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  1. 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
  2. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  3. That sort of tone doesn't fly in our forums.
  4. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  5. Thanks for the replies. I followed Sir Taffsalot's instrunctions. Dmap seems fine, but after running the map with the "map" command, the map loads forever. But after alt tabbing back to windows doom 3 minimizes and gives me a log window. It seems that this is the last contest: loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp_02.lwo loaded collision model models/darkmod/lights/extinguishable/chandelier1.lwo loaded collision model models/darkmod/lights/extinguishable/chandelier_6candles.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight_outdoor3.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight2.lwo loaded collision model models/darkmod/door_related/lock_iron.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate_2.ase loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/lights/non-extinguishable/squarehanginglamp.lwo loaded collision model models/darkmod/mechanical/switches/switch_rotate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase loaded collision model models/darkmod/door_related/key_fancy02.ase loaded collision model models/darkmod/misc/clipmodels/armchair1_cm.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/lights/non-extinguishable/hanging_lantern.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/mechanical/gears/gear_small.lwo loaded collision model models/darkmod/graveyard/grave_simple_1.lwo loaded collision model models/darkmod/graveyard/grave_wall_1.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/nature/flowers/lily_tall.ase loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/mechanical/watermill_wheel.ase loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/decorative/signs/signpost_single_old.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight1.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/containers/barrel01.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/kitchen/goblet2.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_2_spoke.lwo loaded collision model models/darkmod/mechanical/machine_01_medium.ase loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo removed 2 degenerate triangles loaded collision model models/darkmod/mechanical/gauges/gauge_needle_square.ase loaded collision model models/darkmod/mechanical/gear_clock_hand_2_long.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_1_long.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_flip.ase loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/door_related/lockbox_02.ase loaded collision model models/darkmod/nature/mushroom_03.lwo loaded collision model models/darkmod/decorative/games/gamepiece_carved01.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/dungeon/chain_highpoly.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/furniture/desk1.lwo loaded collision model models/darkmod/misc/ink_pot01_corked.lwo loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_unattached.lwo loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/misc/clipmodels/stool_padded_cm.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/pot_large_cm.ase loaded collision model models/darkmod/misc/clipmodels/pot_small_cm.ase loaded collision model models/darkmod/misc/clipmodels/pot_medium_cm.ase loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/mechanical/gears/gear.lwo loaded collision model models/darkmod/mechanical/gears/gear_hollow_3_spoke.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/mechanical/furnace_opengrill.lwo loaded collision model models/darkmod/mechanical/pipes/tap1.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/containers/bucket.lwo loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/loot/diamond_large_2.ase loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo loaded collision model models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_translate_lever.ase loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_angle_curved.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_pipe02_straight.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/tea_pot_silver.ase loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/kitchen/serving_dish_covered.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo loaded collision model models/darkmod/furniture/tables/dining_table_huge1.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/furniture/seating/throne_simple.lwo loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/tools/household/broom_01.ase loaded collision model models/darkmod/tools/household/brush.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/kitchen/chamberpot.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic02_mounted.lwo loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/containers/sack1.lwo loaded collision model models/darkmod/nature/large_bush01.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/containers/package_large.lwo loaded collision model models/darkmod/lights/extinguishable/cagelamp.lwo loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/decorative/statues/statue_noblewoman01.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/lights/extinguishable/candle_01_stub.ase loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide_stub.ase loaded collision model models/darkmod/nature/flowers/flowers_patch_01.ase loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/nature/plant_05.ase loaded collision model models/darkmod/nature/trees/pine_12.ase loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/nature/trees/pine_20.ase loaded collision model models/darkmod/nature/bush_large02.lwo loaded collision model models/darkmod/nature/bush_small02.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase loaded collision model models/darkmod/mechanical/watermill_pole.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/mechanical/pully_wheel_small.lwo loaded collision model models/darkmod/mechanical/windlass.lwo loaded collision model models/darkmod/junk/plank_longer.ase loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/furniture/beds/straw_pile_bed.lwo loaded collision model models/darkmod/decorative/vases/cup_marble.ase loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/nature/mushroom_02.lwo loaded collision model models/darkmod/furniture/seating/bench_wooden01.lwo loaded collision model models/darkmod/weapons/longbow.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo loaded collision model models/darkmod/weapons/broadhead.lwo loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/kitchen/food/turnip.ase loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_tall_empty.