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  1. Is there by any chance a repository of "thieving event" ideas somewhere in these forums? I'm not talking about ideas for an entire mission, I'm just talking about single events or NPC encounters or small quests or even a puzzle that could fit into a larger mission. I ask because I'm building a mission and want to add a couple clever side events to fill out my mission. I've searched these forums but haven't found anything. Thanks in advanced for your help,
  2. That might be the best way to get the exact features we want, once we've agreed on them. This looks to be the documentation for making own plugins for these forums: https://invisioncommunity.com/developers Maybe it's something you or someone else can work with?
  3. DarkRadiant 2.7.0 is ready for download. It's a maintenance build for the most part, but it contains a few smaller improvements. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact. It's recommended to prefer this version over any previous release. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.7.0 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 2.6.0 Feature: A method to deprecate models without breaking existing maps Feature: Game/Project Setup should show recently used custom paths in the mission drop down list Feature: Add "Choose Skin" button when editing model spawnarg of an existing entity Feature: Let the 'Matching skins' folder start in expanded state when showing the SkinChooser Fixed: Unhandled exception on start up when user XMLs are corrupt Fixed: Rotation of x-oriented particles in Particle Editor is different than in-game Fixed: Highlighted vertices of hidden brushes will move when moving highlighted vertices of visible brushes. Fixed: Unmaximised DarkRadiant not remembering main window size and location Fixed: Reload Models option in Create Model dialog window doesn't update the model Fixed: Problem with satisfying readable objective "when closed" Fixed: DR thinks an entity name of the form "Cylinder01" is the same as "Cylinder1" Fixed: Syntax error in "Test for missing targets" script Fixed: Bad normals produced by .ASE exporter Fixed: No confirmation dialogue box when exporting combined models Fixed: Undo/Redo Does Not Restore Light Color Fixed: Blend export script fails Fixed: Mouse Binding settings for Aux1 do not work Fixed: Exporting bell_hand.lwo as ASE is producing an invalid model, which will fail to dmap Fixed: Model exporter doesn't remember last export location Fixed: Buttons to change spawnargs can affect entities that aren't currently selected Fixed: Search box persists for some seconds after closing window or shifting focus Fixed: Connecting lines to targeted entities don't show up if 'Default' layer was hidden Fixed: Layers window: first click after opening isn't registered properly Fixed: Entities with non-existent classnames are shown white instead of blue in orthoview Fixed: Hitting cancel in 'Create Speaker' still creates a speaker The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  4. The difference is the direction of association. Tagging is a bottom-up association, where you assign a tag to each element and multiple elements form a taggroup, whereas the proposed theme definition approach is a top-down association, where you define a group (themename) and add elements to it. If you want to alter a group of textures, you can just edit the theme definition whereas in the case of tagging, you'd have to visit each contained material. Other than that, you can also use themenames that create a virtual folder structure, just like the material definitions, which wouldn't make a lot of sense in the case of tags and it's bound to get messy on the long run. Theme definitions furthermore allow for easy sharing of themes without altering any existing files. Tags on the contrary are generally added in the meta-info of elements, hence material definitions would have to be altered, which is a no-go. Everytime you want to alter your tabgroups, you'd have to redistribute the material definitions... Sure, you could add some sort of meta files storing the tags, but that's not true to the tagging concept and if you store them in external files anyway, you can just as well go the clean top-down way. Also, a simple typo would add a material to a different tag-group. This can't happen with theme definitions. The worst thing that could happen is, that an element is missing, which you can easily correct by looking in one single place. As you can see, I am quite fond of the theme definition approach, although I initially suggested myself. But Bikerdude had the idea of material-playlists, which led to the concept of theme definitions.
  5. Select the text, and use the Special BBCode button. Specify the "Spoiler" BBcode. That wraps the text in spoiler tags. Or you can do it manually, by adding [ spoiler] at the start of the text, and [ /spoiler] at the end (except, don't add the space after the open bracket; I did that so that you could see it in the message).
