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  1. 1 - TEXTURES [EDIT: this idea changed because of excessive complexity, look for PGS idea at this post] On complete darkness, only on the light of the moon, the player is a big dark mass moving around. How a chameleon works? it colors itself like the place it is standing into, so looking at it you see nothing special. The player should not have such power of course, but... the AI, looking at the player, could notice that behind the player there is light textures (textures with light wood color, or a light white/cyan floor) that contrast with that big dark mass. (such special textures/geometries could be marked as HaveLightTexture or something like that) I think its implementation could be a ray cast from NPC head thru Player head and hitting a geometry/texture behind the player head; if such texture is light colored, even in the darkness (without light source), the NPC AI would get suspicious and move towards the player. 2 - MOVEMENT PERCEPTION Even if you make no sound, or no distinguishable sound, if you move, even if you look to the sides (if too much your head have to move), they AI could get suspicious; that is how our perception works, we stare and wait something move to care; so I wonder if nearby AI could react promptly to any movement? To play with it, we would be required to stay and wait the NPC go away (I actually do it sometimes, until I remember I need not ). PS.: Btw, I also noticed that the AI guard stays calmly in complete dark where before was a campfire, it could try to re-lit it as fast as it can, they could have top priority on keeping some light source always on. Also, excellent game and excellent music on main menu!
  2. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  3. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  4. The Bakery Job is a tiny few room FM, where the player steals a recipe book. Made by Sotha. Briefing: The entire building process of this mission was published in a youtube video series. New mappers are warmly welcome here: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ ...and on youtube: BUILD TIME: 381 minutes. CREDITS Thanks goes to TDM team and the whole community. Special thanks to OGDA and gnartsch for betatesting! Link to the mission:https://drive.google.com/file/d/0BwR0ORZU5sraZWpiRnluMXpvOEU/view?usp=sharingIn-game downloader. Cheers and enjoy!
  5. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
  6. 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
  7. I can reproduce this one. Enable noclip and execute: "setviewpos 207 -1212 -408". Tiny movement by Y and you get proper view, but here exactly at visportal it gets closed. @Daft Mugi, does it look like the issue you have? I bet it does not.
  8. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  9. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  10. Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
  11. I committed a fix in svn rev 10636. Let's hope it does not break something else in player movement.
  12. When the mission starts, an AI speaks to you. You can look around but movement is impossible. I thought that was intentional. After the AI ends it's speech, you are still stuck. Able to look around but not move. Given that not everyone can replicate, I think it might be Linux specific. @datiswous I recall you are also a Linux user?
  13. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  14. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  15. Although the Dark Mod has already expanded the movement possibilities of the Thief games significantly, why couldn't there be more still? I actually got this idea from the atrocious poorly disguised loading screens that constantly hinder your progress in NuThief. I'm absolutely certain that a bunch of modders could program a better system than those so-called professionals in Canada, who were eager to sacrifice any amount of gameplay or control freedom, if it allowed them to implement body animations with even less effort. Usually in games, the player character has a cylindrical collider. Meaning that if he can't fit through something facing straight, he can't fit through at all. But what it we could simulate the character turning his body but facing forward with his head, seamlessly without any interference in the player's input or the character's movement? The idea is basically that if you come to a narrow passage, the game checks which side of the passage your view is pointed at. Either left or right. It's almost impossible to face 0° away from the surface normal, so your facing will fall under the category for left, or the one for right. When the player moves into the passage, the game orients the character's virtual body accordingly, and restricts the player's ability to turn the head based on which way the character is oriented in the passage. The player is also unable to crouch because that would take more horizontal space for the body. Now, when in this narrow passage, facing up and pressing forward would allow the player to slowly climb up the passage by leaning against the walls. The controls would be identical to climbing vines on a wall. If there is a window or ledge up there, the player could use the standard mantling key to climb up the wall that he's facing. The problem I could see with a system like this would be that players would have a hard time recognizing the possibility to do this kind of navigation in the levels. There isn't a ladder, or a piece of wood for a rope arrow. Just two walls close to one another.
