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  1. Ah, ok, I don't found it before, searching with the old Title "Yan's test.pk4". I think it won't be a bad idea to use it at keast as base of a mision, maybe changing somewhat the map if there are copyright problems because of the Quake map. Quite old and still not released in the oficial TDM List, I thought that it was an abandoned (test) Mision.
  2. failed to open zip file “D:/darkmod/__download0__tdm_sound_ambient03.pk4”
  3. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  4. The subtitles for the The Maiden (aka The Maid) vocal set are now available: testSubtitlesMaiden.pk4 This character was described in the original vocal script thusly: "This is a young female from the common class. She is probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. She might complain when alone but she's always polite and proper to someone's face. Although some lines are included for armed characters, she is primarily going to be an unarmed character...." As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 228 "inline" subtitles, categorized as: 39 with an explicit linebreak, intending 2 lines 189 without 4 of the inlines have explicit duration extensions. These are all in the range of 0.25 to 0.49 seconds, for 17 cps presentation rate. There are 6 SRTs, all with 2 messages apiece. Of the 12 total SRT messages, 2 have an explicit linebreak, intending 2 lines. In all, in this vocal set captioning, there are 234 voice clips with subtitles, showing 240 messages. Corresponding Excel File TheMaidenSubtitles.xlsx This is based on Version 5 of the Excel Template, which was also featured in the preceding Average Jack and The Pro work.
  5. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  6. If the mission still works afterwards and the URL doesn't change (the mission is linked in other sites like thief guild.com) then I would be happy to feature subtitles! This is the url from thief guild http://mirror.mstrmnds.me/missions/sneak_destroy_a8d6a15e20aad1d0.pk4 Im not sure wheres it from.
  7. And here is the tdm_weapon_blackjack.script for By Any Other Name by @joebarnin updated to 2.11/2.11a standards. Nobody asked for it but here it is anyway. To test it, place the *.pk4 in the mission folder, like this: \fms\byanyothername\zzz_byanyothername_blackjack_script_211.pk4 No issues found on my side. zzz_byanyothername_blackjack_script_211.pk4
  8. Find attached the tdm_weapon_blackjack.script for A House of Locked Secrets updated to 2.11/2.11a standards. To test it, place the *.pk4 in the mission folder, like this: \fms\ahouseoflockedsecrets\zzz_ahouseoflockedsecrets_blackjack_script_211.pk4 I have tested it myself and didn't find any issues. zzz_ahouseoflockedsecrets_blackjack_script_211.pk4
  9. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  10. Thanks for taking your time. I just tried it (to be sure, I don't have to delete the cauldron_v2_2.pk4 after unpacking, right?), and, it doesn't seem to make a difference. Did a little video to illustrate my problems: https://drive.google.com/file/d/109NEYxgZTlrqD2rt65PY4jQ0KUhpC-PT/view?usp=sharing On the first attempt, I might have been too far away. On the second attempt, the beast might have been in a state of awareness due to me running towards it (even though that worked in the past with guards in other missions). The third attempt felt perfect, no idea why I didn't succeed there. Same on the fourth attempt. The fifth attempt was successful, and I have no idea why, as the former two attempts seem to have been almost exactly the same. I have the A.I. hearing to "forgiving", by the way, as that works better for me, as the A.I. can't hear your footsteps from a mile away. It's still much more sensitive than in the original Thief's (talking about sensitivity...), but, it works alright for me. That video is pretty much exactly what I experienced throughout the whole mission with the beasts. Every time I tried a K.O., i had to try several times to succeed. As I mentioned above, blackjacking is a general issue in the mod, but, it seems to be even more of an issue with this type of enemy. Oh, and the guy wearing the mask (the king? ) was the hardest to knockout. I needed at least 10 or 12 attempts to knock him out. Edit: Sorry, just fixed the permission for the video.
  11. Yes, def files in the pk4 override defs with the same name in core TDM. You can either nuke them, or update them with new additions from core.
  12. @ObsttorteHey can you confirm that if I have my own version of tdm_weapon_blackjack.def in my pk4 that this system will not work? If so I need go an nuke that file out of all my pk4s. Thanks.
  13. I was going to say I think their crouch pose might be moving the invisible KO volume too high. I can have a look at this. @chakkmanI agree the blackjacking in TDM can be fickle. Do you have the latest 2.11 updates with the new assisted black jack system? I've been using it since 2.11 and personally, I love it. EDIT: Alright so... I think because cauldron was made before that system- there might be some funkiness going on here because I have a modified version of the blackjack. @chakkman If its not too much trouble, can you try unpacking cauldron_v2_2.pk4. Be sure to "Extract here" so it puts all the files right where the pk4 is. Go to cauldron_v2_2/def/tdm_weapon_blackjack.def and delete that file. See if this helps.
