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  1. Mission failed due to language barriers! Before I go beta with my mission, I need someone to check my - briefing (six pages, button animated) - objectives - readables (ca. 20 scrolls) - signs (ca. 20) - maps (3) - thought bubbles (5) It would be great, if I could get some help from an English native speaker. If you are interested, please drop me a PM or reply here. Thank you in advance! JF
  2. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  3. So I have been going through my city WIP converting FuncStatics into .LWO models using the new export menu Greebo added - Main Menu>File>Export Selected as Model - But then I discovered I could select normal FS and .LWO models and export them all as a single model So it them occurred to me I should be able to do the same thing with existing core mod models - https://www.youtube.com/watch?v=Ar5jP3XqOwM&
  4. Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.

    1. Show previous comments  4 more
    2. peter_spy

      peter_spy

      8700 should reach 4,6 GHz in Turbo mode, my current CPU is set to 3,02 GHz. I wonder if higher clock will help with stuff like higher DC count.

    3. nbohr1more

      nbohr1more

      If you enable multi-core enhancement, the renderer will use 2 cores (primarily) but some Game code has always used cores to service threads in a conventional way. (The script language supports threading but script authors rarely use it.)

    4. peter_spy

      peter_spy

      Briarwood Manor got a boost from 25 to 57 fps in the starting area :o

  5. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  6. I have tried to download new mission within the game and get cannot connect to server. This started happening after I updated to 2.06. I know I am connected because I ran the updater again and it says all files up to date and I am now on this Forum typing this.
  7. I'm currently in school full-time pursuing a degree in Computer Science going into my third year. Not a master programmer by any means, but I like to think that I'm fairly competent and a quick study. So far I've done most of my work/projects in C++, Java, FXML/XML, Python, R and Javascript/HTML/CSS, but have dabbled in C, C#, PHP, Kotlin, Go and Clojure. Right now I'm on Summer break and doing an internship, but I also have a good amount of free time to work on personal projects and if applicable or at all needed I'd be interesting in assisting the development of the platform. Since finding out about TDM a few weeks back (just prior to the release of 2.06) I have played through a dozen or so missions and it has quickly become one of my favorite games of all time. It takes everything I loved about the Thief series and improves on the mechanics and adds the variety and power of a passionate community to create one of the best games I've played in years. If there is anything I can do to help make this game even better I'd be more than willing to assist. I have also recently begun to develop my own level for the game (currently in the early stages of developing the story and learning how to effectively use DarkRadiant) which I hope to have ready for testing and release by the end of the Summer. I also just want to shout out to and thank everyone who has contributed to this project so far because you all have developed something absolutely exceptional.
  8. Ep 1 - https://www.youtube.com/watch?v=zfFngZkIelU&t=281s Ep 2. - https://www.youtube.com/watch?v=6RRpiGlZA00&t=309s
  9. I have not played DM in a while & I recently updated to 2.06. I started playing again and noticed the following bug: Sometimes part of the animations will disappear. For example: a) when using the blackjack, the arm / blackjack graphic will not show but I can hear me using it. the arm / bow graphic will not show, but the arrow floating in mid air will show up and shoot. I thought that this was due to upgrading to 2.06 in the middle of a missing. So, I deleted my saves, uninstalled the mission, reinstalled the mission, Everything was fine for a few hours. Then the bug happened again. I quit the game & restarted. That did not fix it. I am using Win 10, GeForce GTX 1080.
  10. The new update seems to be boiling with new, improved stuff! I'm feeling a bit sad that I don't map as frequent as usual...

    1. nbohr1more

      nbohr1more

      With the size of "Not an Ordinary Guest" you've earned a little break from editing. That thing is massive! Enjoy playing some of your colleagues missions with the new updates.

