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  1. Is there documentation about creating 3D model for TDM especially for animated characters? thanks
  2. @Frost_SalamanderIf it is helpful, I have express permission from Marcel of cgtextures/textures.com that packaging his assets in a .pk4 is acceptable and at the time he was fine with packaging them in TDM projects: Also you mentioned not being able to use your images for just textures - do I take it this means you can use them as textures and within materials in the context of a mod - you just can’t package and release them as only textures correct? Lastly idtech 4 is an engine old enough it’s package files (.pk4s) can be opened with any archive software (would be difficult to mod otherwise). I will include your license information in my documentation if I ever get to release, but is there any special consideration I should give to packaging assets derived from your images in older game engines which lack modern security? The main thing I hope is to just ensure you include his license and that you do not distribute the textures themselves outside of the context of the fm. There is a bit of a slippery slope in that terms on the site have changed a lot over the years. The current licensing model finally seems to state that the photo ref textures are ok to use in "Scenes" for example, but for many years it stated it was only acceptable to use them specially in models. There are many many assets in core which are from this site, which were licensed under these much older terms: https://web.archive.org/web/20100818122748/http://cgtextures.com/content.php?action=license Ultimately if something is licensed, the terms can change. So buyer beware.
  3. The Modpack and the Unofficial Patch are supposed to work out of the box: plug and play. Casual and even advanced players wouldn't know what to do with the Wearable disguises or the Augmentation mod the way things are today. This is a neat mod @MirceaKitsune, congratulations. I am rooting to see it implemented in a map! The mod however is overpowered, and it feels like having notarget on. There must be limitations and/or penalties. I suggest: 1) While wearing a helmet players must act like a guard: (creep or) walk in stand up position. The moment you jump or crouch, run, raise a weapon, grab an item... your are fully exposed. 2) Each helmet is functional for limited time. The longer you use it the more suspicious you become and at some point the helmet is of no use. Perhaps helmets can be "recharged" somehow, I don't know, but you get the idea. PS: Considering the number of mirrors per map and the fact that there are no player reflections (glass, water...) I wouldn't worry much about the head, to be honest.
  4. Hi MirceaKitsune, This whole thread mainly is about the TDM Modpack (I acknowledge the title can be misleading). This probably isn't the place for the Keypad but you and your mod are welcome here. The TDM Modpack is limited to mods that can be used right away and with ease by players in existing missions. Your keypad must be thoughtfully and carefully integrated into a map therefore such mod isn't suited for the Modpack. @wesp5's Unofficial Patch includes, among other features, tools for mappers such as a flint, an invisibility potion... and even prefabs although I am not sure if these are new or updated versions. I can support your work and I am happy to try and collaborate where I can but having a mod formally integrated into TDM is out of my reach. Either you have the contacts or you get lucky and your mod is found of interest by someone with the knowledge and/or the power. I would definitely like to see your Keypad featuring in future missions and while I can hardly put two brushes together in DarkRadiant I will have a look at it. My suggestion to increase your chances is to provide a small test map along with the mod to showcase your work. Why you talented people aim so high. Build something small that is complete on its own. Release. Expand your something and make the current whole complete on its own. Release. Expand...
  5. Hi all! First of all, since the "News and Announcements" section is read only, let me congratulate all Dark Mod team for keeping improving this amazing game. You are all incredible and, if i may, a little bit crazy to ster on Id Tech 4 c++ code. Now for the question. It looks like TDM Updater is still not picking the new version. Looking a little bit closer, i think the mirror list seems not to be working (any of them), because the tdm_version_info.txt content does not have the package data (versions, crc, file size) but instead have 404 not found messages. I tried changing the mirror priority and all of them seem to return the same. So my question is, you are aware of the problem? If so, do you have any estimation of when will we able to update the game. Thank you in advance. EDIT: nevermind... tdm_update.exe is deprecated. We should use the new installer.
  6. In my younger years Gothic I and II were the best RPG's for me, along with Morrowind. At the end of last year a total conversion mod was released for Gothic II Gold. It's called The Chronicles Of Myrtana: Archolos and it was actually Mod of the year on MODDB. It features a completely new open world, improved skills systems, gameplay mechanics and complex story, and I think something like 30-40 hours of gameplay. I haven't tried it myself yet due to time issues, but I just wanted to share it here in case some people are interested. If anyone has played it, I would also love to hear their opinion (without spoilers ;)). https://www.moddb.com/mods/the-chronicles-of-myrtana
  7. Vote TDM for MODDB's Mod of the year 2021. To do this, just go to the TDM page on MODDB and hit vote now button. (no account or other registration procedures needed) Count down timer: https://www.moddb.com/mods/widget/moty/the-dark-mod?year=2021
  8. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  9. Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here