  16. Here is version 6 of the script. What's new in v6? 1) Mouse wheel sensitivity (number of steps up or down) is no longer a thing. Just move the mouse wheel up one or more steps in a row to accelerate. Move the mouse wheel down one or more steps in a row to decelerate. 2) You can again navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. Please pay attention to the configuration. ------------------------------------ ADJUST PLAYER SPEED WITH THE MOUSE WHEEL v6.0 Credits: Obsttorte, snatcher. Description: Err... adjust player speed with mouse wheel? Topic: Adjust player speed with mouse wheel Installation and execution: Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. The script will run in the background. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Configuration: Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Backwards, Left, Right, Run and Creep keys must match in both TDM and the script. Settings > Controls > Actions: The Parry/Manipulate key must match in both TDM and the script. Settings > Controls > Inventory: The Next Inv. Item and Prev Inv. Item must match in both TDM and the script. Recommended controls: Forward / Backward / Left / Right: W, S, A, D Run: Z Creep: C Parry/Manipulate: Right Mouse Button Next Inv. Item / Prev Inv. Item: Right Arrow, Left Arrow Known limitations and workarounds: You can move through the inventory, turn pages, numbered dials and move objects you are holding back and forth using Next / Prev Inv. Item or Parry/Manipulate + the mouse wheel. To prepare for a long jump from idle, move the mouse wheel up before executing your move. Remember the script will switch you automatically from running to walking after one second of inactivity. You cannot lean forward and switch speeds at the same time, for some reason... ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 6.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movement keys key_left = a key_right = d key_forward = w key_backward = s ; In-game run and creep keys key_run = z key_creep = c ; In-game manipulate key (recommended right mouse button: RButton) key_manipulate = RButton ; In-game Next/Prev inventory keys key_next = Right key_prev = Left ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) state = speed; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: if (GetKeyState(key_manipulate)) { Send {%key_next%} } else { state += 1 if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 Sleep, 300 } return *wheeldown:: if (GetKeyState(key_manipulate)) { Send {%key_prev%} } else { state -= 1 if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 Sleep, 300 } return Change-log: v6.0: You can now use as many mouse wheel steps as you like to switch speeds. You can navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. v5.0: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4.0: Altered so that when player is running and stops, you are back to walking mode. v3.0: The script only runs when TDM is in focus (tested in Win 10) v2.0: Second version by Obsttorte v1.0: First version by Obsttorte Cheers!
  17. We will look at some of this stuff, but SPOILER tags, please!!!
  18. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  19. Yes, all images, models and sounds would be gone. Even if you made a barebones replacement that only provides a very limited selection of assets you would need to create thousands of files just to achieve basic game functionality (movement sounds, guard clothes and speech, menus, tools and weapons etc.). It's probably orders of magnitude more work than when TDM got rid of all Doom3 assets for going standalone in v2.0. Technically it's probably possible for an FM to contain a full game's worth of assets, except for the code itself. IIRC some Doom3 mods had custom .dll's to extend the base code, though.
  20. Personally I can see some ancillary benefits from trying to move TDM from non-commercial-libre to true-libre, beyond getting off the FOSS community's naughty list. There are a fair few indie devs who have tried to make modernized Thief-likes. None of them have done half as good a job as this community. I think that is generally down to the engine. All the detection and movement systems take a lot of time to implement, which you guys have already paid down. Imagine if those indie devs had the option to use TDM as the base for their games. More of these games would be published, and more would be successful. And this in turn would grow the public knowledge base about working in Dark Radiant and TDM. Some of those devs might make their own public FMs. Some might contribute to the wiki and documentation. Some might contribute to project maintenance or even donate new features that they develop. Personally I would call this one of the bigger things that you could do to keep the project alive. It would definitely be a big project to bring the project assets into compliance or to fork off a compliant TDM-lite. A year ago I would have said it is impossible, but AI is changing things. It can make art and it can write code, and especially when it has a working example of the thing it is recreating to learn from. It still would not be easy, but at least possible. Let this be a lesson for creators to select your licensing carefully. It is not always easy to change after the fact.
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