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  1. But it will work on Edge. What's going on here?
  2. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  3. I can navigate around the site, but clicking the link to 2.08 does nothing (Chrome). Restarted PC, and the issue persists. I was, however, able to copy the url and paste it into a new tab which worked. Thought I'd give folks a heads up if they are having the same issue.
  4. Hi, I finally had some time to get back into TDM, but encountered a bizarre issue in that I'm no longer able to pick up (frob) items. I can still open doors, toggle switches, but the items just never light up for me to pick up Specifically, the first mission I tried was "Shadows of Northdale ACT I", and after entering the shop I couldn't actually pick up anything to buy. Then went back to the home, behind the painting are several item that also cannot be picked up. See the attached screenshot from the save game. It might be a real noob issue, it's been a while since I last tried TDM, but played it a lot some years ago. Maybe it's a FM-specific issue, so I tried also "Dragon's Claw" but not sure if I've encountered any items I should be able to pick up yet. I'm trying to think of an old FM where there's some items at the very start I could test with. I use a custom controller config through XPadder, so my first idea was that it was broken, but the same happens using just RMB for frob. I run Windows 10 at 150% scaling, and some older games have problems with this, so I disabled scaling for the TDM exe, but no help. I also have a triple-monitor setup (TV, two regular screens), but that's never caused an issue in TDM before. I'm running TDM at 1920x1080 on the TV. I run "TheDarkModx64.exe" but I also tried the regular "TheDarkMod.exe". One thing I've not tried is a complete reinstall of TDM, I might try that later as well. Other possibly relevant information: OS Name Microsoft Windows 10 Pro (version 20H2) Version 10.0.19042 Build 19042 Processor Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s) Installed Physical Memory (RAM) 16,0 GB Adapter Type GeForce GTX 970, NVIDIA compatible TDM is installed at "f:\Games\Darkmod" Any ideas? I just hope I'm not being a total noob here...
  5. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  6. This issue has been occurring in the last few weeks, and my first thought was that it is due to a regression that happened during the code reorganisation and the necessary changes to GL context handling. In my Ubuntu 20.10 machine I walked back the git history up to the point of the DR 2.8.0 release, but as it turns out, the problem is happening there too. When switching between Media and Texture tabs, the GL widget is not refreshed, unless you resize the tabs using the splitter between cam and orthoview: So I launched my other VM running Ubuntu 19.10 and was rather surprised that this problem does not happen there, even with the latest git checkout: I'm not sure where this behaviour is coming from all of a sudden. While I can't rule out that DR is doing something wrong in terms of context handling, there sure seems to be a difference between the two Ubuntu 19/20 setups. Any suggestions on how to go ahead and find out where the problem is rooted? The one idea I have: Since Ubuntu 19 is using wxGTK 3.0.4 and Ubuntu 20 is using the latest wxGTK 3.0.5, I will try to compile the older wxWidgets 3.0.4 release from source and use that in the newer Ubuntu 20 version, to see if the problem goes away.
  7. EDIT: EVGA 980ti on latest drivers, if that matters. I've been plugging away at my cave map, but I keep running into issues so it's taking a long time. Now, the skybox isn't working. Basically the sky texture is just transparent. I fixed it by deleting the brushes, creating new ones and texturing just one face as sky. After DMAP that worked. So I then textured the other 3 sides and then it was broken again. Changing the other 3 sides back to regular textures didn't fix the broken sky rendering. Now, even deleting the skybox prefab, the offending textures/brushes etc, won't fix it. I created a test map, and copied and pasted the same brushes and prefab and it's also broken there. Deleting the prefab and readding it, and texturing new brushes with sky, won't work. In 2.08: In SVN: You can see the prefab is very close to the sky texture. I've also tried moving the skybox prefab outside the map and at various places, even to 0,0,0 but that didn't help. The skybox looks fine in game, I can noclip into it and see all the little details. I've attached the map file, you'll have to rename the file from maps.zip.txt to maps.zip to extract it. skytest.zip
  8. I'm trying to use a script to dump the console to a file (rather than asking the player to run a condump command on the console). I'm using the following syntax to do this: sys.sessionCommand("condump ws6_stats.txt"); // print statistics to file The problem is that I see no evidence that the file gets written. I look in my mod folder (where condump files are usually written) and there's nothing there. Does anyone know if I'm using the correct syntax? I've used sessionCommand before with other console commands, w/o any problems. Thanks.
  9. Been trying to install it the third time, got the same error as shown in pic
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  10. mmij

    I thought to write you directly so as not to take the main thread off-topic, I hope you don't mind.
    And I would have written sooner, but I've been tied up dealing with idiots occupying armchairs at the Saigon consulate.