    I will be extending it with more details soon!

    1. Show previous comments  5 more
    2. Wellingtoncrab

      Wellingtoncrab

      Ah I see, apologies - it read at first like a continuation from the VL section as that was the last header - I thought each image was intended to show off a VL example from each contest mission. Apologies for the nitpicking.

    3. nbohr1more

      nbohr1more

      No it's all good. Glad to make things a little more accurate :)

    4. Jedi_Wannabe

      Jedi_Wannabe

      Yes, fireplaces and a FEW windows. Sorry I’m late to the game, seems you got it sorted. But yeah, I wanted more windows to have volumetric lights, but decided not to on those long hallways for performance reasons. That’s always a fine line. 
      Anyway thanks for the article!

  10. Yes, I would like to meet this outlander again here too. He's done so much in general for the mod and personally helped me a lot to improve Sneak and Destroy. I hope people will have mercy on him.
  11. hmm well turns out there is an FSR 3 mod out now that actually helps quite a bit with the 1080 ti, still not getting stellar performance but i can play it at medium settings now with around 45 fps on the old card. the 2080 ti can manage it at medium with raytracing at low and still get 60 fps or high with raytracing off to keep it at around 60 fps, drops to around 45 fps with raytracing at low but still playabe due to it being very stable performance wise. fps only fluctuates by 2 to 3 frames. have to say the game looks really good the story is a bit weird though. there are actually elements from control in it you even get to work with the FBC.
  12. TDM Modpack v2.8 released in the opening post Please note this new version is only compatible with TDM 2.11 (or higher). It won't work in previous versions of the game. What's new? ~ SMART CONTAINERS MOD v1.0 Our friend @Obsttorte added new functionality to TDM 2.11 that allow us to tackle a long standing problem: difficult to frob objects inside containers. Newer maps come with improved chests and a number of older maps and prefabs were at some point revisited but still, many containers out there remain a constant source of frustration for players. The "Smart Containers Mod" will make the bottom of containers (chests, jewelry boxes...) non-frobable right at the beginning of the mission. I tested this implementation extensively and I didn't find any usability problems nor I detected any issues that might break a mission and I think it is safe to share the mod with the community. Let me know if you find any oddities in your looting adventures! ----------------------------------------------- ~ CLASSIC BLACKJACK MOD v1.2 The "Classic Blackjack" also gets a little update to include some code from TDM 2.11. Thanks, once again, to @Obsttorte blackjacking has been GREATLY improved in 2.11 and the Classic Blackjack Mod isn't as relevant as before, but since the mod comes with its own rule-set it still has a place within the TDM Modpack. ----------------------------------------------- You can find the download link in the first post on this topic. Changelog: ============================== v2.8 - New release ------------------------------ • Compatible with TDM 2.11 (or higher) • SMART CONTAINERS MOD v1.0: Initial release. • PLAYER SKILLS MOD - ORIENTATION v1.2 - Fixed card highlighting issue when r_newFrob was set to 0. • PLAYER SKILLS MOD - COMBINATION v1.1 - Fixed arrow effect not showing up properly in some circumstances. • (Internal) Major and minor adjustments here and there. Cheers!
  13. does not work at all it turns out the game even warns about it just did not notice that part when i first fired it up. lowering the resolution does not get you much either i went as low as 640x480 and got 1 fps whaaaat!. there is a vulkan mod that alledgedly nets you a whopping 2 fps improvement at 1080p but it does not work for all... well atleast i can play it but its quite laggy on the 1080 ti, the 2080 ti runs it quite ok at medium but any higher and things go very very badly.
