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  1. Yes you can see the link to the download on this page: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod But it has absolutelly nothing to do with this topic. Please stay on-topic.
  2. Every mission I play now, when I select M to show the map, the same one comes up, A Walker's Guide to Red Rook. I don't remember which mission it's from, (maybe IRIS?). Anyone know where to look to fix this and get the current mission maps working again?
  3. For fun I started to create subtitles for fm The Black Mage. But I notice these white lines around subtitle blocks. Any idea what it could be? Doesn't show up in 2.11 Shows up in both inline and srt, but not always.. Edit: I found that when you move the player view around, the white lines change in size constantly..
  4. To get a horizontal list of files in Linux, navigate to the folder with soundfiles in a maximized terminal (cmd) window and type: dir --format=horizontal You see then all the sound files listed in a horizontal line. You can then type whisper and copy-paste that line of files after that. I usually first create the full command line temporarly in a text editor before posting it in a terminal window.
  5. Ok, my bad. This mechanic should be used more often in missions! I have been making use of the "Fast doors" mod for long time when running away from trouble and things were already quite messy in those situations A little off-topic but relevant: I miss @Obsttorte
  6. That's for doors that should always be closed: AI can indeed go and investigate if they find such a door open. That's different from what I'm thinking here: The fact that even a normal door should draw attention if it mysteriously opens by itself, which would make things too hard for normal opening but for a new slam mode it would be a great opportunity to add this.
  7. Perhaps you have a infinite loop in one of your scrips? Infinite loops can cause freezes. But I also thought the script parser was able to caught those? Btw I don't remember ever having, Doom 3 in this case, freeze because of changing a def file (or even a script?), the worse it could happen is crash the game or cause ingame bugs but I'm not absolutely sure on this.
  8. Leaving "fast opening" aside, which is a good idea, I also wondered about normal opening time ago but I am not sure this is something we want to happen every time. We should, perhaps, put it to the test. Mappers, I understand, can configure certain AI to detect if a door has been picked, unlocked or opened (not sure about this last one).
  9. I appreciate this very much. The mission remains 100% genuine and now there's room for other initiatives. Thanks @kingsal, thanks @nbohr1more.
  10. I don't know if this simulation is hardware intensive but dark mod got to have this (optimised). It will change the face of the game positively. The only thing missing is the vegetation alpha texture casting shadows. edit: Wait am I reading correct, is this simulation for thief 1&2? Still got to have it in dark mod too. Amazing!
  11. Hello, I think I have done a mishandling (I remember I have tried something to run "Vitalic Fever - Hidden Hands who worked slowly by the time) So the problem is that I see every line on an object or character as showed on the picture below. And I don't remember how to remow that Thank you for your answers
  12. It seems to have started with Beta 2.11-01. Here's pictures taken from three consecutive restarts of The Outpost, viewpoint coordinates (1007, 355, -63), (45, -136, 0) in a fresh install of Beta 2.11-01. All of these candles are meant to be extinguished. The problem is very intermittent. Sometimes it won't happen at all just by restarting the mission and you have to quit and re-enter Dark Mod to get the bug to show. I couldn't replicate it at all in release 2.10.
  13. About the same on the first city hub, seems I don't escape the one million mark there either. Surprisingly though I get pretty good FPS which is why I didn't think much about it. May need to think if and how I can better optimize.
  14. So can we set a command in the GUI section of the mod? Because I couldn't figure out how to do that.
  15. Well, Ithink, talking about AIs in TDM is quite debatable, something more real AI would really be desirable. It should be possible with the number of scripts and APIs that are emerging in recent times, to be able to implement it, at least in some characters.
  16. It's funny how while I still prefer a frob outline, I haven't enabled it yet as it still seems it doesn't work just right. IIRC it still won't handle issues like the outline of a door inside a door frame properly, the outline was either hidden or shown when you don't want it to and looked bad. Still feels like something we could add a menu option for while keeping off by default.
  17. As far as I remember, there are some presets hardcoded in source code. There is no "default" preset: when you select preset, all the individual presets are assigned values as hardcoded into the source. So preset is not like cvar, it's more like a command.
  18. Some time ago I downloaded an old mission, called Yan's Test. By the name and content I think it was an intent to use a Quake Arena Map in a Mission. The mission is full playable without big bugs, but naturally requires some improvements, not so bad at all. It's made by Yan Ostresov and Bikerdude
  19. Thanks but I mean ANY monitor, a VGA not connected to anything but just installed on the system with its drivers suite (but talking through the shared framebuffer to the VGA connected to the monitor)
  20. All considered, players get to keep the mantel rules intact carrying a body or not = consistency. The restrictions are the speed and jump height.
  21. jaxa

    Free games

    The Whisperer 100% off on GOG https://www.gog.com/en/game/the_whisperer The giveaway ends on July 17th 2023, at 1 PM UTC.
  22. The file states, that the code you have altered is deprecated and therefore shouldn't be used anymore. You have to alter the above code (after uncommenting it). You may notice that the naming has slightly changed. I assume that this is due to the gui refactoring @stgatilov worked on. EDIT: Try this mainmenu_custom_defs.gui
  23. I just changed the mouse bindings to cycle select with left mouse button in the camera view. Much more comfortable than Shift-Alt-LMB, but now I can't use the rotate and move handles anymore. The 2d view has the same problem.
  24. @JackFarmerThe “patches” are a good fit for this type of circumstance - a few go a long way @Dragoferyeah I would say crouching in the grass occludes the player vision in such a way it would not really be fair for the ai to look right through it, but maybe this can just be done via a trigger volume placed by the mapper?
  25. @Dragofer I've tried it with the "Myth" area (you know what I mean). Since the terrain is very bumpy, it does not really work (and it is a cave where you would not expect wind); thus will keep the static grass as per the screenhot on Discord.
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