    Regarding reading material about city growth, a lot of what I know comes from pratical experience and multiple city planning and history books. So I don't have one ready source to give you, sorry.

    But if you know that you're looking for a pattern, and you know that there are two main types to be aware of, then you can use satellite maps to see the 'why' of sity growth.

    Open your Google maps and pick an old city. I suggest starting with one of these: Moscow, Paris, London, New York City (including the surrounding burroughs), Bangkok, Dublin, or Hong Kong. What you first want to look for are the geometric patterns that show planned growth. Once you have these pinned down, then identify the asymmetric growth. If you're using Google maps, you can go to street view and look for physical structures (hills, rivers, depressions, etc. _and_ pre-existing geometries from parks, statues, monuments etc.) that created the sprawl.

    Historic geometries will not be as straight and true as modern ones. So a planned road from 1500CE will have some twists and turns between its start and finish, but the points themselves will mostly remain geometrically aligned. (Example below. The asteriks are points and slashes the roads.)  
    *---___----*
    |             |
    *-----------*
    \   Here   |
     |   be     |
    /  Rocks  \ 
    *             *

     

    1. Melan

      Melan

      Thanks for your comments! If you are writing with reference to The Painter's Wife, do note that most of the basic street geometry is the work of Shadowhide, who built it about five or six years ago (he is no longer active on the forums). All later contributions, including mine, are refinements of that basic blueprint.

      That said, my designs follow fairly similar principles based on organic city growth patterns. My main reference work is Christopher Alexander's great Pattern Language, combined with personal experience visiting old cities throughout Europe (mainly the Mediterranean). While my personal research field is a bit different, I do work in regional studies, and have a natural interest in city development.

      Of course, there are two caveats:

      1) My cityscapes are rooted in surrealism, not realism - they are architectural fancies, not socio-economic experiments;

      2) they also serve gameplay (navigation, stealth, route-finding, climbing, etc.), which is an important consideration, too.

    2. mmij

      mmij

      You have some very interesting studies! I'll look up that book later. I'm reading a book called "A Burglar's Guide to the City" by George Monaugh right now. I posted a short message about it in the Off Topic section of the forum, but I thought I'd bring it to your attention as well. It's very entertaining.

      I'm wondering though, about your first precept. Do you create your own structural guidelines for each cityscape indivually, or do you have a master template that you've built up that governs your universe?

    3. Melan

      Melan

      I have read Monaugh's book; it is excellent! Very useful in thinking about level design, too. I think I first read about it on these forums, then purchased a copy.

      On your question, I have ideas about how the City looks and works in general - lack of open spaces, organic construction, rapid industrialisation that's still struggling to keep up with demand, and very little if any planning (beyond some basic public works). This is a core idea that is open to development in multiple directions. I also try to experiment with new ideas, so Penny Dreadful 2 or 3 is fairly different from Disorientation, which is different from Rose Garden. For example, PD3 is built on a stretch between canals and a hilltop fortress, which is different from Disorientation's waterfalls and steep streets, or Rose Garden's massive, derelict noble palaces. The basic idea dictates the details. So there is some logic o it - even though the results are not plausible in conventional reality. Springheel's TDM missions are definitely more realistic in this respect.