  14. "The Threepenny Revue" https://www.thedarkmod.com/missiondetails/?internalName=threepenny "I've been in the business of other peoples' valuables for as long as I can remember, so I'm no stranger to breaking and entering. But until today, I've never done a robbery on commission. I guess there's a first time for everything..." Randal Cartier, a local theater owner, thinks himself above paying protection money to the local gangs. You've been hired to prove him wrong. "The Threepenny Revue" is a first attempt at a Dark Mod Fan Mission. After playing TDM for ages and loving it, I wanted to try my hand at creating one of my own. As such, this is a short, simple, and relatively straightforward mission made to learn the ropes. The experience was very enjoyable, and I'm planning to work on another one in the future. In the meantime, I hope you enjoy this one. It's available now in the mission list, but in the event anybody wants or needs a backup source I'm hosting the files on my own site here. Special thanks to @Cambridge Spy, @thebigh, @Shadow, @wesp5, and @boissiere for Beta Testing and giving feedback, which helped enormously in ironing out problems in DarkRadiant
  15. I work on a mod to TDM itself. It is meant to affect all missions and needs a script to execute before the difficulty selection screen (preferred) or at actual mission start (good enough). So is there a canonical way to get my script executed for every map or do i have to search for a rarely updated script in TDM's pk4s and infect it with my code?
  16. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  17. After we were green-lit in just a couple of days, we were informed that we would have to form a legal entity, so that somebody can be held liable for potential copyright claims, and that we'd have to guarantee that there is no copyright infringement in the game. Since we are not 100% able to guarantee the latter, the prior poses quite a risk to the legal representative of the mod. So, we decided to drop this endeavor.
  18. Hi. The OpenTouchGaming team, which I represent, would like to know the developers' opinion about the TDM port on android devices. How will they react to the fact that their game will be transferred to portable devices? Would they mind? In what form would they like to see their project; an APK that downloads everything need by itself? Or Just an APK with an engine?(the user himself must upload the necessary data to his device) I'm not a developer, but I know he can port a lot of games to android. Ports of Doom and Quake are already available, as well as ports of games on the Build engine. We also know about rendering, it will not be as easy to do it as with Doom 3, and it will require more resources in hardware. We believe that someday "darkness will cover the staffers with its veil" and on the mobile platform. This is not an announcement of a finished project, but just the beginning of development, if there is something to show in future, I will definitely post it here. Thanks and see in the shadows.
  19. I think its time to release a updated OST to be honest. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-official-soundtrack-vol-2
  20. The Builder's Blocks The time has come for my unusual gameplay fm to be released! Important! Please read this before you play the map. You will be playing a mini-game in this map. This mini-game alters the mouse sensitivity setting when you start it, so be sure to click on the 'leave' button in-map before exiting the game. Failure to do so means that you must reset the mouse setting manually and then restart the map. Since this is a map for the unusual gameplay contest the gameplay is unusual (not surprisingly). Do not expect a normal Dark Mod mission. Link(s) (post mirrors, and I will add them here): https://www.dropbox....ders_blocks.pk4 Screenshot of someone playing with a prototype of the game: A big thanks to my beta testers (in alphabetical order): jaxa nborh1more Obsttorte PPoe without whom many features would never have seen the light of day.
  21. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  22. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
  23. I'm pleased to announce my first ever mission, The Factory Heist. If you're in the mood for a short but challenging and intricate mission I'm confident you'll have some fun with this. Title: The Factory Heist Short description: Workers at a factory have unearthed a buried building beneath. Sneak in, find a way down there, and loot it for antique treasure! Filename: factoryheist.pk4, now also available on the in-game downloader Author: thebigh Date of Release: 12 September 2020 Version: 1.0 EAX: No Dark Mod Version: 2.08 Content warning: No spiders, no undead, no rats, just one skeleton hand Many thanks to my beta testers: Cambridge Spy, Vanished One, Wesp5, PranQster. Be sure to read the little book in Lukas Dunbar's office Screenshot: Help, I can't reach the loot goal:
  24. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
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