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  1. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  2. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  3. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  4. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  5. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  6. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  7. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  8. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  9. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  10. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
  11. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  12. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  13. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  14. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  15. I've always found it amusing that a de facto interactive movie game, where the bad guys are either literal mushroom-zombies or your standard issue "tough post-apocalyptic survivors who 'did what it took to survive, rawr' and are now engaged in typical heartless post-apoc tough-guy buffoonery" villain types, is having any sort of pretentions to artistic and social profundity. Sure, games are art and all that, but a zombie game wouldn't be my first choice of game to search for this sort of profundity. Also, if someone is desperate enough to market their game by intentionally provoking potential controversies well in advance (poking the predictably behaving usual suspects, who go berserk at certain topics), then I'm afraid it might not be much of a game to begin with. TLoU no. 2 exists for a simple reason: The first game was quite popular, made a good deal of money, so they made another one. If you ask me, they didn't have that many places to go, considering the story of the first game (what I know of it), but they did it anyway, because it pays the bills and publishers care about banknotes first, good reviews second, and artistic integrity... maybe somewhere at place 412th. Kojima's Death Stranding, as silly and pretentious and goofily creative as it was, felt to me a bit closer to actually examining the negative and positive impulses that tend to guide human beings, for better or worse, than the Last of Us' n-millionth examination of the "Hey, zombies appeared, the world has gone to crap, and aren't humans now uniformly horrible and selfish, even if it's illogical ?" idea. Death Stranding felt like it has something more to say about humans and their complexities than the rote old messages paying lipservice to Thomas Hobbes. Ironically, DS has the far darker, far more insane setting, and it still felt like it's telling a more interesting story about loss, suffering, the lies we potentially tell ourselves, and the divisions and misunderstandings we create, or how we become prisoners to our own egos (if we're not careful). Creepy setting with some off-beat, rather silly worldbuilding, but I felt the game's narrative had its heart in the right place in a lot of both serious and amusing ways. I can respect that, even without thinking the game's some masterpiece. In contrast, zombies and post-apocalyptic assholery has been done to death, especially in the last decade alone. That alone makes this IMHO forced sequel to an okay but not really exceptional game feel already... well, dated. At least Death Stranding, somewhat like Thief, encourages you to avoid violence and killing if you can, rather than reward it. If all TLoU does to examine human frailty, physical, emotional and mental, in a world riven by catastrophe, is to have players smashing heads in, "making tough decisions who to kill or not kill" and then contemplating its navel about human nature, it doesn't really bring much new to the table. Every single zombie-themed game or work has done that, a million times over. It's almost as clichéd in games and other works as "you're a muscle-bound, grizzled space marine, so tough you shave yourself with a blowtorch, go kick alien/demon/evil corporation ass" being the basis for the whole premise and plot. It just... isn't novel. Not even in a reinvented way. If TLoU didn't have mushroom-zombies as its one claim to originality, then it would be basically like any other zombie work where the undead have collapsed the entirety of society and now everyone's an asshole to each other, because God forbid humans would actually think and cooperate, rather than try to murder each other for silly and petty reasons 100 % of the time. The whole "crazy nihilist warlords who stifle any attempt at rebuilding civilization and bringing human decency" plotting is as clichéd an idea as zombies, space marines, "tough moral choices" (that aren't, or are only false dichotomies), and I could go on. Yeah, there's nothing new under the sun, even Thief pilfered from film noir, Fafhrd and the Grey Mouser, The Name of the Rose, Thieves' World, and who knows what else, but there's more to making an original game or other artistic work, than just changing a few details, adding pointless trends ("press this to crack open a defenceless person's skull while doing overblown moves; press this to have characters lecture you with wannabe edgy profundity for over fifteen minutes straight, in a blandly staged cutscene") and throwing huge production values at everything. Inevitably, many of these will feel dated sooner or later. Any well-written game will leave you with something interesting to think about not because it told you "Here comes the profound bit, pay attention !", but because it executed its storytelling both verbally and non-verbally (visually, through audio, written content, etc.) in such a manner that it left you with stuff to ponder. Even if it didn't give you all the answers, but it also didn't chicken out by not giving you any either. We want a good game script/story to stimulate us in ways that might be uncomfortable and unusual, but not necessarily cynical and trite, and that have some added value, including in things like humour and levity. I think a lot of the most artistically accomplished games actually don't shy away from humour. Smart, maybe even cute humour, rather than the "I'm an edgy cynic who uses edgy ironic statements" school of thought. I could write hours upon hours on these topics, but I'll cut it short here. You know, with all this silliness around TLoU 2 and other zombie games and post-apocalyptic games, I'm tempted to write a script for a little indie adventure game with a more introspective story. The world is back to normal, but there was some standard issue zombie catastrophe a few years back. In it, your main character (either a guy or a lady, depends on the player's choice) was forced to fight and then kill a friend they really liked, because whatever caused things to go bananas and turn people into ISO standard zombies also affected their friend. They grappled with trying to just defend themselves, tried to capture their friend, then get help and find ways on how to save him or her. They didn't want to kill a good friend, as any decent human wouldn't want to, even if they had the impression their friend might be beyond help at that point. Unfortunately, something happened, the friend got lose, the protagonist was forced to kill them. The friend was killed, but rather than go "Yeah ! Got another one !", the protagonist understandably mourned that they've lost a good friend to such horrible circumstances. The vast majority of the game is set in the present, there's no zombie-killing, scavenging for resources, nothing. The world has gone back to normal, society's generally like before the mysterious catastrophe (you could reveal at the very end that it was some alien goo from a meteor or something similarly silly), but people are still emotionally and mentally scarred from the experience. Our protagonist is trying to cope with the fact they didn't kill some mindless monster, but their unlucky friend. They're trying to find a way forward, within themselves, also via counselling, and they might be thinking about finding a therapy group or similar group of equally affected people. Just to share their story, to cope with others, maybe even find new friends and bond over that awful experience they're trying to overcome. There's your profound, more psychological zombie game. Not the n-millionth "who do we kill or be killed" and "survival of the fittest" nonsense that the prepper-crowd jerks off to. Also, why set it in the US, always the US ? Because markets ? Maybe our story happened in France. Or Kenya. Or Chile. Or South Korea. Or Estonia. You can be plenty more creative than making slightly different variations on "Gun-toting Prepper Simulator 2020: When the Zombies Come, They Ain't Gonna Git Me !", LOL. P.S. If the first game was about the last of them, then who the hell is still running around in the sequel ? I hope this doesn't become some endless series like Assassin's Creed or Final Fantasy, otherwise the TLoU series' title will become increasingly inaccurate, just like the title of the Final Fantasy series. I am actually kind of disappointed TLoU is a series now, to begin with. One game, leave it at that. It ain't no sin, developers and publishers...
  16. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
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