  11. With the newer (and updated) version of TDM (2.07) the esc key, it's not working anymore. It seems that the key it's not recognized. I already tried on renaming my Darkmod.cfg, but the newer *.cfg created on start has the same problem. The first lines are: unbindall bind "0x00" "_impulse48" bind "ESCAPE" "togglemenu" bind "SPACE" "_moveup" ... Any idea/suggestion/faq to solve this? [I'm with Linux, Kubuntu 18.04, TDM has always worked lovely on Linux for me] [UPDATE] Maybe it's this bug on bugtracker? https://bugs.thedarkmod.com/view.php?id=4963 But I have problems only with the ESCAPE key. Any suggestion will be appreciated ?
  12. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  13. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  14. So it's finally time! Not An Ordinary Guest hits the forums like a heavy bag of coins! This is, as the topic states, my entry to the Unusually Gameplay contest. It is a fine example of a mission that has been built with only vague plans in mind. I thought it would be cool with a hotel mission and so I started building a room and a corridor and a boxy lobby. This was back in january 2010, the first serious map I started and since then I've probably run into every crevice in the road in my attempts to become a master mapper. Always start small, that's the lesson the gurus are trying to teach us. Baah, humbug! I rather went for something I thought would be fun to play. And after all, it wasn't meant to be a quick build, but rather something I could planlessly just add things onto as I went. And so more and more work went into it but I got carried away from it because of the other contests so this mission is something I've been building on from time to time over three years and because the overall plans were very vague until about one and a half years ago, several things have been changed over the years. I hope you'll enjoy the resulting mision! The unusual element in this mission is that each difficulty setting corresponds to a different character with different agendas; Will you play as the assassin, sneaking into the hotel, figuring out where your target is and eliminate it? Or will you be the unseen thief, skulking in the shadows, looting the wealthy from their heavy purses? Or why not the saboteur, wandering the hotel like an ordinary guest, but is he? Why is the water in the bath cold? Why is the food tasting like shit? It is something peculiar about that fellow in that room... Another thing I would like to mention is the effort I've made to increase replayability. There is no guarantee that the guests will reside in the same rooms from play to play, and the same goes for where the loot may be. And as the different characters have different agendas, so will some items be frobable for some and unfrobable for others. Special thanks to Ziggun, my friend who has helped me with lots of visual design desicions. Henrik Swenson, who has made at least one of the ambient sounds. BikerDude stepped in during the betatesting for some lighting help, much appreciated! And Grayman helped me with some scripting, I'm very grateful for that! I would also like to thank the betatesters with lots of good advice and keen eyes for Z-fighting and other unwanted errors: Bikerdude, AluminiumHaste, nbohr1more, lowenz, jaxa, Obsttorte and TylerVocal. I must adress some issues with the map. As I said, some parts of this mission was built when I was rather new at this and visportalling became a second issue, especially in the front section which is a rather open area. Lower end systems will have problems there. My efforts to increase the replayability was not without a cost. I'm very close to the entity maximun with only a few hundred entitys left to prohibit the mission from starting. I don't know if this will cause any trouble, performance vise, though. Planned fixes/additions for ver 1.01 Good hunting/looting/sabotaging! Ver 1.01 (Newest) http://www27.zippyshare.com/v/7742855/file.html Ver 1.0 http://www73.zippysh...35167/file.html ------------------------------------WARNING, THERE MAY BE SPOILERS BELOW--------------------------------------
  15. im running Arch Linux, i installed this game from the AUR. i added my user in games user group as suggested in during the installation of the game, when i try to launch the game nothing happens, so i tried running is through the terminal to get some output, i got this TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp13s0 - ( i removed the ip ) found interface wlp13s0 - ( i removed the ip ) Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. no 'darkmod' directory in exe path /opt/thedarkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /opt/thedarkmod/ /opt/thedarkmod/tdm_textures_wood01.pk4 (376 files) /opt/thedarkmod/tdm_textures_window01.pk4 (389 files) /opt/thedarkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /opt/thedarkmod/tdm_textures_stone_natural01.pk4 (130 files) /opt/thedarkmod/tdm_textures_stone_flat01.pk4 (295 files) /opt/thedarkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /opt/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /opt/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /opt/thedarkmod/tdm_textures_roof01.pk4 (72 files) /opt/thedarkmod/tdm_textures_plaster01.pk4 (142 files) /opt/thedarkmod/tdm_textures_paint_paper01.pk4 (63 files) /opt/thedarkmod/tdm_textures_other01.pk4 (127 files) /opt/thedarkmod/tdm_textures_nature01.pk4 (281 files) /opt/thedarkmod/tdm_textures_metal01.pk4 (496 files) /opt/thedarkmod/tdm_textures_glass01.pk4 (51 files) /opt/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /opt/thedarkmod/tdm_textures_door01.pk4 (177 files) /opt/thedarkmod/tdm_textures_decals01.pk4 (461 