  6. 1- Zoom the 2D views toward the mouse location. I couldn't find any option for this in the settings, so I'm assuming this isn't in DR at all. This would make zooming in and out much easier. 2- A search feature on model/skins/texture/etc browsers. I noticed that in some cases if you press Space a text field appears, and it seems like that's some form of search thingy, but doesn't seem to work very reliably. This would make things much easier to find, regardless of how they are organized in the folders. You could always just search for it. Find "by name" might be enough for most purposes, and would be golden in itself, as far as I'm concerned. Although if more could be suggested about this, I'd say it would be something like how Hammer categorizes things with tags that allow for search filters (can also use material keywords for filtering textures). 3- Simplified wireframe on models (optionally just a bounding box). So that models wouldn't turn the 2D views into incomprehensible messes so quickly, but it would also help more easily seeing where model boundaries are exactly, for positioning/alignment purposes and such. Also one more, that I forgot: 4- Add an acceleration factor to the camera movement speed. Since there's no quick way to change it back and forth between fast and slow (have to press P, click camera, change speed, click ok, every time) this would make it easier to do small adjustments to camera position while still keeping the speed high enough to taste, and so that if you kept the movement key pressed you still quickly fly away to that far place you want. This is how it works in Hammer. I think its acceleration factor must be pretty high, so that small taps barely move the camera, but a continuous press almost instantly accelerates you to max speed.
  7. I believe you can still see topics started by a user you have on your ignore list, which is different to other forums I participate in where the whole topic is invisible. The first post will be invisible, but you can see all the replies.
  8. Oh, right, spoiler tags. Here is the content of mylog.txt after I start TDM with the start argument:
  9. Thanks for the logs. (please keep this topic clean, by placing the content of the logs between spoiler-tags.) like this. Cant see any error messages in the logs, thats with the problem to do with it. So, whats the content of mylog.txt, after you start tdm with the following startargument? +gfxinfo +condump mylog.txt +quit
  10. Thanks for testing. This help us too, to help other players in the future on their first-run. Some on the internet say, to also install the vcrun2015 component. Please install it and check it reaction. A black screen with sound is a video problem. You can solve this by change things in the tdm config file or run tdm with start-arguments. Run TDM windowed mode and low screen resolution: make a backup of the file "darkmod.cfg" (by make a copy of it) Then open the file with a texteditor, change the following values and save the file. r_customHeight 600 r_customWidth 800 r_fullscreen 0 If this works on your system, then you can change the video settings from the tdm main menu. If not, we need some logs. Create in playonmac a shortcut to the tdm executable and fill in some start arguments. (Configure button > select dark mod container > General tab > "Make a shortcut from this virtual drive" button)", select the dark mod exe inside the darkmod folder) After you created the shortcut in playonmac, hit the configure button again, select the darkmod container, then the darkmod exe shortcut and select tab "general" and where you can enter arguments in the "Arguments" input. we need to see how tdm loads. please create a log for us. using the start arguments: +gfxinfo +condump mylog.txt +quitThis generates a textfile inside the tdm folder and automaticly close tdm. We want to see the content of that file. (in spoiler-forum tags, please) If changeing the values for low resolution and windowed moded in the darkmod doesnt work Then use start arguments: +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0(or change these values in the darkmod.cfg file,) If this works on your system, then you can change the video settings from the tdm main menu. Folow the following tdm wiki article: http://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  11. I'm not sure what you mean by "CMS". If this is CMS aka wordpress, then there is website and forums. If you mean wiki, then here is the wiki. If you mean bugtracker, then here is one. Switching from one system to another is always a lossy process. Also, pretty much everything I listed above on TDM side is better and more well-known than builtin solutions which GitHub provides. MediaWiki is the widest-known wiki engine. Mantis is very popular too, although today's trend is using the awful Jira-monster. Forum is probably not so good (I have never heard about our Forum engine until now). As for website, is there anything except for GitHub pages on GitHub? This is perhaps not important for all the hipster developers hanging around, talking about trends and coolness... but I regularly browse through years-old history. I do SVN blame and read commits from 2008 explaining why something was done. I dig issues from TDM 1.04 times. I search over the forums to find what some stale shader was doing originally and how to use it. Migration from svn to git can save most of the history, but migrating other things sounds like an even more stupid idea. Well, we have CI/autobuild (thanks to Cabalistic). TDM bugtracker is very good, much more detailed than GitHub tracker yet not monstrous like Jira. And it is filled with lots of useful history SVN blame and SVN log is enough for history. Insights... is it the metric like who made more commits and which months was more "productive" ? ? That's the reason why I suggested creating an official mirror of source code repo on GitHub. And don't forget about "increased visibility", which is also very important. It would be a waste of time. There is already one such repo by Nbohr1more, and it gets constant warnings about its size (BTW, I have a reduced git repo with third-party libs excluded from history). Moreover, I think it is updated only manually now. In order to set up a mirror, collaboration with our admin is necessary to provide automatic updates. Just converting the repo and putting it on GitHub would be useless.
