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  1. So far, I stayed out of this discussion, as I simply don't like discussing and especially critisizing other peoples beliefs. But now, I am starting to think that our TDM-forums are not the place to discuss such matters, as the discussion has become quite extreme. So, I would like to personally make clear that all muslims (and also all people of all other beliefs) are welcome here! Do not let yourselves be fooled into thinking that you are not wanted here, just based on the posts of one or two persons in these forums! The only exception to my statement are obviously extremists, who do not accept the beliefs of others.
  2. gah Builder's balls! I don't know why I can't move that pic into the spoiler tags, sorry
  3. I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
  4. Nope, I wasn't around back in those days. I just noticed that there were some author tags on the files they were asking from and put two and two together. I'm certainly not the leading authority on that, by your description it seems like Schatten might be the one to talk to try and discern who should be credited for what. Personally I think it's way too much of a minefield to try and navigate through and think it's easier to just keep everything as it is, non-commercial. But if someone really wanted to try and track down permission, I guess the authors attached to the tracks would be a good starting place. They could at least confirm if they want to give their permission, or offer up any extra info on who else worked on the song.
  5. 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.
  6. Intro: Back among these old walls again, it seems. The alleyways and courts beckon, the smells and flickering lights the same as ever. Have I been away so little that I remember them all? No matter. This time, my objective once more brings me to the Builders: one of their workshops has recently received a shipment of potent explosives... Although inert before it is treated with a volatile compound, there is bound to be a mechanician who will pay a good price for the lot. That settles my agenda for the night. I must be careful, since the Builders aren't known to be lenient with trespassers... and if they knew it was the same fellow who had already paid them a visit... but best not dwell on trivialities. I have found a way to the street where the storehouse is located, and hid myself next to the south gate. If I am unable to open it from inside when I am done, I may just have to find another way out. It is an hour before midnight. Time to go.." Build Time: 3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums. Melan for making the original map and puttin up with my constant tweaking, the beta testers: Serps, Grayman, nbohr1more, , NewHorizon, 7upMan and others who did an awesome job. Info # Please download TDM 1.04 before playing this FM, as a lot of 1.04 textures have been used! # On very low end PC's with a "Pentium"4 or "HD2400pro" that are even considered low for vanilla Doom3, I recommend that V-sync is off, AA is off, Aniso is 4x or lower and "Ambient rendering" & "interaction shader" are set to their lowest settings. Also playing any tdm mission I suggest you do a fresh reboot of windows, this will flush the ram which enables a few extra fps in tdm. Enjoy
  7. Nice. See also our comments in topic: https://forums.thedarkmod.com/index.php?/topic/20573-winter-ember-isometric-stealth-game-inspired-by-the-thief-series/
  8. I think I might have tracked down the bug. I stupidly had a locationseparator with a negative sound_loss spawnarg- ie. it amplifies the sound. I'm guessing the sound bounces around the map multiple times, passing through the megaphone repeatedly, getting amplified to crazy volumes. No wonder the guards were going berserk. This patch fixes the problem on my Windows machine: https://forums.thedarkmod.com/index.php?/topic/21260-down-and-out-on-newford-road-by-thebigh-jan-26-2022-christmas-connections-contest-entry/&do=findComment&comment=470839 It's still not clear to me why this should be OS dependent though. Idiotic bug or not, it should behave the same on Linux as it does on Windows.
  9. I have made some progress in tracking down this issue. It seems to be an OS dependent bug in TDM2.10 betas. https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/&do=findComment&comment=470785
  10. Hi all, This isn't so much of an issue but a quirk. I've noticed for many versions now that the mission downloader, while working fine to download missions, will not refresh properly. What I mean is, when I download missions, they do download, but if I were to go back into the list some are still there. Some are removed from the available list, but the same ones (almost forty) show as available. I'm wondering what this is. It's more a question for my OCD to have a nice cleared out list, but also it makes it hard to find new missions (especially when the name is cut off and I cannot see the asterisk or pound sign at the end). Anyone know what this is about or how to clear the list for missions that have already been downloaded? I searched around the forums but couldn't find any information. Thanks in advance.
