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That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
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Away 0: Stolen Heart by Geep & _Atti_ (2021/11/12)
covert_caedes replied to Geep's topic in Fan Missions
Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on -
Fan Mission: The Lieutenant 4: A Reciprocal Gambit by Frost_Salamander
Guest replied to Frost_Salamander's topic in Fan Missions
I think what happens after detection is the major source of jank in this game vis-Ã -vis tedious alert states and funky running animations, but I've honestly never had any issue with blackjack behavior. It could certainly be better delineated in terms of the animation and hitbox since it's a bit flappy and covers the whole screen, but it's as simple as walking or creeping up to someone and bopping them, I don't get it. The answer is certainly not allowing people to bunny-hop up to guards and KO them on the way past 2 seconds after they've already been alerted, nor just lure them somewhere shadowy and blackjack them on full alert, as seen in the dark engine. The AI is no doubt a long-standing stick in the mud, but I don't think it's blackjacking that's the issue, moreso how detection can work strangely and how most all of the level design goes out the window once the guards are sprinting around the building at full pelt and never going back to idle. -
As others have noted, the mission doesn't really have a plot hook per se once you grab the necklace. It's basically, "Get out of town", and nothing stopping you from doing just that. However, the likelihood that you'll have found a random key and/or note hinting at something going on in building _____ generates a sort of, "Well, I'll just check it out on my way out the door", effect. Several hours of following breadcrumbs later and you've traversed most the city. I also appreciate the way that most of the major locations have notes or such hinting at how to get needed items if you didn't stumble across them first. What this actually puts me in mind of rather than a level of say T1 or T2, is more T3's hub zone. If DM supported that sort of a project, this would be a pretty solid example. Big area, lots of little side story type things happening, that are optional extras rather than explicit objectives, that you do on your way to the starting point of the more traditional levels.
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The trigger is directional, so it plays if you're standing at the intersection looking towards the building. I figured it should only play if you're looking from an angle where it makes sense to notice it. Also the trigger is deleted if you achieve the objective in the apartment, since at that point its a little redundant. Not sure what order you did things in the first time around. I was more focused on the environment than the story this time around, but yours would have been a good idea, now that I think about it.
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Ok... I have everything I need to complete the mission, but there is one, possibly two places I have yet to access (and presumably rob of treasure!). The first is "the other side" of three barred doors on the inside of Warwick Tower and one on the outside (from the balcony accessed via the pipe). And just recently, I've noticed that above the balcony of the art dealers building is yet another balcony that "looks" like it "could" be accessible, and there is a door there also, though I can't tell if it's one that might open or not. Any clues to these last remaining mysteries - ESPECIALLY the Warwick Tower - will be very much appreciated!
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Oh! And the barred door at the top of the steps just above where the "good" rowboat is docked? Clueless how to get to the other side. The lock box at the gang's dock - clueless how to open it! And the barred door at the top of the stairs in the "run down" apartments or whatever the building is where the golden dagger was found. I'm having troubles with all those as well! All the help you'd be willing offer will be greatly appreciated!
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Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
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Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
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i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
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Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
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Or, just get in contact with the owners of the IP and ask them since just because an IP lawyer in one jurisdiction says it would be okay, doesn't mean it would be okay globally. There are several packs out there of scripts/definition files which are licenced under free licences (CC0 and WTFPL mostly) and claim their freedom by recreating them using "clean-room way". In fact, I used them in getting TDM running with mostly free licenced files by selectively choosing which had clearly been written from scratch albeit with reference to the originals, and which were just direct copy and paste with claimed free licences (I didn't use them). Then it was a case of finding/replacing the core engine textures, sounds, etc. the engine required to launch with free alternatives (again checking the packs since some were just copied direct from the game files and claiming to be free). In the end, the only non-free licenced files that were still required were those from TDM itself. The result of this TDM version is the screenshot I posted some posts ago here: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/page/3/#findComment-500642 However, you will notice the giant cursor on the screen in the screenshot, why? because the only reference to hiding the cursor is within the UI files which come under the game eula, so I didn't add in the command to hide it in game. In the case of the script/def files, this "clean-room" approach has stood up in a court of law when I looked online, however you wouldn't really want to end up being in the position of ending up in court defending yourself in the first place. The flaw in the def/scripts that were recreated are that they all wrote their files using the originals as reference. So if the originals are under the game eula, and if the information contained is in some way protected, then all these "clean-room" files revert to the original game eula, as the authors didn't have the right to change the licence. I believe (with a pinch of salt )that if the core scripts/files were made GPL by idSoftware/Microsoft then as files based off of or using them as parents (basically all TDM scripts/defs as far as I can make out) then all of the TDM scripts and def files would automatically become GPL as their authors could also not claim their work was NC-BY since it was then based on GPL work.