  11. The license to the Mechwarrior game has been purchased by Pirhana Studios and their working on a new Mechwarrior game. It's a reboot of the franchise, meaning it's basically a new story that can draw in a new audience. But I hope they go back to their roots this time with the complexity of MW 2 which 3 and 4 under development of Microsoft was ruined imo. Hopefully with the competition of Mechwarrior Living Legends, (the indi mod developed for the Crysis engine,) certain key gameplay aspects will be adopted as MW:LL is likely to be more MW1, and 2 oriented judging from what I've read in terms of gameplay. There seems to be a lot of really interesting features in development though, such as the 4 player Co-op which I think if executed properly could be a ton of fun. However they want to develop it for both the 360 and PC which begs the question, "How the f@#$ are you going to fit all those classic controls onto a controller?" I played Mechwarrior 2 around the same time of Thief 1, HL1 and doom 1 + 2 way back when, so with a new MW, a MW mod, TDM, Thief 4 and doom4 coming out in the next couple years, I feel like I'm 10 again Maybe even HL2:Ep3 will come out and surprise me as well info: http://pc.ign.com/articles/100/1002164p1.html First trailer: http://pc.ign.com/dor/objects/18954/mech-w...enix_70709.html ~Personally I think MW always ruins their cinematic with poor voice acting
  12. So we have a situation where we have some chains/ropes attached to the top of a moving elevator, and is there is a room above the elevator. How do we remove/add the chain/ropes so they done poke into the aforementioned room when the elevator is at its highest position. So one rough idea was - make the chain/rope in multiple parts, so we only have to remove the upper most part that pokes into the room.target said parts with a "func_remove" from the "atdm:mover_multistate_position" to remove the 'chain parts' when the elevator is at it high positionThe issue with the above proposal is we don't have a func_add entity, which I could use to put the 'chain parts' back.
  13. I have completed working on new sound effects for the blackjack sheath and un-sheath... Files can be found on Moddb: http://www.moddb.com/mods/the-dark-mod/addons/blackjack-drawsheath-sfx Or you can download them directly from drive: https://drive.google.com/open?id=1SOqbLYFAelsRFeI4q7akMaxxTEyO-cbu As for installing(using) them, I just replaced the "blackjack_sheath.ogg" and "blackjack_unsheath.ogg" files, found in "darkmod/tdm_sound_sfx01.pk4/sound/sfx/tools/melee/" Anyone with easier ways of using them/better instructions is welcome to share them or modify the files to make it work... Input/Correction/Criticism is welcome
  14. If your not aware of this you should be, but to be fair this has been willfully & deliberatly hidden. The proposed new law is in short censorship that heavily favours big corporations (but google and thier ilk are against it weirdly), because they will be the only one with the finacial means to pay for the "url link tax", which then mean an end to many thing, one of them being indipendant news sources. https://saveyourinternet.eu/home/ https://www.bbc.co.uk/news/technology-44412025 http://www.breitbart.com/london/2018/05/31/save-internet-eu-moves-monitor-uploads-censor-memes-tax-links/ Email, write to or call your MEP this week as the deadline in the 20/06/18, I found out who all mine were and contacted them along with my local MP last night.
  15. New stuff is cool... not

    1. nbohr1more

      nbohr1more

      Gotta fix the old breakage before making new breakage ya known? (Old developer fortune cookie.)

       

      I think we can still get a little coolness going though...

       

      Let's not get too pessimistic.