  11. I thought the code tags constrained the code window vertical size and inserted a vertical scroll... hmm, guess not. I guess you have to use spoiler tags and nested code tags so you get the correct text highlight.
  12. Then try: 1. Remove the speaker 2. Create a new speaker with the sound shader If this all does not help, please do an upload of the map as txt file to the forums. File sizes must not exceed 500 kb.
  13. As https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/ exists, the "no" option existing doesn't make any sense. And you missed the "Don't care" option for the second question. To every author out there: If you want to include save restrictions in your mission, just do so. People who don't like them, can disable them via a trivial mod. Do not feel obligated to waste one of the precious difficulty slots for a non-save-restricted hard mode or something like that. Just include it on all the levels you feel it belongs to - even easy if you fell it fits your mission.
  14. Actually, quite the contrary. With manual saves, you quick save/load your way through the map without ever facing the consequences of your actions, if the route or plan you choose goes wrong, or in the way you didn't expect. With limited or no saves you have to go with the flow and think on your feet – and that's when you really see the emergent systems at work, to full extent. With infinite saves players typically choose the safest option and they're done with the mission, instead of choosing a different approach in another playthrough. And then they can boast of the forums that they finished the mission in 30 minutes on expert and it was a little too easy for their taste Edit: and while I like to use cheats in FMs, e.g. to give myself a sightseeing tour and admire the views/ambience, I'd never edit anyone's map. IMO it's a sign of disrespect. They did what they could at the time, with the knowledge and resources that was available to them. It's a finished work unless they'll have another go at it, it's not up to me to mess with anything they created.
  15. No need to edit maps as there now is a mod for that: https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/#comment-469781
  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. I'm pretty sure the dark outline was 6 when I last used it, unless I mistook it when I wrote that: https://forums.thedarkmod.com/index.php?/topic/21196-frob-outline-poll/page/3/#comments
  18. I agree. Whenever I have questions about a game and cannot find a quick answer via google, my first instinct is to search for a Discord server. You usually get an answer in no time. Being able to interact with the devs and give feedback is also way more common via Discord than via some forums.
  19. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  20. Different topic. I was unable to find is a way within DR to search for a particular object (to add to a map) by key word, ideally across the {entity, model, prefab} universe. (If it exists, please tell me where? Or this might be a new feature request [see below]) Maybe those of you on Linux use the op sys for this. Along those lines, here's what I came up with quickly for Win10 (i.e., without writing a shell script or C# program). Win10 as native support to index .zip's, but not .pk4s. So I made a copy of the tdm_update_win directory (say, " tdm_update_win_search_copy") and renamed all the .pk4 to .zip (using the command console "rename *.pk4 *.zip"). You can then follow the procedure here to make sure .zip files are indexed and the search includes them: https://superuser.com/questions/1252895/how-do-i-do-a-search-in-file-explorer-that-includes-subfolders-of-zip-archives# Purging non-zip files and folders from tdm_update_win_search_copy will cut down on the false hits. Then you start your search within that folder. The resulting listing, while non-ideal, should be often good enough. A limitation is that the algorithm is just looking for a string within individual filenames (e.g., within each .zip container), so doesn't know about any descriptive text. (An ideal version within DR could offer that, and smart filters too. And maybe over time synonyms, support for topic tags, on and on...) Interesting to hear about other solutions too.
  21. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  22. Sorry, I don't have it in Darkmod.cfg! I don't have autoexec/commands cfgs either. I've kept a darkmod.cfg backup from 2.09 but it's not there either. Stgatilov may just be right, because I saw this mentioned at some point on the forums and played around with it, a couple of years ago. I have a second, fresh install of 2.03, let me update it to 2.09 then and see if there's the command in there... Well okay, that's weird. In both 2.09b and 2.10 beta4 r_newfog doesn't show up in the main menu but it does show up once you have loaded and are inside a map. Whatever that means, I don't know, but there it is.