files) /opt/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /opt/thedarkmod/tdm_textures_base01.pk4 (395 files) /opt/thedarkmod/tdm_standalone.pk4 (4 files) /opt/thedarkmod/tdm_sound_vocals_decls01.pk4 (28 files) /opt/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /opt/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /opt/thedarkmod/tdm_sound_vocals05.pk4 (128 files) /opt/thedarkmod/tdm_sound_vocals04.pk4 (2870 files) /opt/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /opt/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /opt/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /opt/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /opt/thedarkmod/tdm_sound_sfx01.pk4 (948 files) /opt/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 files) /opt/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /opt/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /opt/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /opt/thedarkmod/tdm_prefabs01.pk4 (960 files) /opt/thedarkmod/tdm_player01.pk4 (125 files) /opt/thedarkmod/tdm_models_decls01.pk4 (103 files) /opt/thedarkmod/tdm_models02.pk4 (2020 files) /opt/thedarkmod/tdm_models01.pk4 (3043 files) /opt/thedarkmod/tdm_gui_credits01.pk4 (49 files) /opt/thedarkmod/tdm_gui01.pk4 (715 files) /opt/thedarkmod/tdm_fonts01.pk4 (696 files) /opt/thedarkmod/tdm_env01.pk4 (152 files) /opt/thedarkmod/tdm_defs01.pk4 (179 files) /opt/thedarkmod/tdm_base01.pk4 (197 files) /opt/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /opt/thedarkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /opt/thedarkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /opt/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /opt/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /opt/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /opt/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /opt/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /opt/thedarkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /opt/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 files) /opt/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /opt/thedarkmod/tdm_ai_base01.pk4 (8 files) /opt/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1895.94 MHz signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- Shutdown event system ...not started -------------------------------------- About to exit with code 0
  16. So I'm packaging darkradiant as a pacman package. But when I execute darkradiant on the terminal it complains: The thing is that's the latest announced 3.0 version of wxgtk. If you install 3.1 then darkradiant complains it cannot find 3.0 at all. Any idea why this could be? Thanks in advance.
  17. Hello folks, I'm a Linux (Mint) user and in games I'm using the arrow keys for movement (probably the worst kind of gamer to most of you) since I'm left-handed. On both my Linux machines (Mint 18 and 19) TDM does not recognize the arrow keys and instead sets it to zero (0x00) on each arrow key pressed, making it impossible to configure the controls to use this scheme. However, the arrow keys on the numpad (8, 4, 6 and 2) are recognized as such, which is not what I want. I've also tried different keyboards and different system layouts (since I'm using a german keyboard with the respective layout), but no success. On Windows this is no problem, as all the keys are recognized correctly. Any ideas regarding this issue?
  18. I recently opened 0005176 because I found it annoying that whenever I open a map my shader clipboard is set to "_default", which means when I draw a brush or paste onto a brush/patch it'll have that "Shader not Found" texture. Especially because _default uses a very peculiar texture scale, so when you replace _default with a normal TDM texture the scale will be off. I asked that DR remembers which shader was in the clipboard from the last DR session, to which @greebo asked the question: I figured that each map should remember its own last shader, as that should make resuming work easier, i.e. trimming a facade with a particular stone texture or laying out a dirt path. For brand new maps which never had a shader in the clipboard before, I'd see 2 options: Let them use the last shader from the most recently saved map. Keep using _default as the first texture in brand new maps, but change the inherent scale of _default so it can be swapped for a real texture with ease (meaning the scale of the real texture will be Natural 0.500). Personally I think this is a slightly cleaner approach so I'd prefer this one a bit.
      • 1
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  19. Wow, just updated my profile. Lots of stuff was way outta date... Not as bad as my ttlg profile. My homepage was still listed on Myspace.com Does that even exist anymore? Anyway, updated what I can for now...

  20. I am currently trying to set up a situation, in which the player has to use two inventory items on another entity. It all works fine, when I use used_by_inv_name, but I would like to change the inventory name into something quite long, so I am not sure if this will work. According to the Wiki article, it can be replaced with used_by_inv_id (to avoid translation problems), but if I use the setup with this, it does not register the inventory item anymore. Am I missing something or was inv_id not implemented so far? The corresponding spawnargs I used are: item1: name FinanceBook1; inv_id Finances1, inv_name Finances of Greyhill Church Book 1 item2: name FinanceBook2; inv_id Finances2, inv_name Finances of Greyhill Church Book 2 entity to be used on: used_by_inv_id1 Finances1, used_action_script_Finances1 BurnBook, used_by_inv_id2 Finances2, used_action_script_Finances2 BurnBook
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