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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  3. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  4. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  5. A full suite of modding tools is now available and it looks very interesting for us medieval lovers. [youtube] [/youtube
  6. Recently, I have been tinkering around with Atari 2600 emulation and I noticed an interesting array of topics regarding Homebrew and Hacked games. It seems that the Homebrew authors were pretty upset whenever a cartridge hacker posted about their hack in the Homebrew forums. Things came to a flare-up when one author posted a hack "of a homebrew" game which he called a "hackbrew". Now the Homebrew purists considered the idea to be an abomination. (Hacking carts is a dirty business and hacking Homebrew carts being even dirtier because you aren't modding the work of a nameless game company employee but instead an amateur game design artist.) I didn't really buy this ideology. While it's true that game companies restrict the creative output of their employees, it's perfectly likely that some game designer is just as offended by 3rd party hacks of their games as a creative amateur would be. But should either party be? If I post an image of something I painted and someone over at Deviant Art takes my image and draws a mustache on all the people and posts it as a parody of my work isn't that just how things are in a fair use world? So gaming hacks are in that realm of sin but they are a sin that most folks are willing to forgive or even partake in. Recently, there have been a few cases where missions in development have taken too much design work from existing missions or authors have gone outside the permitted boundaries of collaborative agreements to radically alter existing missions (etc). Rather than restrict or punish this work, what if we do what they do at Atariage? Create a forum about modded missions. Create a wiki (or reuse this one: http://wiki.thedarkmod.com/index.php?title=Fan_Created_Modifications ) and clearly mark whether the mission "mod" was permitted by the author. Then any work like this would be preserved but it would have an "unofficial" designation that lets users know they are goofing around with work that was not from the original author and may be completely wrong (etc). I know this is a tough topic but I'd like some FM authors to chime in on this idea.
  7. 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.
  8. 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
  9. I know this forum is for The Dark Mod but this seems to be the only place with an active technical side to Id Tech 4 so I'm kinda not sure where else to look. So I've been trying to compile the Doom 3 source code to make some edits to some game mechanics in Resurrection of Evil. Thing is though I keep running into issues with errors in Visual Studio and I'm not exactly sure on how to solve them. I've been following this guide in order to compile the Doom 3 source code but I get issues with DoomDLL, MayaImport, and Game-D3XP. https://www.katsbits.com/smforum/index.php?topic=896.0 MayaImport doesn't matter as the issue for it seems to be that I don't have Maya to begin with and I'm assuming isn't needed for me to compile anyways. DoomDLL fails however with errors about Win_input.cpp with errors about things being in a constat and identifiers. Game-D3XP fails due to a problem with the script_compiler.cpp with it complaining about constant char as well. I can get Game-D3XP to compile if I replace the script_compiler.cpp with the one from Game and it seems to work fine. While I managed to compile a DLL for Doom 3 and ROE they were much larger than the vanilla DLLs that come with the game. I know some things changed like something different about the shadows to avoid a problem with a patent but are they supposed to be almost twice as large? I removed the default DLLs from the game files and used my own which seemed to run fine which gets me on to the point. The goal of this is essential to make some engine changes to allow the player to get ammo_souls like they did in Doom 3. I tried adding the Soul Cube and changing the Artifact to use ammo_souls so that it would be usable in custom maps that don't have the Artifact charge pickups. Killing enemies won't get you souls in ROE even if you have the Soul Cube in your inventory it seems and I've found this in the code. /* ============= idPlayer::AddAIKill ============= */ void idPlayer::AddAIKill( void ) { #ifndef _D3XP int max_souls; int ammo_souls; if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) { return; } assert( hud ); ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" ); max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" ); if ( inventory.ammo[ ammo_souls ] < max_souls ) { inventory.ammo[ ammo_souls ]++; if ( inventory.ammo[ ammo_souls ] >= max_souls ) { hud->HandleNamedEvent( "soulCubeReady" ); StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL ); } } #endif } From what I've been told the #ifndef _D3XP skips the code if D3XP is defined somewhere but I'm not a code expert and this is just my guess from reading what the statement might mean online. The other problem after this is that I want to use Sikkmod on top of these changes with my Doom 3 mod list. While Sikkpin released the source to his mod I'm not 100% on how to use it. I assuming you just plant it on top of the vanilla Doom 3 source code and compile it that way but doing that gives me issues with player.obj and calling external objects. Error 1015 error LNK2019: unresolved external symbol "public: __thiscall idGrabEntity::idGrabEntity(void)" (??0idGrabEntity@@QAE@XZ) referenced in function "public: __thiscall idPlayer::idPlayer(void)" (??0idPlayer@@QAE@XZ) C:\Users\The_OId_AI\Downloads\doom3.gpl-master - Copy\neo\Player.obj Really, all I want help with is compiling it all properly so that I can look into what I need for the Soul Cube and the Artifact. TL;DR1. Is the guide I'm following correct? Are there any extra steps I need to take that the guide may not have mentioned due to maybe the author thinking it was obvious?https://www.katsbits.com/smforum/index.php?topic=896.0 2. Is the compiled DLL supposed to be about twice as large as the vanilla counterpart? If not what exactly should I do to make sure it is? 3. How can I resolve the issues I am having with Sikkmod 1.1 ROE edition source? What steps do I need to take in order to compile it. 4. Is it a bad idea to do what I am doing with script_compiler and D3XP? Is there something I should look into for a proper solution? More info here but I think I covered everything here. http://idtechforums.fuzzylogicinc.com/index.php?topic=532.msg5830;topicseen#msg5830 If there is anything I'm missing that you need ask and I'll see if I can give you an answer. https://www.katsbits.com/smforum/index.php?topic=896.0
  10. http://www.gamespot.com/articles/the-witcher-3-mod-tools-what-can-we-expect/1100-6429426/
  11. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  12. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  13. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  14. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  15. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  16. http://community.eidosmontreal.com/blogs/Thief-Modding-Contest?theme=thief
  17. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

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