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  1. Glad you like it! I don't think I ever changed the fog from the first beta though The hanged man is an unique entity def thing. I downloaded the necessary files from the forums. Sotha was (at least) one of the creators. Bottom line, it's not an ordinary rag doll with a rope attached. I don't know how to create a gibbet though... Here is the package. https://drive.google.com/file/d/0BwR0ORZU5sraX3k2QWhZZEt2VUU/edit?usp=sharing
  2. It's a custom track that I made for the intro but later got used in HHTLC as well (when the player dives down to the underwater station). That was actually my intention at the time as I'm a passionate fan of the old Tomb Raider games and these games set the benchmark for me when it comes to feeling isolated. I have a rough idea of what you mean. I think that has a lot to do with the oversized space. Maybe like walking across a huge empty square and therefore feeling watched. There is (I think) a scientific name for this. Fun fact: Originally, the Master Thief was supposed to appear here and there (sitting on a wall in the distance, leaning against a wall, crouching on one of the chandeliers, etc.) and monitoring the protagonist. Unfortunately, back then I didn't know how to implement it technically, so I left it out. Well, some other players mentioned in forums and PMs that this mission is somehow strange, so you are not alone with your experience. And you're right, I certainly didn't intend it that way, but as I said, your explanations in connection with the weird XL spaces and architecture, that somehow makes sense to me. @BabberoniSo, thank you for your comment and thank you for playing! Nailed it. Nope.
  3. For the ones who would like to tinker with a recent steamos os 3 image on a vm, follow the instruction on site: https://forum.endeavouros.com/t/tinkering-with-not-yet-released-steamos-3-0/24709 https://www.gamingonlinux.com/forum/topic/5200/ (didnt get it to work yet: after flashing the os disk, os starts but display turned to side and cant login. Maybe i should just use the recovery image as my main hd.) old tdm topic: https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203
  4. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  5. AIs are complex entities with many spawnargs - this is why you should change the entity class as a whole (which is simply a preset of spawnargs) rather than changing individual spawnargs when changing AIs. No one said to ignore warnings, and we have an internal thread that deals with reducing console warnings. My previous post was about using the bugtracker to properly keep track of all the bugs you come up with, so when a dev a few months from now has the time to squash your bugs he can actually find them in an organised database rather than somewhere in the forums.
  6. It'd be best to report bugs in the bug tracker, bugs.thedarkmod.com, so they don't get buried in the forums. Maybe some of them warrant discussion on the forum if there's something unclear about them. The DR Wishlist thread is intended for requesting new features or improvements to DR.
  7. Yes, I saw that, but online tools are usually about getting a crappy result, and then being told that you have to pay if you can an actually good result, so figured that Gimp, and the forums, would be more reliable. ...but apparently you'd much rather like to recommend software to me, than do basic stuff. It's weird.
  8. Hi all, I've created a new Github organisation to host any sort of assets people maybe want to share: https://github.com/thedarkmodcommunity A Github 'organisation' is a collection of separate git repositories that can store code snippets, assets (model files, textures, sound files, etc) or documentation. I know there is debate over the suitability of Git for binary files, but for small files and most things you'd use in a FM, it works totally fine. FYI the maximum file size for upload is 100 MB, and the maximum repository size is 10 GB. You don't need to know anything about Git to browse the repositories, or download files. You just need to be able to use a browser. I've created a repository for script snippets: https://github.com/thedarkmodcommunity/scripts and one for models: https://github.com/thedarkmodcommunity/models and one for prefabs: https://github.com/thedarkmodcommunity/prefabs For models, it even has a built-in 3D viewer (just need to provide an .stl file). It won't show textures unfortunately, but you can switch between solid, wireframe and 'surface angle' views. Example: https://github.com/thedarkmodcommunity/models/blob/main/darkmod/lights/non-extinguishable/streetlamps/streetlamp_with_signs/lamp_sign.stl The models and prefabs are accompanied by a .jpeg preview image that is displayed automatically in the readme file. Example: https://github.com/thedarkmodcommunity/models/tree/main/darkmod/lights/non-extinguishable/streetlamps/streetlamp_with_signs I did this to help solve the following problems: frustration with trying to locate existing code (searching through other FMs, searching the forums, having to ask) frustration with the frequently out-of-date wiki. There is some really great stuff on there but I would just like to be able to contribute and share in a central location without having to ask permission, or ask someone else to do it. hopefully people won't have to keep asking the same questions over and over again - they can just browse the repositories make updates easier - anyone with a Github account can create a pull request, or just send an admin the files they want added TO BE CLEAR: this is NOT intended to replace SVN, or the Wiki, or the forums, but just to provide a central place for sharing assets, primarily for mappers want to easily share what they've done, or borrow existing stuff without having to reinvent the wheel. So, if anyone wants to donate files, script snippets, whatever, please get in touch by replying, sending me a DM (here or on Discord), or by the 'normal' way and just create a pull request. Also, if anyone else want to volunteer to help maintain this, please get in touch as well. These people would just need to be able to create repositories (if needed), or review/merge pull requests.