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Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
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Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
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In terms of game mechanics, it uses a mix of ideas from JRPGs like Lost Odyssey, but I guess it's more like Nier: Automata in terms of world building and other things. Apart from that, the style and imagination that went into making the whole thing stands out as a class of its own. Yesterday, I beat a minor boss on a beautiful island, and that alone made me sad for the rest of the day, for no explicable reason. If that's not art, I don't know what is.
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Ok finished this mission. A really beautiful mission! I'm just not really a big fan of undead and I think at least the citadel is too large. Too much backtracking when you forget something. Also most of the rooms are very large, but I guess it fits the type of building. For the rest I enjoyed this fm a lot. I finished all the objectives (on easy)
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Field Recordings / Dark Ambient Music / Level Design / Coding
JackFarmer replied to Wolfmond's topic in I want to Help
I've always wondered: who are these people who record all these noises/sounds for freesound.org? And now one of them is here, thus, thank you for contributing there as well! If you need help when it comes to mission building with Dark Radiant, you can post your question(s) here. -
started building packages with it and so far it works just fine. got the qt packages and dependencies built as well as most of the gtk toolchain. going to try my hand at building kdevelop since we allready have most of the KDE toochain as packages (preferably a standalone version). kdevelop is an IDE which supports multiple compilers a bit like codeblocks but using QT/KDE, the interface is pretty straight forward and there have been a few versions built for windows but they where all a bit messy to set up (batch files ???). if i can ill make a version that can plug in to msvc / mingw without having to jump through firewheels . lets see how it goes.
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And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
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Fan Mission: Iris by WellingtonCrab [TDM 2.11 Required] (2022/02/13)
Geos replied to Wellingtoncrab's topic in Fan Missions
Thank you. Iris is truly amazing. I like to take my time and explore and I am having such a good time on this mission. I know people building missions do it because they love it, and it shows in this mission. It is extraordinary. Thanks again, G. -
Taffers! the 2nd speedbuilding jam is upon us! 2ns speedbuilding jam We've got about 2 months for this one. So blow the dust off your DarkRadiant and get building!
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go and ruby packages are up, ill also throw in the vulkan development packages. have tested building some quake engines with ucrt32 and they work pretty well with it
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go llvm and rust toolchains done and will be uploaded next. a lot of packages on the Msys2 MinGW repos depend on these as many sources have moved away from standard C/C++. rust is needed for the svg imaging library (probably one of the first packages that got ported) and many more. go is used for a lot of networking tools like some git additions. llvm/clang can be used as a replacement compiler for C/C++ and it's libraries are used all over the place. this will conclude the compiler toolchain for my part and building packages for it will be up to users themself.
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btw. there are actually toolchains out there targetting ucrt32 but the benefit of having one specifically for the Msys2 version is the large library of packages and the package manager which eases building somewhat. i also uploaded the Msys2 filesystem and pacman changes as well as updated launchers. 64 bit Msys here https://sourceforge.net/projects/cbadvanced/files/Msys64/ 32 bit Msys here https://sourceforge.net/projects/cbadvanced/files/Msys32/ without these you cannot use them with Msys2 as the unmodified filesystem has no paths for the Ucrt32 compiler only Ucrt64.
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fixed compiler uploaded btw. totally forgot . currently building the rust toolchain for use with it since a lot of the libraries on the Msys2 repo depends on it. llvm/clang done just havent had time to upload it. ill upload it together with the rust toolchain.