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/decorative/wall/shields/shield_and_swords02.lwo loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/containers/crate03.lwo removed 6 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/battleaxe.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/misc/ink&quill.lwo loaded collision model models/darkmod/readables/paper1.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/architecture/doors/door_boarded_up01.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/bottle02.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo castle_streets_scroll: Fixing inv_category from Maps to #str_02390. loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/loot/coins/coinsb.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/loot/bowl_small.lwo loaded collision model models/darkmod/decorative/vases/urn01_lid.ase loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo WARNING: entity 'atdm_ai_nobleman02_armed_1' doesn't have health set castle_1stfloor_scroll: Fixing inv_category from Maps to #str_02390. castle_2ndfloor_scroll: Fixing inv_category from Maps to #str_02390. removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/loot/scepter.ase loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/loot/amethyst.ase loaded collision model models/darkmod/misc/clipmodels/woolen_cap_cm.lwo loaded collision model models/darkmod/decorative/games/backgammon.lwo loaded collision model models/darkmod/decorative/games/dice.ase loaded collision model models/darkmod/misc/clipmodels/empty_flowerpot_cm.lwo loaded collision model models/darkmod/kitchen/food/cheese_wedge.lwo removed 22 degenerate triangles loaded collision model models/darkmod/loot/jewellery/ring_gem_skull.ase loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/loot/bottle03.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/dungeon/chain_straight_med.lwo loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/wearables/belt_buckle.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/player_equipment/small_rock.lwo loaded collision model models/darkmod/readables/scroll_tied_up_large.lwo loaded collision model models/darkmod/weapons/gasarrow.lwo loaded collision model models/darkmod/kitchen/food/bread_loaf01.lwo loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo loaded collision model models/darkmod/containers/package_cube.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/kitchen/utensils/knife_butcher.ase loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo loaded collision model models/darkmod/misc/clipmodels/pitcher01_cm.lwo loaded collision model models/darkmod/mechanical/receiver_antenna.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.ase ...2802 entities spawned, 26 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic Applied 0 objective conditions.[aas32]: Assigned 1 multistatemover positions to AAS areas and ignored 1. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1170 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Couldn't load image: extinguishable/grill_light Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 0 0 1920 1080 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door guesttohallsroof is not within a valid AAS area WARNING: Door duffordsgoldenboxlid is not within a valid AAS area WARNING: Door third_clue_hatch is not within a valid AAS area WARNING: Door wall_door_one is not within a valid AAS area WARNING: Door MetalChestLid_1 is not within a valid AAS area WARNING: Door small_gear_drawer is not within a valid AAS area WARNING: Door lowerdoor2fakecellar is not within a valid AAS area WARNING: Door secret_dufford_door is not within a valid AAS area WARNING: Door ancient_hidden_door is not within a valid AAS area WARNING: Door invisible_door is not within a valid AAS area WARNING: Door FootlockerLid_11 is not within a valid AAS area WARNING: Door fake_wall_block3 is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: german I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 46 KB in 512 keys, 431 KB in 6998 values. Articles dict : 46 KB in 512 keys, 431 KB in 6998 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 EDIT: Or maybe there was a error during dmap, because the dates of the dufford files seems unchanged. But how I can see if DMAP was successful?
  6. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  7. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  8. https://en.wikipedia.org/wiki/Raspberry_Pi https://www.raspberrypi.org/products/raspberry-pi-4-model-b/ https://www.raspberrypi.org/products/raspberry-pi-4-model-b/specifications/ https://www.tomshardware.com/reviews/raspberry-pi-4-b,6193.html https://www.anandtech.com/show/14581/raspberry-pi-4-launched-quad-cortex-a72-project-board-for-35-dollars https://www.raspberrypi.org/magpi-issues/MagPi83.pdf Major improvements across the "board". The quad-core Cortex-A72 with other improvements is anywhere from 25% to 300% faster than the A53 used in the Raspberry Pi 3 . No eMMC but an SSD could be used with one of the two new USB 3 ports (booting from USB or Ethernet not supported at launch, should be ready within weeks). There are three RAM options: 1 GB ($35), 2 GB ($45), 4 GB ($55). The RAM is now LPDDR4 instead of LPDDR2. The 2 GB option is a bit unnecessary IMO and seems to be the least popular, as it's the model least likely to be sold out online (as far as I can tell). Ethernet speed can actually hit close to 1 Gbps (943 Mbps), up from 237 Mbps. There is Bluetooth 5.0 support but I haven't seen any testing related to that (I would love to use it for longer range audio transmission to BT 5.0 headphones). RasPi 3 cases are incompatible due to some port shuffling. There are now two micro-HDMI ports instead of one full size HDMI, so you probably need a new cable. The device can output to two 4K displays at 30 FPS, or one 4K display at 60 FPS (presumably two 1080p displays @ 60+ FPS, and so on). Although the new GPU has 4K@60Hz H.265 decode support, actually streaming 4K and even lower resolutions on Raspbian had issues in testing, that will hopefully be resolved with updates soon. LibreELEC developers have been working with the Pi Foundation for months to support the Pi 4, and have an alpha version out. Power draw and heat are up. You'll probably want a FLIRC case or something that can provide cooling. Power is now provided using a USB Type-C cable. Due to a screw up by the Raspberry Pi Foundation, some USB-C cables don't work. But the ones that do work should be the cheapest. Can it run TDM? The CPU and GPU are much better and the potentially quadrupled RAM could be a big help. The 4 GB version can be a legitimate desktop replacement for many users, albeit with some quirks.
