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  1. Wasn't it also to do with map file size? if you use a single model and reference it 100 times it will be a smaller/simpler map file than if you duplicate a func_static 100 times. I least I think I read that somewhere...
  2. Hello, I just started following the Springheel's Workshop and I have my mission in fms/mymission/maps/*.map but it doesn't show on the list of missions in TDM like it does in the tutorial. The workaround which works is to create maps folder in Root and then copy the .map file there and launch it using map command. Does anyone know how can I make TDM look for the .map file within the actual mission's directory fms/mymission/maps instead? Every time I make a change I have to copy the mission to the root maps folder to launch it. Is there any way to make it faster and more seamless? Thank you
  3. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  4. Okay, I'd like to throw in one idea. Open the spoilers for several disclaimers. Imagine 1. a real-time, online Multiplayer for Dark Mod (or similar 3D-first-person-medieval-theft-style game inspired by thief) 2. every real person has an account with a virtual money balance as acquired by playing the game 3 however, if one's virtual character dies, so does the account, and then the money is gone. One can decide to start fresh with a new account though. 4. top players and their accounts are listed somewhere on the games central website, bla bla bla, so there is motivation to have a long-lived character with a lot of money So far so good (?). Now for some gameplay specifics: 5. there are maps, of course. Everyone is free to design Maps. (since availability of maps is certainly one of the bigger bottlenecks, the initiative for someone to submit a map should be rewarded, or at least not made difficult). 6. There is an official entrance for the map, where the guards enter. And then there is a (or several?) inoffical entrance(s). There thieves might enter. The map creator is responsible for making sure both types of entrances (official and inoffical) exist. (As with single-player maps, the map creator should make sure there are official and inofficial routes throughout - in other words, an interesting, explorable, thief-style map). 7. The map creator is also responsible for making some riddles, which potential thiefs must solve in order to get into the map. Riddles should be hard (only solvable with a "hacker-mentality" - think of the cognitive tasks thieves face when trying to get entrance to a complicated system) (or, metaphorically speaking - the thieves play out their own version of a cutscene before a heist - of course only in their mind, not with a video ) 8. The goal of the guards is to, well, guard a specific object (or keep thieves from achieving a certain objective) for a certain amount of time. If they succeed, they will be paid accordingly (or rather the player's accounts)). 9. Per map, there is a maximum number of guards. This number is defined by the map creator. Also, the map creator equips each guard. Before a map starts, each guard position must be filled. If more people are interested than open positions exist, there will be a competitive selection procedure (maybe one-on-one fights in a "sandbox" mode against contestants? Or a quiz how well they are familiar with the map they want to guard?) 10. Importantly, the map creator CANNOT specify routes of guards. This is up to the players playing the guards. 11. Even more importantly - the group of guards do not know when of even if thieves will appear. This should encourage patrolling-style behaviors automatically. 12. The entrance riddle of thieves should be difficult. This is the main trade-off for the lucrative prize, together with the high guards:thieves ratio. 13. Within the map, there is no chat. People (guards and thieves) should only be allowed to cooperate via game-play elements. Therefore, guards writing letters should be possible, but thieves might steal this information within the map. (maybe talking is also possible, but this should be audible in a realistic way - thieves should be careful to not raise their voices and were they want to speak) 14. When the set time for a map is done, the players may decide each time if they want to play for the guards or the thieves next time. All in all, I believe this gameplay style would offer trade-offs for each party (guards, thieves) to make it difficult for both but balanced. Going back to the disclaimer: I'm aware that the online, real-time nature of my suggestion is difficult to implement at best, impossible at worst. But then, why these specific ideas? I believe such an approach could circumvent several dangers Dark Mod is facing: - rather unrealistic/easy AI --> not an issue here, because there is no AI, only natural human intelligence. - small ratio between map playing time : map creation time (not so much an issue as maps may be reused, but the feel for the mission is kinda new each time) - this might inspire some opening up of the community to new players, or encourage people to hand in maps, with the prospect that they might be used in a real-time, MP, higher-stakes scenario. So! I think I'm ready now being torn apart by you guys
  5. Existing maps wouldn't be compatible then: New FM's would need to be designed with knowledge in mind as to which asset is libre and only add those that are to the map. It would probably end up being a new project, which alone might be more effort than it's worth: Most likely this would go well with an initiative to upgrade existing textures to higher resolution versions.
