Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/multiplayer/' or tags 'forums/multiplayer/q=/tags/forums/multiplayer/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited. 2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions? I would say, that's the same situation as described above, just replace "released mission" with "abandoned work". As for my released work, feel free to use whatever you want.
  2. Also, fllood isn't active on the forums a lot it seems, so maybe another person can give authorisation when @fllood isn't around? Just an idea. I guess I could pm this to fllood. Edit:
  3. Would be interesting to also see a shot of the mission in DR too for mappers to get a better idea of how much there is and how dense (brush, patch and entity counts would be good too). @Baal Have you tried sending a PM to fllood? Simply pinging them with @ only gives them a notification when they log into the forums, while a PM will also get sent to their email.
  4. Hello! I just joined the forums to report an annoying bug. I don't know if it's specific to this map or just a game bug but I have played most of the other missions and this is a first for me. Before i picked up the key to the junkroom i tried to open the door and i got the "needs junkroom key" message on my screen... but that message never went away. I had to complete the mission with that on my screen the entire time, overlaying all the other messages that appear. a reload/restart didnt do anything to solve the problem. A few of the on-screen messages at the beginning didn't make sense to me and were kind of cryptic, like a riddle i didn't get. one of them was something about an alarm? otherwise i liked the mission, pretty challenging and I know i missed some spots. cheers
  5. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 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. Have fun mapping!
  6. It's interesting because I recently read a thread on the Doomworld forums on people's opinions of single-segmenting maps in classic Doom/Doom 2. In other words, playing a map from start to finish without using saves - if you die, you have to replay the entire map. The general consensus was that saves are useful, however there was some merit in there being extra tension and challenge knowing that death couldn't be rewound easily by reloading a save. On the other hand (and speaking as an adult), people have to work and often have limited time for gaming. Having to replay a long map because you died can be quite off-putting and takes the joy out of a game if it happens often enough. Savegames keep the tempo going, keeps the feeling of progress going. Also someone pointed out that starting a map from scratch after a death is kinda like using saves anyway, just a single save at the beginning. You're just being tedious by denying the use of saves in this case. Dunno where I'm going with this. Trying to be diplomatic and say I can see all sides to the discussion.
  7. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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. Have fun mapping!
  8. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  9. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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. Have fun mapping!
  10. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  11. Have you tried this? https://forums.thedarkmod.com/index.php?/topic/14126-ftpthedarkmodcom/&do=findComment&comment=333594
  12. Nice effect, but not for me. Found a topic about it: https://forums.thedarkmod.com/index.php?/topic/17426-stereoscopic-rendering-red-cyan-anaglyph/
  13. Interesting that they would complain but not here, on the official forums. If enough people bring it up, it's always looked at, even if there's no one who can actively work on it.
  14. Shadow maps could be applied to vegetation, we just need to decide how to handle the special cases and not break the appearance of existing missions. Relevant discussion: https://forums.thedarkmod.com/index.php?/topic/19659-feature-request-emissive-materialsvolumetric-lights
  15. I enjoyed this mission, but fell at the last hurdle: I can't figure out how to "Leave with the loot"! I tried going back to the starting point, but nothing happened. All of the windows have bars, and I can't find any doors out of the bank. I also had to consult the forums to find out how to empty the teller safe. That key hiding place is very non-obvious (at least from a Thief perspective — I guess it makes perfect sense in real life).
  16. Obsttorte wrote a trigger_look script which should be available as an entity in the base assets. Otherwise you could try looking it up on the forums.
  17. Sorry finally got around to trying this - it still looks like this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732
  18. The most critical stuff has already been deleted, as we don't want to foster a harmful environment in these forums. We want to be as welcoming to newcomers as possible.
  19. To be very specific, the source of the memes (make sure to click Read more): https://forums.thedarkmod.com/index.php?/profile/47453-nort/content/&type=core_statuses_status&change_section=1
  20. I was in contact with a fella I think "agent smith" on skype and these forums. He had a very basic working multiplayer back in May 2014. I don't know what happened him or his code, I don't see him on skype anymore. I found it hard to work with the engine because I'm a newb so even just doing things like adding this option text button in the main menu https://gyazo.com/47813b5be21df0beef86de1db1614a36 was really hard for some reason. I don't even think it was clickable either heh. Also experimented with trying to add an invisibility potion but could not figure out where or how items were defined in the code but I had a good go at trying to help.
  21. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
  22. A sad and heartwarming topic... ...but I have to just take a moment and appreciate, that these quotes are probably gonna turn into a running gag on these forums.
  23. I will settle on the below simplified solution for the time being and see what happens. "Doors open/close faster when running" and nothing else. I removed the open/close status detection and I let the game stick to whatever current status the door is. I am still able to quickly close doors behind me by employing an awkward 180 degree backwards maneuver that is difficult to achieve but feels kind of natural. I think I also got rid of exponential multiplayer bug. float speed_multi = 4.0; // How much faster the doors open or close void frob_door_test_thread(entity ent) { float def_move_time = ent.getFloatKey("move_time"); // default total time in sec float cur_door_time = ent.getMoveTime()/1000; // getMoveTime is in ms, time is in sec float player_velo = sys.vecLength($player1.getLinearVelocity()); if (player_velo > 90) // normal walk speed is 70 du/sec { if (cur_door_time == def_move_time) ent.time(cur_door_time/speed_multi); } else { ent.time(def_move_time); } ent.ToggleOpen(); } Cheers!
  24. Since there's some demand, here is my ugly take on script\tdm_frobactions.script. Credits to Obsttorte. Quickly opening doors while crouching is disallowed Removed sound propagation Doors don't quickly close but a 0,5 sec delay remains between the moment the action is triggered and the door starts closing The issue with the exponential multiplayer remains but it should rarely happen float multi = 4.0; // How much faster the door opens float fd_delay = 0.5; // How much time should pass when closing the door void frob_door_test_thread(entity ent) { vector linvec = $player1.getLinearVelocity(); float velo = sys.vecLength(linvec); float door_time = ent.getMoveTime()/1000; // getMoveTime is in ms, time is in sec?! // [snatcher] changed velo 80 to 90 to prevent quickly opening doors when crouching if (velo > 90 && door_time > 0) // normal walk speed is 70 du/sec { // [snatcher] removed sound propagation // $player1.propSoundMod("arrow_noisemaker_active",20); // [snatcher] why 0.9? (I am not sure) Changed to 1.0 if (ent.GetFractionalPosition() < 1.0) { // [snatcher] multi moved to opening door action only ent.time(door_time/multi); ent.Open(); while (ent.GetFractionalPosition() < 1.0) { sys.waitFrame(); } } else { sys.wait(fd_delay); ent.Close(); while (ent.GetFractionalPosition() > 0) { sys.waitFrame(); } } ent.time(door_time); return; } ent.ToggleOpen(); } Cheers!
  25. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
×
×
  • Create New...