  12. Yeah? When I played, say, Dishonored and Prey, I sure appreciated having all the HUD customization options in the menus, as opposed to having to hunt down console commands in forums or wiki articles.
  13. @JackFarmer Yes. Well, maybe? I want to make it look like he's been dead for a while in that chair, and I could imagine it'd help if the hands and feet were also positioned in certain ways. @ERH+ yeah a temporary table in front of the chair seems like a pragmatic solution in the absence of other tools. Still very tricky - I remember spending ages dropping the shopkeeper's wife in Perilous Refuge trying to get her to land sideways on the bed for a more fetal position. Had to do it several times even before I figured out the modified map file gets written to the base darkmod/maps folder, instead of fms/*mission*/maps. Fortunately I found an article about this on the forums, after remembering I only searched the wiki. It looks like it has everything needed, including console commands, to make this task manageable. Will have to try this out and probs update the wiki: http://forums.thedarkmod.com/index.php?/topic/6677-guide-to-ingame-moveable-and-ragdoll-editing/
  14. There is something in English/American manner of speaking that looks like tons of sugarcoating and beating around the bush, at least when you come from some other country. In other cultures, e.g. Polish or German, people are much more blunt. When they see shit, they call it shit, not "unfortunate bowel byproduct" There is such a thing as being too polite, and it's regarded as contrived or superficial. It can also be an easy way to disarm any criticism or discussion, regardless of their substance. I've seen it bumped to absurd levels on TTLG, where I saw responses like "you're not our friend, you can't criticize us", or "since you don't like it like we do, maybe Thief isn't a game for you". Fortunately TDM forums are nowhere near that level.
  15. It's fortunate that MirceaKitsune seems to take this easy, but it can't be excluded that others in his situation would respond - and have responded - by withdrawing from the forums. This is an important reason why our historically hands off moderation policy is being discussed again.
  16. It's funny that so many cultures associate speaking calmly as automatically being superior in a discussion. You can speak in calm tone and be completely clueless, while you can shout in anger and still have a point. That said, I don't think it's about messing on purpose, it's just his MO. You've already seen it in multiple bugtracker entries too. He barges in, usually without checking wiki or forums on certain functionality, makes up his own ad-hoc interpretation of it, automatically assumes it is canon, and then it takes several people to explain him the "historical context", or that he mistakes bugs for features, etc. Then either he lets it go, or, if he is stubborn, he'll reply with walls of misinterpretation until the other party has no more energy for it.
  17. There is no point in investing time in a feature which is doubtful to begin with, just because one person on the forums refuses to acknowledge that LOD refers to models, as it stands for Level Of Detail, and not Lights Off, Dumbass.
  18. Obsttorte made a script some time ago, which emulates the older Thief version of highlighting the room the player is currently in and marking the ones already visited. I cannot really search the forums right now, as I am only on my phone, but it should not be too difficult to find. If I remenber correctly this script uses the location system to achieve the effect and has to be set up by the map author. Personally, I agree with people that a mini-map doed not fit TDM. In general, the decision should definitely lie with the map author, so a map generated from the map geometry would be too much and could give too much information. Displaying the ingame map in the corner would be fine, but is also not really necessary in my opinion.
