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  1. The thinking behind the current design is as follows: Quick-press frob Pick up body and shoulder it (carry it) Pick up candle/lantern and carry it Pick up an item and carry it Long-press frob (for special action) Drag body or body limbs Pinch out candle Toggle lantern off/on If you are dragging a body, you cannot run off with it. It'll automatically get dropped at some point. So, shouldering a body and carrying a candle are almost the same. Dragging a body, pinching out a candle, and toggling a lantern off/on are all special actions specific to each of them. The timing and animation are identical to TDM 2.11, especially since my patch does not touch that code at all. The only difference is that it is less cumbersome to perform the shoulder action with a single key press rather than two key presses. Yes, it is quicker for the player to perform the action, but the game itself is not acting any quicker. The goal of this proposal and patch is to make these actions less cumbersome for the player to perform. Perhaps play the game a bit more to give your brain some time to rewire itself to the new controls. If you're still not satisfied, you can set the cvar to use TDM 2.11 behavior. tdm_frobhold_delay 0
  2. I updated the patch to reflect these changes. Also, I did a major refactoring of the (patch) code, cleaning it up. Ubuntu/Linux build: https://drive.google.com/file/d/1kUZtQrkAQpPHVRUX_JrhxSeWkzZX8P4D/view?usp=sharing
  3. 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
  4. NM, I undid the previous patch and applied the new patch.
  5. Weird, when I tried applying the patch, 2 items failed. SysCvar.cpp and Player.cpp. Says rejected patch hunks
  6. Great that you used my idea for the shock mine, it was time I gave something back having taken much from your mod for my patch ;)! But I have some questions: 1) You write K.O.s are credited to the player now. I wasn't aware this wasn't the case before. Is this a general mine problem or how can I fix this? 2) You write that your version can kill players. How? What are you using instead of stims?
  7. TDM Modpack v3.8 released in the opening post Introducing... the SHOCK MINE MOD v1.0 We must thank @wesp5 for this one! Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes. The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results. The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player. A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it. Big thanks @wesp5 ! HUNTER BOW MOD v1.1 Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now. CLASSIC BLACKJACK MOD v1.3 A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get... KO guaranteed: no indicator and no quick-save required. FLASH GRENADE MOD v1.1 Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version. --------------------------------------------------------- Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack! The download can be found in the opening post. Full changelog: ============================== v3.8 - New release ------------------------------ • STANDALONE SHOCK MINE MOD v1.0: Initial release. • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection. • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots. • CLASSIC BLACKJACK MOD v1.3: Improved collision detection. • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method. • Modpack: Minor general corrections. Cheers!
  8. 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!
  9. 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.
  10. 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?
  11. In my opinion this is still a complete mess, just imagine to show this table to new TDM players! If this is only about making new players recognize that bodies can be shouldered, why not add a hint to the body name once it is frobbed? Snatcher already added the name of the body being displayed then and I also included this in my patch. Like "Corpse (Use or long frob to shoulder)" and "Candle (Use or long frob to extinguish)" and "Food (Use or long frob to eat)". Loot and tools go automatically into inventory so there is nothing needed there, as well as for junk which has no alternative action anyway.
  12. I played it through a few years on Windows 10, and didn't need a patch there (even though I also had occasional crashes when changing the levels/chapters, especially chapter 4), but, on Win 11, the game crashed every time after the tutorial level. I'm pretty sure the patch also helps against the crashing on Windows 10.
  13. 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.
  14. 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!
  15. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  16. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  17. Are you using the Unofficial Patch? Because the same thing happened to me. P.S.: The latest mission update fixed it for me too, so everything is fine now :)!
  18. 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.
  19. I've made a new sign decal for Frost_Salamander's map (WIP), and for some reason the editor isn't registering the alpha channel when he applies the texture to the patch. The texture is a .tga file with an alpha channel. Please see the attached zip file if you want to examine it. I used the same process for an inventory icon and it worked perfectly. We can't seem to figure out how to make the editor recognize the alpha channel of the texture in order to create a decal. Please help? Hare Signs.zip
  20. I might add the keypad mod into my patch, but as download numbers of that are rather low, I suggest you contact some core developers to get it the next TDM version! The damage to limb mod sounds nice too, but I think it changes too much compared to the original game to be included in my patch. Snatcher's mod is the better place for that...