  9. If you don't have access to assets svn then I'd put it into the bug tracker and post link to it on the forums But if it's mission-specific then it should go to that FM thread or PM with mapper
  10. Hey, thank you very much for the kind words I'm happy you enjoyed the mission. I am a bit busy with RL things this summer and haven't been nearly as responsive on the forums as I should be, lol, but I am hoping to start work on another FM after that. As for the glitch, I'm not sure I have experienced that. I'll take a look this weekend and see what's what. Also, Dragofer, Biker and I worked on a newly released FM for the recent contest called "Written in Stone" so feel free to give that a whirl if you want
  11. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  12. Agree with this, it's risky for the forum to publish downloadable content with copyright, because the person in charge is the owner/admin of the forum who allows it, not the user who put the link. but there the regulations of each country are valid in this regard, extrem use it in German forums according to their own experiences, which do not even allow images without these being checked before if they have copyright or not, if they are not their own images. I certainly find this somewhat exaggerated. Anyway, in any case it is a good habit to put the sources of content that is posted. Nor should anything happen if someone puts a link to a page, for example one dedicated to downloading games, if it can be verified that the downloads are virus-free, the user does not have to know if the game is legal or not. The responsibility of the Forum in this case can only be limited to checking the security, not any rights that the games on the list may have. It is also necessary to differentiate between a download for private use, practically always legitimate, or for commercial use, very different and where copyright becomes relevant. Although there are also nuances there that are sometimes somewhat absurd, such as the Eiffel Tower, without problems to photograph it during the day, but with lighting at night it is illegal to take a photo, because the lighting is copyrighted, it can be considered this problems when posting a photo of the Eiffel Tower at night.
  13. Way too far fetched. I only saw strict rules against promoting, justifying piracy on old Steam forums. Probably also valid for the new discussions thing. But they are a store and a game company. Steam is also DRM in an of itself. So I guess that explains the reasons. Not sufficiently user friendly due to their monopoly as well. Yeah author's rights matter morally, but copyright doesn't mean that one should be a copyrast (pederast) for profit. And that's what copyright became.
  14. Root cause is: wxgtk also tags incomplete releases, so the latest isn't offered to install.
  15. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  16. About ways to share a patch. If you have SVN working copy, you can simply create SVN patch and attach it to forums post. Better mention which SVN revision your patch is based on. If you don't have SVN working copy (e.g. downloaded source code archive), then I guess you have to use some diff tool between directories. To be honest, I don't remember doing it myself. WinMerge is good for directory diff, but I don't know if it can actually save the changes as some patch... I'm currently travelling and don't have access to TDM development, so I'll trust the decision of "how should it work in various situations" and testing to the other members of TDM team. But I'd be happy to read a source code patch anyway.
  17. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  18. They're in a dilemma. People expect super high definition graphics and AAA tech even from games with a small budget, when they come from a bigger publisher. I really see only one way for projects with ideas which stray from the mainstream: Go Indie and crowdfunding. Some nice games are done that way. But, even if you do that, people have totally overblown expectations. See the System Shock remake. I hold my head in shame every time I visit the Steam forums for that game. Gazillions of "When is this being released pleeeease... " threads. Well... it will be released when it's done. I guess. Not to mention they had to start all over again, of course, because people didn't like what they saw, and they had to change everything to make it closer to the original. Well... I guess crowdfunding has its very bad sides as well. Again due to expectations though.