  19. I've been playing with the thought of finally providing a much needed sequel for this mission and realised that this mission, being my first and released 7 years ago, can be rough around the edges. So I've now brought this mission into a more sequel-worthy state with these changes: enhancements to visuals to make the mission look better all around new readables to build out the storytelling, both on the ship and the landing area some voiced lines have been contributed by Narrator and Goldwell to help set the mood collision has been overhauled throughout the ship, so that it's much less likely to get stuck more space in the captain's area for AIs and stealth, as well as a generally cleaner pathing implementation the main cutscene has been shortened and better lit, while all other fades to black have been cut a new loading screen by the painter Ivan Aivazovsky, to replace the slightly bland TDM-made arctic scene the option to set LOD Detail in the graphics settings if maximum performance is needed when outdoors myriad other tweaks, such as smooth fading out for triggered ambient sounds and some gimmicks around clocks and compasses aboard the ship Quite a bit has been touched, so it'd be appreciated if one or two people could give this a try on the betatesting forums and post back if there's something that seemed odd, before I upload the new version to the official mirrors. The mission's length is still the same, since these changes already took longer than expected. My plan is to focus fully on my two WIP missions from here onwards, then ideally return to One Step Too Far with a small sequel (as suggested by Amadeus it could be called Two Steps Too Far).
  20. Hi, great mission. Not sure how to do spoiler tags, so I'll just ask this generally: It appears that I have exhausted every possibility, but cannot find the item that the main quest revolves around, I have well exceeded the loot and found 4/6 secrets, but the main item, which seemingly should be obvious, I cannot find. Is my game bugged, or am I missing something? I have the key that I assume leads to the item, but cannot find where to use it, for the life of me.
  21. @kin NHAT v4 is in the beta testing forums right now, so it should be fairly soon. Could maybe do with another tester there, though.
  22. I've really been biting my tongue in this thread, since I wasn't even involved in the most recent incident. But since my name keeps coming up anyway, I might as well put a few things on the table. In general, the development team tries to keep heated arguments out of the public forums. Given that the team is made up of passionate people communicating over the internet, disagreements and conflicts are inevitable. Tempers occasionally flare, arguments are had, apologies are made. For the most part we deal with it behind the scenes like adults. Keeping disagreements out of the public forums can be a double-edge sword, however. When conflicts DO spill over into public, people can get a very distorted view of what the problem is and how long it has been going on. There have been plenty of posts in this thread from people who are well-meaning but not entirely informed, describing the issue as a "personal thing" or "petty argument". While this might seem like a reasonable assumption, it has the unintended consequence of trivializing what has been a genuine problem for years. Think what you like of me, but Melan is one of the most level-headed and even-tempered mappers around. He is not the kind of person to explode over a "simple misunderstanding". Anyone tempted to judge the situation that way should, at a minimum, read what actually happened. It's certainly not an example of something "being misread". And it is far from an isolated incident. Bikerdude's own account of the problem (which should be read by anyone wanting to make informed comments, even though I would argue it has multiple, rather self-serving inaccuracies) lists five different people who have been pushed to either angry reactions or leaving the community entirely by interactions with Bikerdude--within just the last two years. That's a startling number, and there are other instances of people leaving for the same reason not even mentioned in that account. That is a significant problem far beyond the occasional squabble between team members (the loss of SteveL, one of our top level coders, is especially bitter). To characterize it as "language differences" is just unhelpful. Multiple people have spoken directly to Bikerdude for years now, both in private and in public, trying to communicate a simple message--don't change other people's work without their permission--yet it continues to happen. That's the message Airship Ballet tried to send three years ago. It's the message I tried to send more times than I can count. Several other team members have tried. There were entire threads devoted to this in the development forums. And yet the message just doesn't get through. Each time it happens again the frustration grows. Melan is just the most recent in a long line of people getting angry about this same behaviour. What happens next time? No one asked Bikerdude to leave--not over this recent incident and not the other times in the past year where he claimed he was leaving. No one--least of all Melan, who regularly collaborated with him--is trying to "push him away". But there are a lot of people who want him to, as Bikerdude himself put it, "stop making what are clearly avoidable mistakes". Only he knows how to make that happen.
  23. @peter_spySorry for interference, but I think that's the kind of language that can get you in trouble in this forums The silent committee is watching you I personally don't mind a little internet drama, but better me try to warn you than one day you just wake up and find out you're banned. Not that it would be end of the world, but still. Let's be cool.
  24. OK here are some threads: http://forums.thedarkmod.com/topic/15815-tdm-internal-achievement-system/?do=findComment&comment=332046 http://forums.thedarkmod.com/topic/14617-stealthscores-and-ranks/ It looks like VanishedOne was working on a prototype at one point: http://forums.thedarkmod.com/topic/17596-rankings-and-persistent-mission-statics/
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