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  1. That sort of tone doesn't fly in our forums.
  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's already implemented just not enabled on the default helmets: I may set some movement speed immobilization on them in the next version. Great suggestion to use rank to make the disguise drop even faster, will definitely be doing that... experienced members of the team would indeed see through your disguise even faster.
  4. 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 Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog".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.
  5. Spoke too soon, its looks like a file permissions issue? WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_1.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_2.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_3.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_4.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_5.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_6.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_ladder_wood01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_ladder_wood02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/wood_2.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/wood_3.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk05.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk06.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk07.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_05.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_06.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_07.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_08.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_09.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_10.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_11.ogg' using default And this tmp file issue "WARNING:Cannot rename E:\Darkmod\tdm_sound_sfx02.pk4.tmp to E:\Darkmod\tdm_sound_sfx02.pk4", now has a file I can see in the tdm folder. So renamed the tdm_sound_sfx02.pk4 to tdm_sound_sfx02.pk4.old and the tdm_sound_sfx02.temp to tdm_sound_sfx02.pk4. And that fixed the sound issue, so my question is what process is creating the temp and trying to rename/overwrite an exiting .PK4 file..?
  6. 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.
  7. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  8. 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.
  9. 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.
  10. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  11. @kin Here are more details about how I reduce footstep sound volumes. I extract the footstep sounds from tdm_sound_sfx02.pk4. sound └── sfx └── movement └── footsteps └── player ├── metal_jump_land01.ogg ├── metal_jump_land02.ogg ├── metal_jump_land03.ogg ├── metal_jump_land04.ogg ├── metal_run01.ogg ├── metal_run02.ogg ├── metal_run03.ogg ├── metal_run04.ogg ├── water_crouch_run01.ogg ├── water_crouch_run02.ogg ├── water_crouch_run03.ogg ├── water_crouch_run04.ogg ├── water_jump_land01.ogg ├── water_jump_land02.ogg ├── water_jump_land03.ogg ├── water_jump_land04.ogg ├── water_run01.ogg ├── water_run02.ogg ├── water_run03.ogg ├── water_run04.ogg └── water_run05.ogg I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg. #!/usr/bin/env bash set -eu IN_DIR='sound/sfx/movement/footsteps/player' mkdir -p output/"$IN_DIR" for i in "$IN_DIR"/metal_run*; do ffmpeg -i "$i" -filter:a 'volume=-4dB' output/"$i"; done for i in "$IN_DIR"/metal_jump*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_jump*; do ffmpeg -i "$i" -filter:a 'volume=-5dB' output/"$i"; done Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/. (If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)
  12. 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
  13. 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!
  14. 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.
  15. Is there a way to make multiple sounds while getting multiple items? That would be enough to make the player check the inventory. Also auto-search could be the final reason to accept the current implementation ;): short-frob shoulder body, long-frob auto-search body and grabbing it for movement.
  16. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  17. 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
  18. TBH, I'm all for keeping stuff easy. This brings more complexion to an already complex system, which takes into account leaning, movement speed, crouched and standing position and stuff. I also think that most of the people here underestimate how hard this game is for beginners. It's even hard for me, and I played this game and similar games for almost 20 years now. TDM is a LOT harder than the Thief games, and, those were considered quite hard back in the days as well. I don't think the barrier of entry should be set even higher. I also frankly see no benefit in terms of gameplay or atmosphere. And, if I may also say this: The original Thiefs didn't have it. May sound lame, but, I think this game tries to capture the feel and gameplay of the originals. Including certain gameplay mechanics, which IMO shouldn't be touched.
  19. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  20. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  21. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  22. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  23. I was thinking about the concern @snatchermentioned about this making the ability to manipulate bodies around prohibitively tedious. I think there a bit of truth to that. I don't think it's that bad: I just manipulated a body around with not much hassle. But I can see how the delay might end up feeling like a stone in your shoe, for someone who does this often. But as I was testing this, trying to manipulate a guard around, I noticed that most often when I want to manipulate, I have a tendency to want to not just click and hold, but to also drag the mouse (or start walking). And that's where the delay interferes a bit. So I was thinking, maybe the implementation could also detect mouse dragging after the initial click, and immediately enter manipulation mode when it detects it? (Maybe it would be wise to still have a slight threshold for this? Not all mice and hands are exactly steady when clicking, so I suppose there might be a slight unintentional movement. I suppose this would have to be better thought about and tested.) And maybe the same could be said about detecting walking right after the initial click.
  24. Can extinguish but cannot move the candle? These rules just need to be relaxed slightly for TDM realities. The game has never allowed extinguishing/using an object without potentially moving it. After all, we don't support some kind of official competition with strict rules, just like we don't support speedrunning (given that we change movement all the time).
  25. Sorry that I cannot provide a more meaningful feedback: the current lean feels good to me and your new lean feels good to me as well. I must have low standards in this regard and both approaches are perfectly serviceable. You have my support for this change if it is perceived as an improvement. Something that's bothered me from day one though is that the left/right (and forward to a lesser relevance) lean buttons seem to have their own agenda. Freedom of movement is handicapped and you cannot lean left or right incrementally or left-to-right and right-to-left dynamically. For some reason you have to go back to straight every time before the next move. I don't know how to explain myself but just launch TDM and lean left/right repeatedly, you should understand what I mean.
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