  21. The Modpack and the Unofficial Patch are supposed to work out of the box: plug and play. Casual and even advanced players wouldn't know what to do with the Wearable disguises or the Augmentation mod the way things are today. This is a neat mod @MirceaKitsune, congratulations. I am rooting to see it implemented in a map! The mod however is overpowered, and it feels like having notarget on. There must be limitations and/or penalties. I suggest: 1) While wearing a helmet players must act like a guard: (creep or) walk in stand up position. The moment you jump or crouch, run, raise a weapon, grab an item... your are fully exposed. 2) Each helmet is functional for limited time. The longer you use it the more suspicious you become and at some point the helmet is of no use. Perhaps helmets can be "recharged" somehow, I don't know, but you get the idea. PS: Considering the number of mirrors per map and the fact that there are no player reflections (glass, water...) I wouldn't worry much about the head, to be honest.
  22. 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
  23. This is a thread for members to post inofficial hotfix patches in. These hotfixes are for people who want to keep using stable official releases of The Dark Mod and Dark Radiant, but with somewhat less bugs. These patches will overrule parts of the official release, and are therefor only compatible with the specific version of TDM/DR that they were created to patch. It is therefor necessary that you keep track of which hotfixes you installed, and uninstall them all when you upgrade to a new TDM/DR version. If any bugs persist in a future version, it's best to wait for a new patch to be released for that version. At time of writing, the official released versions are The Dark Mod version 2.10, and Dark Radiant version 2.14.0. When posting a patch, please include which version it is for. (Patches for developer versions are allowed, but don't expect those versions to last long.) Developers, keep in mind that while these patches will point you in the direction of a problem, the patch solution will sometimes differ from an official release solution. (For example, we can't rename packaged files, and so we have to sometimes refer to badly named ones.) It's possible that I - Nort - will be the only one posting these patches, and I'm fine with that. Update After having worked out a lot of patches during these past weeks, I've attached version 1.0 of my hotfix pack to this post. This pack makes all my previous hotfixes obsolete. Details about what they contain, are in the included release notes, because the list is too long to post here. The main features is the fixed console warnings, as well as the fixed mages. (Do not miss these mages. They are eating apples and everything.) If you have any questions about any changes, just ask. Version: The Dark Mod 2.10, Dark Radiant 2.14.0 Small correction: The release notes should say: "This new file creates defines several placeholder shaders. Placeholder shaders are mesh defaults which skins can refer to without risking conflicts with other meshes sharing the same skin. They are not simply misnamed shaders, or deprecated legacy shaders." Update Dark Radiant version 3.0.0 released today, so my patch version 1.0, only stayed relevant for about 24 hours. ...and that's fine. A great changelog of Progress, is all I ever wanted. While devs should still download my patch to see if everything in my patch change log has been addressed (which I doubt), normal users should instead go download Dark Radiant 3.0.0, where every change is official. Once I've assembled enough mental strength to begin over from the beginning again, I will start working on the next patch. It will likely take a shorter time to make this time. Update Remember, before uninstalling any def files, to first remove any entities they have created, mainly the noble and mage ragdolls. If Dark Radiant can't find the definitions for entities, it won't display them in the map. I don't know if they still remain in the code, and you probably don't want invisible obsolete entities in your map, so it's cleanest to remove the entities from the map before removing the patch files. Update I've decided to post-pone any further development until Dark Radiant release 3.1.0. The 3.0.0 was a big update, and big updates will typically come with smaller unforeseen issues. One such issue is that whole numbers aren't being displayed properly. It's thankfully only a cosmetic issue, but since it's so in-your-face, I think that the devs are likely dealing with other issues as well, and that the next update will be coming as soon as possible. ...so I think 3.1.0 will be more stable, and will come soonish.
  24. You modded it! I understand, thanks for the explanation. Since AI can be KO'ed anytime the downside of your approach is that players installing the patch (in good faith to get all the goodies) might find confronting certain AI not very challenging or too easy. Instead of drawing the sword, or running away, players just have to keep blackjacking till the fatal blow kicks in. It is your decision and I have no objections. This particular change though, could make for a good standalone mod that players could enable/disable at will based on the information provided upfront and their expectations or preferences. See, I expect a "patch" - official or not - to fix bugs or broken assets, enhance textures, sounds... or even improve gameplay to some extent. The Unofficial Patch goes beyond in some areas. Have you ever thought about splitting the patch into smaller, standalone packages?
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