  23. UPDATE 29-Mar: Latest script version in this post: http://forums.thedar...post__p__341896 Demo video (original) in this post: http://forums.thedar...post__p__340566 Development discussion is in the thread on cutting patches with spreadsheets. I've done a demo video for this with use cases but I'm having to figure out how to get it onto YouTube (not done it before). With luck, I'll add it to this post this afternoon. To install the script: Save it to your DarkRadiant/scripts/commands folder, in the dark radiant install folder. Remove the .txt extension from the file name. Then click File > Reload scripts in DR, or just reopen DR. You can set up a keyboard shortcut using the normal menu. The tool is called "SplitPatch". To use it: Select one patch, enter vertex editing mode, and select 2-3 adjacent verts on the same line, including at least one pink vert (selecting 2 nearby pinks like I do in the video wherever possible will help the script run fastest). Then click Scripts > Split patch from the menu, or use your shortcut. Save the map beforehand and don't rely on Undo. You *can* undo -- press it twice -- but the verts you originally selected will be on grid but a bit out of place. Another side effect is it leaves your orthoview in top-down view no matter where you started. Please watch out for bugs. Most of this code was written yesterday! I've used it for a few hours without problems. There's sometimes a couple of seconds' delay using the tool. There's a lot going on under the hood. If people find that's a problem on bigger maps, I'll look for ways to optimise it. attachment=patchsplitter.py.txt (updated version linked above) EDIT: Updating the instructions to reflect what I currently think's optimal.
  24. Story: "Sir Barrington, as he likes to be known, enjoys a prestigious reputation of having lavish yet intimate dinner parties. I've heard the tales about what goes on in the noble's dining room, but I believed none of them 'till now. Orbach, a local shop-keep who makes special deliveries to the people of 'high stature' heard Sir Henry Hughbellow raving about Sir Barrington's special 'Elixir', It cures your ails and gives you vigor... By the Hammer, it extends your very life! he exclaimed. Orbach begged Sir Henry for a small sample, and after one sip he was sure that the potion was nothing more than mineral water and spirit. He asked Sir Henry if other folks were as fond of the elixir as he was, and he found out that folks are paying handsomely for these small vials on a weekly basis. Some lords pay for exclusive treatments and bathe in the tonic. Lord Barrington even brings in an occult expert every month, where supposedly the power of the elixir is renewed by the full moon. Never one to pass up the opportunity for a good scam, Orbach has decided to take a cut of this 'elixir' business. He has made an elixir of his own, but needs to convince Sir Henry that it's really the same as the 'magical' tonic that Lord Barrington has been selling. And that's where I come in. Its rumered that Sir Barrington's prized possession is a painting of the revolutionary inventor 'Guillermo de Sohase' the day after he won the Battle of Billinsdune. If I can steal this painting, Orbach can use it to 'prove' that he also got the elixir from Sir Barrington. Once Sir Henry tells all his friends that Orbach's stolen elixir is healing his heart, soothing his pains, and igniting his libido, they'll be lining up at his shop. Its time to go." Build Time: Version 1.0 was speed build of sorts, to build upon Springheels video's with the new modules. Took roughly 20hrs to build but this ended up happening over the space of a few months.http://forums.thedarkmod.com/topic/18808-bikerdudes-speedish-build-using-the-new-modules/?hl=%2Bspeed+%2BbuildThanks: Co-auther: Obstortte for all his custom entities, scripting and showing me a thing or two about perfing.Resource: Springheel - new modulesReadables: nbhor1moreTesters: Bienie, Judith, Abusimplea, Cambridge Spy, Gerberox, MayheM, Amadeus, Goldwell, nbhor1more.Download: - mega Info: Repeat after me, "Read and explore, Read and explore"Known issues: This mission has been heavily tweaked and worked on to provide a playable experience for even low end machines.For very low end PC's please make use of the in-game LOD slider, as not only are details reduced, but the ambient_world fog is removed at the lowest setting.The medium difficulty is partially broken, the mission wont end when the player gets to the exit location. As this is the only issue with that difficulty level, I will fix this when I next update it to include the intro.
  25. jaxa

    Free games

    You should bookmark https://www.gog.com/giveaway/claim and just open it once every day while you are logged in. Then you'll get free games on accident occasionally. You can also bookmark this link to fast forward to the end of this thread: https://forums.thedarkmod.com/index.php?/topic/20087-free-games/&do=getNewComment
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