  16. Uh, I think I've made a SNAFU in DR... Perhaps it's a bug. Either way, unless there's a simple fix for a SNAFU, it looks like a clean deinstall/reinstall of DR to fix what might be a bug. I changed an entity, to test, to one of the entity classes that is a damage def - at the bottom of the list - "damage_triggerhurt_25". Doing this removed the brush from appearing in TDM. No damage. OK, np, I kinda knew these didn't work but thought I'd try them anyway. Changing back to "trigger_hurt" - it appears and causes damage to the player as it did before. So decided to try changing the entity to "atdm:damage_moveable" to see if it worked or not. Doing this also removed the brush from appearing in TDM. No damage. After this - if I create a new brush, it is impossible to change it from worldspawn to ANY entity class at all. However - I am able to change the entity class of any existing object in DR. Selecting the brush, clicking the classname in the entity info panel under camera view and then using the "choose entity class" button to bring up the menu, I get the list - but selecting any class and then clicking "add" does nothing. Even if I select the brush and then type in the name of the entity, eg "trigger_multiple", under classname - it will not store any change, clicking the tick or pressing enter on the keyboard. This persists after (both software and computer) restart, in other maps and in any new map I create. I am able to change the entity class of any existing object by either of these "usual" methods otherwise. The only way I am able to change a new worldspawn brush into an entity is to select the brush and then right-click and select, "create entity" to bring up the same list from which to select, eg "trigger_mulitple" as I would by clicking the button in the entity info panel. Once the entity is created this way - it is then possible to change it using the entity info panel method or by typing in the entity class into the classname box, as usual. (it is often faster to type [/paste] "func_static" into the classname box than navigate to "func_static" by creating an entity from worldspawn using the "choose entity class" button or right-click "create entity") Furthermore, it appears as if some filters have been activated by choosing these entity classes - meaning that it looks as if deselecting a clip or nodraw texture is deleting the worldspawn brush / func_static. The filters it did activate are "clip textures", "func_static entities" (even though they are evidently displayed with any other texture but clip or nodraw...), "nodraw", "visportals" and "world geometry". These are filters that I have had selected several instances of DR ago, but since have deactivated all filters... The recent files are correctly displayed. Once again deactivating all the filters - it is still impossible to create an entity by any other method than right-clicking it, instead of simply typing in the worldclass box or accessing the entity class directory through the entity info panel button. Bit strange.
  17. New dentist tried to scam me by claiming I need EIGHT fillings. Old dentist says none are needed after viewing same x-rays. If new one had said only 2, I would have just believed him...

    1. Show previous comments  1 more
    2. Springheel

      Springheel

      What makes you think it was a scam, and not just a dentist with different standards?

       

    3. kano

      kano

      The dentist who says I need none has been in business for over 30 years and is a well reviewed/5 star dentist. The one who says I need 8 has only been here two years or so. 8 was such an alarming number that I did some research online and I found that this scenario isn't that uncommon.

    4. kano

      kano

      I take care of my teeth, flossing daily. The other guy online was quoted the same extreme number out of the blue when he tried a new dentist. Ultimately I can't be 100% sure it's a scam because I can't interpret the slides, but a 0 to 8 disagreement is so big that something's not right.

  18. https://www.fudzilla.com/news/46458-microsoft-confirms-it-has-bought-github
  19. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

  20. Given that the latest version of DR allows you to export models while keeping their smoothing (thanks greebo!), I was wondering about the performance implications. My assumption is that if you have a shelf with five goblets on it, all static, all using the same texture, that it would be worthwhile to export them as a single .lwo model, since that would reduce the number of drawcalls by a factor of 5. I realize that the benefits would break down if the models were further apart, as the engine can cull individual goblets that the player can't see if they are separate, but in most cases where models are close together, it seems like it would be a benefit. Am I wrong? It also seems like there wouldn't be much performance impact from exporting different types of models together, since the number of drawcalls is likely to stay the same. It would reduce entity count, but not performance?
    1. Show previous comments  3 more
    2. Bikerdude

      Bikerdude

      Blimey, I thought it was real, the cup did look a bit to perfectly shiny though..

    3. kano

      kano

      @Bikerdude, my thoughts as well. And here's the laptop model; it's about 3.5 million polys. https://www.blendswap.com/blends/view/72711

    4. Tarhiel

      Tarhiel

      I wouldn´t have think it is a render if you wouldn´t have said it :)

       

    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  21. Hi There LongMeg here! I am a very big fan of the Thief games I have played all of them from The Dark Project, The Metal Age, Thief Gold, Deadly Shadows and Thief 2014. I recently found The Dark Mod and I thought that I might be able to help out with some things like Character Design, Story, 2D and 3D concepts, Sound and Music. I am also a Game and App Design student and looking to help increase my skills as a game designer. So far I have made some Thief Inspired Ambient music that could be used in a fan mission. This is posted on my Youtube channel for more information please read the description. I have also made a Thief The Dark Project inspired guard conversation script. Not sure where is best to post it but I will try and put it up here sometime soon. Any updates will be posted on here and my Youtube Channel if there is any questions or details let me know on here or my channel thanks!
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