  9. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  10. A colleague of mine believes the true mirrored rendering is a deprecated feature today. Given all the problems (try to put a model which is both partly in front of and partly behind the mirror) and the fact that reflection probes are unversal, perhaps he is right.
  11. I'm fairly sure they would accept this, if such a package could be produced. They might accept this, but I'm not sure. If it's an installer that allows users to pick and choose optional packages, some of which may be non-free, this would probably be OK — in fact this is pretty much how the in-game mission downloader works. If it's a single installer that just "makes the rest of the game work", this might be seen as trying to evade the free software guidelines by indirectly packaging non-free content in an otherwise-free package. It might be necessary instead to package all of the non-free content in a separate DEB and put it into the non-free repository as an optional (Suggested/Recommended) extra. Yes, this is the correct way to do things on Linux, and indeed how vanilla Doom 3 worked. In my opinion it would be much better if the Linux build of TDM worked like this, but I don't know how much work would be required to move away from the "everything in one writable directory" model that has been fairly solidly baked into the game implementation for many years.
  12. I don't think it was original T1/2 as much as the disappointment with Deadly Shadows and its shortcomings when it comes to levels, editing tools, and movement model. And since we're onto meme territory:
  13. All I want to do is import a basic, static model into the editor. The model is in .lwo format, the polygons are all triangles, the UV's are all mapped correctly. I am not a modelling noob. The textures are all square, and in .dds format. The model does not need a collision mesh or a shadow mesh. It is just a small teddy bear. The problem is that I do not know how to associate a material with this custom model in DR. And in the wiki, which is so out of date now, there is a page that specifically deals with this issue but the example images do not load! Does anyone have the example images from this page? https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines Because I see that I need the path info for the model textures to be embedded in the .lwo mesh file, but the example of the path I'm supposed to use does not load in the wiki. Or maybe someone could please just give me a short description of how to import custom models into DR? I am an experienced modeler and texture artist, so no need to ELI5, it's just associating the custom model with a material file in DR that I cannot find any info on. EDIT: Is it something to do with entity .def files? https://wiki.thedarkmod.com/index.php?title=DEF_Files
  14. Sorry if this was already reported, but Ive experienced pulling back the bow and the arrow model just disappearing. The bow will still be there, ill fire and the projectile will still launch, but not arrow on the view model. Strangely it doesn't always crash when that happens. This was definitely already mentioned Just confirming the arrow disappearing, shooting, but then not crashing, which is odd. EDIT: Ill start attaching the debugger. I have lots of guards in the mission but none of them are using the urinate animation. Does it happen randomly somewhere in the code? I can just try adding 50 guards lol.
  15. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  16. I think I have a way to do this without scripting. The idea of the Key entity and key targets seemed to pan out. What do you all think? ---------- 1) the inventory object to pick up in the map is an atdm:key_base with the model and inv_model overridden. So, this looks like a custom inventory item. 2) the target objects to use this are atdm:froblock entities with their used_by as the entity #1, trigger_targets enabled, sounds customized, etc. In my case, make a sound, emit a puff of smoke, then simply remove the target item, all things that can be done with relays and targets. So far, this seems to do what I intend. Does this seem sound? Now that I look back on this convo, I didn't explain what I intended well enough. I bet some experienced mapper could have suggested this. So, my apologies.
  17. heh come to think of it i also owned an old hp workstation tower model that was an absolute nightmare to upgrade too. this model had rambus memory modules and some horrid onboard gfx card which i couldnt even upgrade with an agp model since the board only had PCI slots it came with windows 2000 server installed but i found out it also ran win98 so i retrofitted it as a monster retro computer with dual voodoo2 cards since those were quite a lot faster than the onboard card. damn thing sounded like a jetplane because the rambus memory got insanely hot hehe. the memory modules were also rather pricey but i managed to get about 16 gb slammed in there and still it was slow as molasses sigh. i sold it to some guy who just liked that it was uniq for a pittance. the 16 gb ram was not even needed for a win9x pc since it could only use about 3 gb's but it still ran win2k at the time i installed them so i left them in.
  18. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  19. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  20. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  21. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  22. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  23. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  24. Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier
  25. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
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