  14. True just haven't seen this type of prettiness yet. As for trees casting alpha shaodws, I'm afraid that won't work by default, and I wish this were fixed in vanilla: The leaf material has "noshadows" enabled... I think: What we need is to only use noshadows on transparent materials if shadowmaps or alpha texture shadow casting are disabled, otherwise cast shadows... I enabled those settings but for me trees still cast shadows only from the trunk, I think the noshadows flag needs to be removed from some surfaces. Edit: I might be wrong on that. Looking in tdm_models_decls01.pk4 at materials/tdm_models_nature_trees.mtr the materials with "leaves" in their name don't have the "noshadows" flag. But then why didn't I see shadows cast by lights on trees even with r_shadowMapAlphaTested set to 1? I'm positive I looked in Seeking Lady Leicester and it wasn't working for the small trees and plants in the yard, either from my lantern or lamps I think shined over the trees.
  15. 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
  16. 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.
  17. The subtitles for The Pro vocal set, popular for upper-level guards, is now available: testSubtitlesPro.pk4 As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics A new console program "statsForSubtitles" now calculates this info. There were 353 subtitles. As usual for barks, almost all were inline. Of the 5 that were instead SRT - 3 were 2-message 1 was 3-message 1 was 4-message. Of the inline, 54 were arranged on 2 lines with a manual line break. Of the inline, 46 required an explicit -dx extension of duration, as follows: 26 in the range 0.25 to 0.49 second, for a 17 cps presentation rate. 18 at the cap (by policy) of 0.50 second. (For one of these, a near-inperceptable word was dropped to achieve this.) 2 worse-case fast-talkers, raised slightly beyond the cap, for a 20 cps presentation rate. Corresponding Excel File TheProSubtitles.xlsx This spreadsheet used (without any changes) Subtitle Template V5, documented previously in the context of the Average Jack vocal set.
  18. TDM Modpack v3.3 (Maintenance Update) While trying to improve the Loot / Stealth combo I made a mistake and introduced a bug in the last release: Loot count does not update in real time when the loot inventory item is selected. Since this is an annoying bug it has been fixed in Maintenance Update v3.3. Apologies for the inconvenience. ---------------------------------- I take the opportunity to include some minor, experimental additions. If these additions are well received they will stay, otherwise they will be removed in the next major version of the Modpack. 1) A revamped and extended "Mission Complete" theme. I decreased the pitch of the original audio not to sound too loud and triumphant and then I extended the length to include an accompanying drum beat during the aftermath. I want players to get the feel that "the adventure continues" rather than a peaceful "game over" so I opted for an uneasy beat. You can listen to it by going inside the pk4 to sound/meta/game/mission_complete.ogg 2) Semi-transparent backgrounds for the in-game Inventory grid and Objectives screen. I am not sure what the best solution is but I always wanted these screen to have some depth. I applied a 30% transparency to: dds/guis/assets/mainmenu/invgrid_parchment_backdrop.dds dds/guis/assets/objectives/parchment_ingame.dds The download can be found in the opening post. Let us know your thoughts. Cheers!
  19. 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!
  20. The subtitles for the Average Jack vocal set is now available: testSubtitlesJack.pk4 Subsets of the Average Jack vocal set are defined for civilians, guards, beggars, cooks, labourers, and merchants. As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics There were 388 subtitles. Almost all were inline. Only 12 were SRT; these were all two-message, except 1 was 3-message. Of the inline, 52 required a -dx extension of duration, as follows: 31 in the range 0.25 to 0.49 second. 17 at the cap (by policy) of 0.50 second. 4 worse-case fast-talkers, raised slightly beyond the cap. One of the cap-exceeders also needed a word dropped (non-verbatim). Corresponding Excel File AverageJackSubtitles.xlsx The final form of the Average Jack Excel spreadsheet was also retained (without data) as Version 5 of the evolving Subtitle Template. This and documentation about its spreadsheet/template usage will be available shortly.
  21. 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
  22. @Dragofer does your version work in 2.12? I'm confused about what to download. I tried one z_addon_stealth_statistic_2_07.pk4 that I found somewhere in this thread, but it didn't work. I tried out @kcghost's version (it works on 2.12), but I found that it interferes too much with my usage of inventory items, so I'd like to try out yours to see if it's more comfortable to use. I think I've seen a youtuber use it before.
  23. I looked but didn't see this video posted in these forums. It's pretty cool.
  24. 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.
  25. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
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