map44.script (if you're map was named map44.map), and it has to be in the same folder as the map file. Then inside the script file you're creating the function, like void player_clip_remove() { [code goes here] }
  19. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  20. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  21. Heh, the dmap times where unbelievable for a little while a few months ago. I have a fairly decent rig, but I'd start dmapping, then leave to make dinner, eat dinner, then find the pc still dmapping, it'd take a solid half an hour to 45 minutes or so. But with 2.08 and a few other changes, that time was drastically cut. so now its only like 5-10 minutes to dmap @MrMunkeepants Do you mind kindly putting that image in spoiler tags please, thank you!
  22. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  23. I had this same issue, but, fortunately, saw what was going on and manually created a "prefabs" folder, then dragged/dropped all the prefab-related folders from the '..\Dark Mod\' top-level folder to the newly created '..\Dark Mod\prefabs\' folder (like what SH said). Just adding a bit more detail in case anyone has troubles in the future. Springheel, the prefabs.zip file doesn't have a "prefabs" top-level folder in it, so it doesn't auto-create it. The models.zip file worked like a charm because it does have a top-level "models" folder in it. See screenshot showing both .ZIP files when they initially open in WinRAR. As you see, prefabs.zip doesn't have a "prefabs" folder; and contrast that with the models.zip. (That's my experience, anyways) Image in spoiler tags: Also, I saw you have a 'shapes' folder in your prefabs folder, SH, which isn't in the download. Did you mean to exclude that, or is it okay that we don't have it? Thanks! Just going through the video now and following along; sorry for the delay. Been a hectic week. Will post more if I have any questions as I continue to watch the vid. EDIT 1: After making the first brush (because Dark Mod likes it on a new map), do you Undo that action so it disappears, Delete it, or? (i.e., what is proper the way to remove it, since your map had a clean slate) EDIT 2: My prefabs have a blue generic texture on them that says, "Shader not found"; unlike yours which show actual wood textures and such. Something I can fix? (I'm not sure if this would cause the issue, but I did have to enter a custom path to see the prefabs, even though I'm pretty sure I have everything where you said they should be. The custom path I entered is: "C:\Program Files (x86)\Dark Mod\prefabs". Otherwise, if I use the "Browse mod resources" selection like you it doesn't show me the prefabs). See right-side of screenshot: Images in spoiler tags:
  24. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  25. Guest

    The Last of Us 2

    Jeez. First, why triple posting? Edit button is your friend. Second, wrap some damn spoiler tags around most of what you wrote about the story. I don't care about it that much since I already read that by accident, but some people might want to play the game and learn that by themselves.
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