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  1. Hi everyone, and thanks a lot for the quick answers, I really appreciate it, even if I don't quote you personally I'm thankful for every answer Oh and while I'm at it, thanks for the forum administrator among you that added a Dark Theme to this forum: I cannot stand bright light due to my handicap, usually my own web browser settings (black background + green fonts color) work but sometime it makes some pages unusable if contains white images used as icons for example, so I had to wear sunglasses for a few hours to browse the forum more or less comfortably before noticing that I could turn a Dark Theme on which makes reading much less painful for the eyes, thank your for adding that option Thanks for the information, HMart, I'll check that LDAsh, Demagogue and Stgatilov, thanks for your replies, about your interrogations regarding how would I manage to sell a game developed under a GPL licence, well I'll have to remain mysterious for now, but that's something I have thoroughly thought about I'll never use Steam to sell the game though, I was absolutely against Steam from the very beginning of its appearance and it's only because I'm forced to install it and to play games that I use it, so for me it has always been out of question to become dependent to Steam's system... not to mention that they've started to behave as political censors according to what I've heard not too long ago, so I'm not going to risk investing 5 years of work and expenses just to end up censored for being "problematic" or other vague and non-defined concepts at the whim of anyone from Steam. Anyway, thank you Nbohr1more and the other TDM developpers Now all I need to do is to contact someone where I live who's specialized in the legal and fiscal aspects of commerce to see if my idea is viable, but the way I thought it out, it should be. Actually the only thing that would make it non-viable is whether it would be Governmentally Approved by the State or not to create something and sell it without having to create a company and be registered as a seller/artist/editor first, that whole usual administrative bullshyte here requiring people to find by themselves which pigeonhole they can belong to and face the fiscal consequences if they make the sightliest mistake... Yeah, that's what I had planned from the beginning actually: to not use your assets since they belong to you all, and also because, as a matter of fact, well, my game's universe being contemporary, I don't need any of TDM's sounds, 3D models, musics, textures, objects etc For example, most of the locations of the game's story and universe are "modern day-ish" for lack of a better word: glass buildings, appartments, houses, warehouses, etc... about the music and sounds, that's something I've planned to create on my own anyway, I just need to "get back at it again" and find a GPL music editor or maybe, if I finally, definitively, decide to go for a 1970's style music, I'll simply contract Shawn Lee, his work on Bully/Canis Canem Edit's music is exceptionnal. So in a nutshell, I won't need to use any of TDM's assets, and for the couple of things "close from TDM's assets" such as old manors & antique objects and the related textures that will be needed since I've planned to have "old areas" in the ficticious city I've created as the main location of the game's story, I'll contract people to make that. Thanks a lot for the clarification OrbWeaver, I tended to confuse Dark Radiant and The Dark Mod source code until then And about your suggestion, you guessed exactly what I had in mind for the development of my game Well, the problem with Unity or Unreal is that they remain proprietary engines somehow, at least that's how I understand it, and I think this may cause problems notably with the After-Sales Service Support... since to modify Unity or Unreal one needs to pay a licence as far as I know, it means I'll be the only one, with the dedicated programmer I will hire or form a partnership with, to solve bugs: however, what if some bugs appearing after the game release are way beyond that programmer's capabilities ? My reasoning is that one of the interests of using a GPL engine such as Id Tech 4, and specifically this one as it's a quite well-known one, is that since anyone can work on it at anytime after the release, even the most complicated bugs to resolve could be solved by people much more competent than my programmer or than me -all I've did until now about coding is trying to write code in Turbo Pascal 7 when I was 12: most of the time it didn't work, and when it did, it actually worked not the way I wanted but I didn't dare to object. It may anger the Machine Spirit, you never know, so let Its Sacred Will decide of what It will do. Godot, that's an engine I've never heard about... thank you for the information, I'll do some searches on that, however since Datiswous said that their 3D engine may be less sophisticated than id Tech 4, I may not use Godot, but I'll see... for the moment I still tend to think that TDM is the best solution, notably since my game will include stealth gameplay mechanics and Thief-based stealth gameplay is the only viable stealth gameplay method ever made. One thing I wonder, though, is if Id Tech 4's damage system would work to translate my PnP RPG gameplay system... I will make tests in the coming weeks with Dark Radiant to see what I can do with projectile-based weapons, and study more how the .PAK files about weapons work: in TDM there's only a bow and it seems to be treated as a projectile-based weapon, I'm going to try to see how the whole thing works regarding accuracy, "magazine capacity", etc, by hoping there are comments left beside the code lines. If anyone has information on this subject, how the bow works technically in its .PAK file, I'm all ears Thanks for the suggestion, I've started reading about dhewm3 since yesterday, but apart a cleaner code, what more does it have than TDM ? No offense taken I'm not surprised that from time to time people pop up here, ask a few enthusiastic questions about a project they're starting and eventually never come back because the task is more difficult than they initially thought, personally I'm fully awayre that creating a FPS-RPG almost "by myself" is the kind of accomplishment that would be called miraculous, but I'm confident I can make it if I find a competent programmer, as I've been creating homebrew RPG systems since a long time and almost made it professionally if the team didn't blew up because of unresolved differences of vision and pent-up animosity between a few people that grew until it was too late, so after modding a few games to test my ideas I think that's doable. That failed project I just mentioned is actually the reason why I'm more inclined to not form a team of developers and instead to contract people anywhere I could find them: by "contracted", I mean paying people here or there to realize a single work, be it an animation, a 3D model, etc, the same way, say, a shop owner would contract a painter to create a painting for the shop's storefront. When you contract people that are outsiders to your project instead of having to juggle with the egos of a dedicated team, you limit the risk of failure I do have another potential project on the side, that said, totally unrelated to video games and that is so daring that I'd be the first surprised if I manage to set it in motion, so if suddently I disappear from The Dark Mod Forums after 6 months of activity, don't be surprised, even if I'll do my best to run both projects at the same time, given that this second one is pretty long-winded and can remain casually "tried on the side" while I work on that main video game project. Anyway, about the recurrent questions that are asked once or twice a year in similar topics such as "Why aren't you on Steam? When is the campaign coming? Can I use your stuff for my commercial project? Why aren't you doing a remake of Thief Gold?", maybe creating a FAQ and making it a sticky topic would work, personally I haven't found something like that in the various sections of the forum, maybe I've missed it that said.
  2. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  3. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  4. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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!
  5. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  6. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  7. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  8. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  9. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  10. 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.
  11. I looked but didn't see this video posted in these forums. It's pretty cool.
  12. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  13. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  14. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  15. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  16. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 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!
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