  19. UPDATE 26/6 ver 1.02 Fixed Bernhard's book Fixed some missing text in readables (Can you believe it's more?! ) Fixed black wall in barn, second floor. Tweaked some tension meter scripting. UPDATE 22/6 ver 1.01 Added popup message that tells the player that the maze isn't opened yet. Couldn't find the reason for the book bug so I've put this particular book in the world instead of adding to the inventory via a script... Hello! It's time for me to release my entry to the Seasons Contest, 2011. This map was built roughly between 1/4 - 19/6, A special thanks to my friend Ziggun and Ash that have helped me work out the story and write the readables. Also a thanks to my friend Henrik Swenson that has produced some of the sound effects. And also a big thank you to all team members and people developing this brilliant mod! And also a big thank you to the various guys and gals that helpt testing this mission and found some crashing bugs and helped me through the tempest Dear Sir I send you this letter as a request for aid in a delicate matter. My name is Oscar Powell, and I assure you that the rumors of my death were greatly exaggerated. I am, in fact, merely in hiding after the unfortunate incident that took the life of my father. You come highly recommended, and I trust in your complete discretion in what I am about to tell you. The incident that claimed my father and nearly myself was no accident - it was a clumpy attempt at an assassination. A band of pagan brutes assaulted the summer home, seeking to claim my life and that of my beloved father. And given the recent death of my beloved brother Bernhard, I now know where to point the accusing finger. My sister Alma, thrice-cursed be her name, must have hired them to rid herself of us. I have no doubts to her ambition to claim the family holdings, nor do I know her soul to contain any compassion. But the law is blind, they say, and I am but one man in hiding. But with proof I could challenge her and bring her to justice. Which is where you come in, as I am told you are without peer in bringing light to the ugliest of truths. So I ask of you to go the Powell summer home, where my beloved father and brother met their end, and find out the truth. With this letter you will find a ticket to the Powell hedge maze, which will give you an excellent chance to enter the estate. Use any means necessary and leave no stone unturned in this and you shall be richly rewarded when I am restored to my rightful place as owner of the Powell holdings. Yours humbly, Oscar Powell Important information! Because this is quite different mission from the rest, there are a few things to be aware of when playing. 1. You are in essence a thief, but has chosen the approach of a private eye. This mission has lot of emphasis on story and most of the story is told through readables. As with most missions, the mission is enjoyable without reading all readables and most of them can sometimes be skipped. But in order to get the full experience from this mission, I recommend the player to read all the readables. 2. This is a daylight mission and this means that you aren't directly cosidered a villain unless you show socially unacceptable behaviour such as stealing, walking in flower beds or going where you don't belong. (Note that on expert difficulty the mission begins with you breaking inside the main house and thus start in a high tension area). You will have a tension meter that goes up when you do something socially unacceptable. If anyone sees you during this state, the tension will go up on red and you will forever be considered a villain and will be chased. On expert difficulty this will result in instant failure. One another aspect on the daylight theme is that this mission is set on a farmland and to simulate these lands I have chosen a quite open map layout. This is contrary to all recommendations for the IdTech 4 engine and as a result, performace may be lacking in some places. I have tried my best to keep a good balance between good looking exterior parts versus good performance. 3. This shouldn't have to be something to point out, but I've got to known that some players have some issues against "violence-control" in missions. My personal gameplay puts lots of emphasis on stealth and sneaking. Therefore I consider detection a failure and almost never kill anyone besides animals/undead. Violence is sparse in this mission and you're not allowed to kill anyone (that doesn't pose any immediate threat to you) on any of the difficulties. KO:s are perfectly allright although limited. Enjoy! http://www.mindplace...tails.php?id=45 Not updated yet... http://www.MegaShare.com/3359042 ver 1.01 http://www.MegaShare.com/3368609 ver 1.02 Remember to use spoiler tags where appropriate! (This may fail and therefore I do not recommend anyone to read any further unless they've played the mission!)
  20. DarkRadiant 2.11.0 is ready for download. Next to bug fixes and GUI improvements (also to the recently added TDM Game Connection plugin) this build enables users to manage their favourite resources like materials, entities, sound shaders. The search function of resource trees has been improved too. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.11.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.10.0 Feature: Managing favorite resources like entities, textures and sound shaders Feature: Extended/improved the search feature of resource browsers Feature: List model definitions in Model Chooser Feature: Initial GUI improvements to game connection plugin Fixed: Collapsing a brush while undoing cannot be undone Fixed: Skin Chooser starts with expanded All Skins root folder Fixed: Projected lights don't rotate around their origin anymore Fixed: Default scale & natural function producing stretched results Fixed: Script dialogs don't scale when window is resized Fixed: Material parser doesn't recognise materials with no whitespace between name and block Fixed: Treeview search box can overlap with the search result Improved: Prefab Chooser preview has better initial view origin and angles Improved: Imported prefabs are now created at the cursor Improved: Added option for "ai_see" spawnarg to Light Inspector The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  21. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  22. @Acolytesixthe party's over here! https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ You can take a look now, or wait and be a fresh set of eyes on Beta 2 sometime next week.
  23. The beta thread is up, head on over there for a download link: https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ Looking forward to hearing feedback from my alpha testers on the adjustments I made as well as more fresh perspectives!
  24. Headbobbing definitely seems like something for the player rather than the mapper to control. In fact, the headbobbing in TDM is a criticism I often saw on the TTLG forums, so it would be good to at least allow them to disable or reduce it.
  25. Yes is the overture engine. Btw It has no real, world editor, they made one for HPL2 (the engine used on Amnesia) but in HPL1 everything is done through collada text tags, using a modeling suit (they used Maya 7.0 with some old collada plugin ) but if the collada support would be updated to use a more modern version than perhaps I could use Modo or Blender to work with it and I wouldn't mind at all.
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