  6. I was thinking of creating new libre assets that will complement existing NC assets. Not necessarily replace them. I'd be interested in hearing more about what the licensing issue on Steam was. If it was the NC assets, then a TDM-libre with a basic libre mission released initially could encourage a mapper to create a more developed map, also with with libre assets, that may qualify for inclusion on platforms currently not allowing NC assets. Perhaps. Or perhaps a developer decides to join the project because they like the idea and want to work on it. In that case this thread will provide a good overview of different aspects of this.
  7. @MirceaKitsuneThanks for the playthrough and feedback! In recent memory my mapping efforts have gone to new projects that I feel more inspired for - I think they would probably also be more interesting to the broader TDM community. The fix to Linux users getting stuck at map start was fixed in 12-06. The FM update only covers datiswous' new subtitles and an early attempt to fix the stuck bug by moving the player start a few units. The ship was made from scratch for this FM with an exterior and interior. It's my first ship asset and I've made a lot more ships since then and which have gone up in build quality progressively. You can send me a PM if you need to get sorted out with a ship for an FM.
  8. Technically a good way to justify it is him suspecting the attacker may have changed position, though that should happen slowly over time. A solution then might be to widen the search radius with each iteration: First he'll run to a location close to the player, next time it may be one further away, etc. It's not too bad the way things work now, just think there's room for some improvement: In my example which is easy to test on any map, you can tell the pattern is completely random and the guard looks silly with his search. He clearly picks random spots within a radius of himself run to, which don't have any intelligent decision making behind them.
  9. Regarding worldspawn "forceAllShadowsBehindOpaque" set to "1", it doesn't seem to get restored on game load. To reproduce (works with any fixed mission using "forceAllShadowsBehindOpaque"): Add "forceAllShadowsBehindOpaque" "1" to the worldspawn in the map file. From main menu, "Start this Mission" or "Restart Mission". setviewpos Notice that the light leak is fixed (not present). Save game. Load game. Notice that the light leak is present (not fixed). Example 1. From main menu, "Start this Mission" or "Restart Mission". 2. Run setviewpos. 3. Save game. 4. Load game.
  10. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  11. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  12. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  13. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  14. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  15. I saw this was updated today so good opportunity to replay. I remember why I liked this FM: Very fluid and immersive and full of surprises! I also remember the biggest downside I felt it has... Regarding the bug with being stuck at the mission start, I got that too in the latest version of the FM with TDM Beta 12-05: I started stuck and had to noclip to be able to move then everything worked well. I presume 12-06 will fix it so maybe I'll test again then. Also I was wondering something: I always wondered if the original ship model had a version with the interior, but wasn't sure where I had once seen that. Is the ship itself a generic asset, as in is it okay if someone else uses it on their own map if they need it? The exterior is a standalone model but the version you can actually enter I never found separately in the prefabs.
  16. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  17. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  18. Aand finished! Not bad for a first map, not at all: I like that you kept it small, but condensed - it was just the right size for the story you set out to tell, architecture was nicely done, there was a lot of details on the streets and in the structures, secrets were nicely hidden (apart from maybe one or two, which I would not be able to find without cheats, as I wouldn´t even thought looking in those places, not deeming them accessible). I liked that this time, loot objective was optional, so you weren´t forced to find all of that, and the cookbook was pretty nicely hidden Also the main objective was original - I don´t think there was a mission yet where you had to steal a cookbook Looking forward to your following maps!
  19. 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
  20. A FM has the "map_of_icon.tga" file, not core. If you look at the file contents of FM pk4 files, you'll see that some missions have several different "map_ofX" files. It looks like the default was "map_of_icon.tga" and if the FM author wanted to override that or have more maps, they would define it in their FM. For example, "Behind Closed Doors" uses a "map_of_icon.tga" file. However, it is not affected by this, because it defines the "atdm:map_of" "inv_icon" as "guis/assets/game_maps/map_of_icon.tga" in its "def/custom.def" file. TDM 2.10 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } TDM 2.11 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } As another example, Iris has two "map_of" maps that are not affected, because it overrode "atdm:map_of" and defined "atdm:map_ofhollowbrook". entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } entityDef atdm:map_ofhollowbrook { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_ofhollowbrook_icon.tga" "gui" "guis/map_ofhollowbrook.gui" } So, it looks like any FM that has not overridden the default "atdm:map_of" will show a black square as its map when using TDM 2.11. Hope that helps with understanding this!
  21. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  22. We will look at some of this stuff, but SPOILER tags, please!!!
  23. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  24. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  25. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
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